All right so it's been awhile, I've sunk (REDACTED) hours into this game according to Steam, and... I still haven't beaten it. Oh, I'm pretty much at the endgame, don't worry. It's just that I need to pick a side, and the way things are written, I just. Don't. Care. I've been shoehorned into wiping out at least two factions and that should be completely unnecessary. More on that later.
But rather than just talk trash, I think I'll do it all fair-n'-balanced like.
The good:
Most of the companions are fun. Most of them. Those being Nick, Curie, Codsworth, Dogmeat, and I guess Piper. Ehhh okay, Hancock's cool too.
There actually is color in this game!
The weapons handling is better, and the stupid repair mechanic is gone. Although some things like power armor and settlement items need to be repaired, you don't have to find another identical item and burn it, you just need enough of the right junk.
There are lots of fun side missions.
The bad:
If you thought FO3 broke Fallout lore, wait until you get a load of this nonsense.
"Something just came up. Another settlement needs our help. If you've got time, I've got something else for you. I've got word a settlement is being raided by ghouls. Another settlement needs our help-" CALM DOWN GARVEY JEEZ
The Settlement mechanic in general. It's half-assed at best and only serves to create pointless busywork for the player.
One of these days people are going to stop pretending BethSoft product bugs are features. This one failed to display any of the hilarious Gamebryo bugs we've taken for granted, like shooting a Deathclaw in the face and then watching its ragdoll throw a rave. Nope, the bugs here are annoying at best, game breaking at worst, and there are a
lot of them.
The main plot is really bad. It's not "Install a Water Filter: The Game" bad, so it's technically an improvement over FO3, but it's pretty darn bad.
The Institute doesn't seem to really belong here. It's like Ghost in the Shell taking a dump in my Fallout. GiTS and FO are great. Not together.
The ugly:
Apparently they're overcompensating for the Brotherhood of Steel being the saintly good guys in FO3 by making them near-literal Nazis this time around.
Recycled musicHE'S HACKIN' AND WHACKIN' AND SMACKIN' HE'S HACKIN' AND WHACKIN' AND SMACKIN' HE'S HACKIN' AND WHACKIN' AND SMACKIN' HE'S HACKIN' AND WHACKIN' AND SMACKIN' HE'S HACKIN' AND WHACKIN' AND SMACKIN' HE'S HACKIN' AND WHACKIN' AND SMACKIN' HE'S HACKIN' AND WHACKIN' AND SMACKIN' HE'S HACKIN' AND WHACKIN' AND SMACKIN'...
I didn't need a college radio (
DEAD AIR, UM, DEAD AIR) sidequest. A bug in that quest made it impossible to complete, and also made my character immortal.
The companions I haven't named are completely forgettable at best. Piper's personal problem is probably the least compelling that character could possibly have had, but she makes up for the rest of it with personality.
Pointless weapons like the laser musket. If it didn't consume energy weapon ammo, it'd make all the difference in the world. But it does. And you're better off with every other energy weapon because of it.
It's not the Skyrim style of leveling up. It's worse. SPECIAL is nothing but ranks of stat perks, and everything else is perks. No skills. This had the charming result in making your character completely useless or completely overpowered with absolutely nothing in between.
The endgame:
[spoiler]If I'm about to take over the Institute when its leader dies, why am I obliged to destroy it if I side with any other faction? It's like BethSoft looked at what Obsidian did with FNV and tried to copy it, and failed. As the person about to take over leadership of the Institute from a terminally ill old man, I
should be able to work something out with the Minutemen and the Railroad. The Brotherhood can burn, but I really have no reason to go to war with
anyone else. Especially since I'm the only outsider who can get in and out of the Institute![/spoiler]