Anyone else disappointed with Fallout 4?

Recommended Videos

IceForce

Is this memes?
Legacy
Dec 11, 2012
2,384
16
13
TizzytheTormentor said:
So far, I also really hate the radio guy.
(Probably a spoiler, but) the radio guy's performance can change later in the game, depending on what you do.

TizzytheTormentor said:
the guy I asked to guard the settlement is just wandering all over the place
That's because they always default to 'patrolling' behavior when you assign them to guard duty.

TizzytheTormentor said:
my fences are suspended in mid air because they never took uneven terrain into account
That can be mitigated somewhat by putting down concrete foundations (which can be buried into the ground and placed at any height) and then putting your fences on top of that. Or just put the foundations as high as they'll go and use them as concrete walls.

TizzytheTormentor said:
Game works perfectly for me (as well as a Bethesda game can of course) I recently upgraded to a GTX 980 and I can run it on ultra with no real performance issues.
Same here. I'm also running on a 980, and the game is as smooth as butter. (Load times notwithstanding; I really need to get an SSD at some point.)
 

LetalisK

New member
May 5, 2010
2,769
0
0
So, I just ran into a bug. My companion, Cait, has a texture on her face that is not her face. It looks like yellow and gray painting from a door or something metal. Anyone else run into this?
 

DefunctTheory

Not So Defunct Now
Mar 30, 2010
6,438
0
0
LetalisK said:
So, I just ran into a bug. My companion, Cait, has a texture on her face that is not her face. It looks like yellow and gray painting from a door or something metal. Anyone else run into this?
Well, that settles it. Cait is a synth.


On a serious note, can you screenshot it? Maybe you equipped her with something.
 

LetalisK

New member
May 5, 2010
2,769
0
0
AccursedTheory said:
LetalisK said:
So, I just ran into a bug. My companion, Cait, has a texture on her face that is not her face. It looks like yellow and gray painting from a door or something metal. Anyone else run into this?
Well, that settles it. Cait is a synth.


On a serious note, can you screenshot it? Maybe you equipped her with something.
It solved itself by restarting the game. She did look like an android though.

"Sir, have you tried turning the machine off and then back on?" God damn it, I'm that guy.
 

Benpasko

New member
Jul 3, 2011
498
0
0
FO:NV is one of my favorite games of all time, but I might already be done with FO4 (Until the DLC is out, since I foolishly picked up the season pass). There is so little content in it compared to previous Fallouts. I played the game for about a week, and was at the absolute pinnacle of attainable power (Level 50, full X-01 power armor with 55 fusion cores, fully modded legendary guns and armor). The weapon modding seems nice, until you realize the game has less than half as many guns as New Vegas, even with the different variants you can make.

Plus I hate the new 'improved' (aka 'pain in the ass') shooting mechanics where enemies move faster than you could possibly keep up with on the console version, with absolutely no aim assist. I wouldn't even have gotten as far as I did if I couldn't do 16(!) shots in a single VATS with the Deliverer. The new melee system is just awful, the total lack of combos makes swinging feel stilted as hell.

Curie is a pretty great follower, at least.

I was worried they'd Skyrim it, but at least Skyrim was huge. This is worse than that, they Mass Effect 2'd it.

Edit: I almost forgot, the main character! Fuck the main character! I hate them so much! Plus they removed my favorite hairstyle that I always roll on my male main character in these goddamn games aughhh
 

andrewHayes

New member
Dec 1, 2015
25
0
0
Not disappointed because I expected the game to do little to outstrip what was already modded in 3.

I mean, come on, when Bethesda actually takes a fan's independent choice for a song and puts it in the trailer for the next game, you can guess rather easily where inspiration for the new features are coming from.

I'm kind of surprised the fans themselves didn't realize this.
 

Ryotknife

New member
Oct 15, 2011
1,687
0
0
Overall, its my favorite Fallout game by far (granted i started at 3). Ive sunk almost as many hours into FO4 as FO:NV and more than FO3. It is pretty much superior to NV in almost every way.

I dont have companions that run off into the sunset, never to be seen again like NV. The companions are actually enjoyable, whereas i only brought Boone and EDE for their overpowered benefits. Boone himself looks like he was trying to audition for a CoD game and took a wrong turn somewhere. Veronica was the only interesting companion, and one of the few interesting characters in the whole game (the others being the Burned man and Ulysses). Meanwhile FO4 it would be easier to say which characters i didnt like.

Combat is much better in FO4, the enemies are actually threatening and enjoyable to shoot at. Ive probably died more times in FO4 than FO3, NV, and skyrim combined as even at level 30, a single grenade, missile, or fatman can kill me. Ive been randomly killed by a vertibird crashing on top of me. traps are harder to detect now due to lighting and i pretty much trip all of them which leads to very intense moments where i hear a grenade fall next to me and i have to book it or get gibbed. In other bestheda games i very rarely tripped a trap, let alone killed by one.

