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===Fallout 4=== [[File:Fallout_4.png|left|thumb|300px|Colors in a Fallout game? What a time to be alive.]] In Boston at the zero hour of the war, new parents are admitted to Vault 111 and placed in cryogenic suspension, under the impression that they were only to be decontaminated. Turns out much like most Vault-Tec vaults, they were secretly part of an experiment, where in this case it was originally to see the physical and mental effects of long-term cryo-storage. One of them is murdered, their infant child Shaun stolen, and the other refrozen. When the cryo systems fail, the only survivor of Vault 111 heads to the surface in pursuit of the man who ruined a family. This Sole Survivor, in pursuit of his (or her) prize - I mean child, discovers that two hundred years have passed. As they travel, they encounter the last surviving member of the Minutemen-- a Militia that tries to protect local wastelanders from attacks by raiders, supermutants, and other nasties-- and go to Diamond City (built on the ruins of Fenway Park) following a lead. They find people paranoid about an organization called "The Institute" replacing anybody they know with near-perfect replicas called synths, and further investigation points to the Institute having abducted Shaun. They can work with the Minutemen, the Brotherhood of Steel, or the synth emancipation group known as the Railroad to fight the Institute, or choose to join it instead. Just like the other games, Super Mutants once again make an appearance although this version was created by the Institute and have notable differences, mainly being less mutated while also being more psychotic, being more industrious by being capable of doing shit for themselves instead of relying exclusively on slaves while also being too violent to gather into large groups or pursue goals beyond being warlords. Automatron was the first DLC (that had a story) where the player takes on The Mechanist, someone dressing up as a character of the same name from the in-universe comic series The Silver Shroud. Said impersonator has gathered an army of robots to harass the Commonwealth just like their namesake. Far Harbor followed Automatron, consisting of a Synth-centric journey to the marshes up north where they must play peacemaker between the Synths, wastelanders, and the crazy radiation-worshiping cultists called the Church of the Children of Atom from Fallout 3. Generally held up as the pinnacle in the game. Finally, Nuka-World begins with the player finding a functional train leading them to the Nuka Cola theme park, where they are immediately trapped in a gauntlet maze/arena designed by the Raiders to ensure that the only folk who live there are worthy. The player must decide whether to take control of the Raiders and let them loose on the Commonwealth or retake Nuka-World for the law-abiding wastelanders (loyal to whichever faction you sided with in the main game obviously). While this DLC has the most bearing on the actual game itself and has more plot complexity than the single quest and mild amusement of Automatron, its seen as a disappointment in terms of what it could have been. Additional content, some of which has merit as part of the looser canon (as in the "Bawls exists in-universe" kind) was released via the mod service maintained in-game by Bethesda. However, due to the fact you can't use it alongside mods from anywhere else and still keep achievements going and many cost money for no reason, most people never encountered them and less want to get into the merit of them as part of the continuity. While future plots may have callbacks to some, it ultimately will mean as much as the mods that added Settlements to New Vegas did to 4. It was also the game that got power armor right: In the first and second games, the armor would make the player literally invincible until endgame if obtained early, wading through millions of bullets. The third game turned it into a boring set of armor that needed specialized training and cost more to repair than the bullet you hit it with, easily torn up by Chinese copies of AK-47, merely decreasing the percentage of damage taken per hit which could be replicated by a dozen perks and drugs, and far cheaper armor top-up. New Vegas offered a compromise with "damage threshold", meaning any damage below it would cause no damage (or 1 rounded up) meaning it ''still'' made the user into a tough target but could be brought down by massed explosives. This game would compromise by turning you into a nearly unstoppable tank but limiting it's usage with power cores and durability that were scarce at the beginning of the game - seriously, you get a full suit of Power Armour within the first hour of the game. Another limiter is that unlike previous games, a powered armor suit is now comprised of several parts (helmet, torso, arms, and leg armor) that are mounted into a exoskeleton chassis, instead of being treated as regular old armor. This means that you can't just walk through tons of gunfire with minimal consequence all the time. First salvoes would do little more than a tickle, but individual components of the armor would start to break as they take damage, compromising the armor's ability to protect and assist you as it gradually gets torn down to scrap. It can be repaired, but you need a repair station and tons of resources you need to scavenge from the ruins, repair costs going up (from humble steel to expensive aluminum and fiber-optics) as the armor is upgraded. On the plus side you can modify and paint your armor components to crazy models from jump packs to blood cleansers preventing chem addiction, from leg shock calibrators to carry more stuff to arm servos for punching. So technically, with the latest power armor fully upgraded you can tank a few rockets to the chest, maybe even a mininuke and survive (if barely)...just don't expect the armor to withstand more than a poke afterwards until next repair station. The game is also pretty [[Skub|skubtastic]] (this entry was originally FAR longer); while generally liked for the crafting mechanics, graphics, music, certain parts of the setting and gunplay, many dislike it for its linearity and lack of RPG-like choices, calling it a "Loot-And-Shooter" set in a Fallout setting, with little Fallout mechanics such as interacting and bypassing quest points, doors and concepts using invested non-combat skills - And that's all we have to say about that.
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