Oh, and actual FREEDOM in FO4, not unlike NV where you start off and the game goes "okay, you can go any direction, as long as its south". There is no area thats off limits, especially thanks to power armor. Granted, the only time i used power armor was in the glowing sea, and thank god for that. Ive sank dozens of hours in settlement building, which is probably the most fun ive had in a game in a very long time.

The setting itself i would put on par with FO3. NV setting is the very definition of boring, queue endless desert. Even red dead redemption was more interesting, and that too was in the desert.

now with the fellatio out of the way, there are some complaints. One, weapons. I feel like the roster is a bit lackluster. Add armor to that list too. Ive been using the same guns since level 10 (now at 30) and pretty much the same armor too. Doesnt help that i despise all pipe weapons. Im still using the vault suit and the starting pistol. The modding is nice and all, but still i feel a big lack of character progress.

Two, settlement system. It is surprisingly complex, which is a problem because they dont describe any of the important mechanics. My big complaint though is the lack of a universal measurement. For example, the corner metal prefab you can not put anything on top of it because the wall is slightly higher than the standard wall, it also sticks out more. Doorways also can not be used if there is something below or above the unit. Forget about placing doorways inside of buildings too. The only workaround ive found is the doorway prefab, but that has its own issues, namely that it wastes and entire unit and you have to design around it. Shops are slightly taller than a standard prefab unit was well, leading to the sign sticking through the floor the next story up. Ive actually restarted a few times because i learned about some new mechanic. That said, my settlement in Starlight is going to be my pride and joy. A medical center, workshop, apartments with private bathrooms, minibars, and children's room, and the masterpiece a massive rooftop restaurant complete with a wellstocked bar, kitchen, and a nice 5 story view of the surrounding area. It will even connect to the top of the movie screen, which i will turn into a cigar lounge. Course, i need to trick the game into letting me build a bigger settlement.

Three, i feel like i level way too fast, mostly due to crafting. Granted this one should be easily solved via mods.

EDIT: oh, and another thing. Someone needs to give the pipboy an update, because it constantly gets stats from settlements wrong. For example, on my pipboy map it said Tenpines ad 5 people, i get there and there are 14 people. You go to the workshop tab and it will constantly get figures wrong (like all of your food, defense, and beds are gone)
 

sXeth

Elite Member
Legacy
Nov 15, 2012
3,301
676
118
Ryotknife said:
Two, settlement system. It is surprisingly complex, which is a problem because they dont describe any of the important mechanics. My big complaint though is the lack of a universal measurement. For example, the corner metal prefab you can not put anything on top of it because the wall is slightly higher than the standard wall, it also sticks out more. Doorways also can not be used if there is something below or above the unit. Forget about placing doorways inside of buildings too. The only workaround ive found is the doorway prefab, but that has its own issues, namely that it wastes and entire unit and you have to design around it. Shops are slightly taller than a standard prefab unit was well, leading to the sign sticking through the floor the next story up. Ive actually restarted a few times because i learned about some new mechanic. That said, my settlement in Starlight is going to be my pride and joy. A medical center, workshop, apartments with private bathrooms, minibars, and children's room, and the masterpiece a massive rooftop restaurant complete with a wellstocked bar, kitchen, and a nice 5 story view of the surrounding area. It will even connect to the top of the movie screen, which i will turn into a cigar lounge. Course, i need to trick the game into letting me build a bigger settlement.

Three, i feel like i level way too fast, mostly due to crafting. Granted this one should be easily solved via mods.
Speaking of unknown mechanics, as a headsup, there's a limit to how many objects you can build in one settlement (bar "Size" at the top right), though you can reset it by dropping items (weapons, armor, etc) on the ground and storing them in a loop to fool it

Doorways are just a problem, I've never figured out an interior one, and the exterior ones stick out of every wall except one or two.
 

EXos

New member
Nov 24, 2009
168
0
0
I can't put my finger on it but I just don't enjoy F4 as much as I did NV. In NV I liked to stay in a town and get every quest there but I just don't have that in F4.
It's not a bad game but it's not setting the world on fire.

Plus, I don't like sanctuary and all the other damn little villages and such. I honestly couldn't give a rats ass about those people.

NV had more character... Plus after I found Shaun it just fell apart for me.
I liked the over heading quests in TES and the other Fallouts, in F4 there is no antagonist or clear goal what you're going to accomplish or a clear direction where you're going.

So no, I'm not impressed.
 

WolfThomas

Man must have a code.
Dec 21, 2007
5,292
0
0
I'm enjoying the game. But I guess what I dislike about all the new Fallouts (3 + NV) too is that people are still leaving in squalor, shacks and wearing dirty clothes. It's 210 years post the War. The say it was because they were nuked more than the west coast. But it's the time from now until Napoleon. It's a long time.

In Fallout 2, earlier then the current game society is rebuilding itself. Some towns were ramshackle from poverty or notoriety (Klamath, Gecko, New Reno). But take the NCR captial it has adobe or red brick buildings, paved roads, electricity, wood fences. NCR constables wear new blue police uniforms. It's a functioning new society.

The same for bottle caps. They were currency in Fallout 1 because they were a scarce commodity back by the Water Merchants of the Hub, the reason they were money is that they represented so many litres of pure water. Later they were replaced by NCR minted coins containing gold.

New Vegas actually explained nicely why they have bottlecaps again in Vegas. After the gold mines at Redding ran dry, the Government printed money, but inflation drove them up. The Water merchants restored the old cap machines and started trading with them again. That stabilised the economy and is why 5 NCR paper dollars buys 2 caps. The legion has access to gold and silver mines so they mint there own currency, 4 caps to a silver piece, 100 to a gold piece.

I guess as much as tramping around the Wasteland is fun, I'd love to see a game about the new society and a bigger picture.
 

Telefonegun

New member
Dec 2, 2015
37
0
0
Fallout 4 isn't so bad when you think of as Skyrim with guns because it isn't Fallout game. Fallout 4 dialog system? The dialog system.. what am I talking about there is no such thing. It would just probably confuse the console players thinks Bethesda. UI that works with mouse and keyboard? What are these things you are talking about? :says Bethesda. We used Xbone pad to code and test this thing says Bethesda.

There are only 2 Fallout games and both of them had nothing to do with Bethesda. The consolitis is just so bad that with 3 and 4 that they aren't even playeble without mods on keyboard and mouse. Also Nvidia Gameworks titles are nightmerishly bugged on AMD cards. I'm still having graphics issues even with the latest hotfix driver. It seems lately even Nvidia users have been getting short end of the stick with many Gameworks titles(Batman Knight, Fallout 4, Just Cause 3) with no Sli support even if Nvidia is advertising such options.
 

Post Tenebrae Morte

New member
Jun 6, 2011
267
0
0
I find it funny people try to say that fallout 3 and those released after are not true fallout games, when, if I remember correctly, Chris avellone himself stated that if he could, he'd erase the first two games.
 

Telefonegun

New member
Dec 2, 2015
37
0
0
Post Tenebrae Morte said:
I find it funny people try to say that fallout 3 and those released after are not true fallout games, when, if I remember correctly, Chris avellone himself stated that if he could, he'd erase the first two games.
It isn't uncommon to great minds to think that the masterpieces they have created aren't worth anything. For example even Stanley Kubrick didn't overly like many of his masterpice movies and though that they are bit rubbish. Mona Lisa is layers and layers of paint showing that Da Vinci wasn't overly fond of it either.
 

AnthrSolidSnake

New member
Jun 2, 2011
824
0
0
My main disappointment was the lack of large settlements. I get that some of the areas of the map were designated for custom player built settlements, but having Diamond City be the main, almost exclusive city in the game was disappointing. It's not even that large, and certainly doesn't feel even as big as the structure the city is built in. That's pretty much the problem with the map as a whole. It's honestly not that big. It's a decent size when you factor in everything as a whole, but when you're just standing on the outside, or walk by the same exact buildings multiple times, it doesn't feel large.

And I'm referring to top-side areas that are visible on the wasteland. I know there are a lot of areas to explore that require separate loading screens to get to, but I was expecting a much larger world in my "Next generating of gaming".

I like my game worlds huge, even if I don't use all that space right away. It's just nice to know that if I come back to the game for another play-through, there's potentially areas I have yet to explore.

I do enjoy the refined combat however. It's still not up to snuff compared to other shooters, but it's much more fluid than the previous 3-d games.
 

Gethsemani_v1legacy

New member
Oct 1, 2009
2,552
0
0
Overall I like the game a lot, there are some things related to the Main Quest and the Institute that has me confused, spoilers in tags below

For the first half of the game the danger of Synth infiltrators and people being abducted and replaced by Synths is played up. We find out that the attempt to unite the settlements of the Commonwealth in some sort of provisional government ended when a Synth infiltrator massacred all the people in said provisional government and we get to hear about and see ourselves that Synths can be anywhere and can be dangerous.
Then, we finally get into the Institute and the whole plot thread about Synth infiltrators just vanishes. Father handwaves away that it was "necessary" to destroy the provisional government, but no explanation is given as to why the Institute still replaces people and in fact Father seems to hint that the Institute doesn't do it anymore since he claims the Institute "doesn't interfere" with the surface and a large plot point is that they once more will take an interest in surface matters. We are also not told what happens to those abducted, some of them, we can learn, were used in Virgil's FEV experiments but that doesn't tell us what happened to all those abducted after Virgil sabotaged the FEV experiments and they were shut down.

Then there's the problem with the Gen 3 Synths and their similarity to humans. We know that Gen 3s are "made" from organic parts and have all the internal organs of a human but also some "synth" parths that makes them machines. Yet we are not told why you'd waste resources mass-cloning organs for all your robots when we are also told that resources and power are scarce for the Institute. We are also never given any explanation for why you'd us Gen 3s for stuff like gardening or maintenance jobs when a Mr. Handy or Gen 1 can do those jobs just as well and with less resource expenditure.
Father also states that Synths are machines and have no sapience, free will and no emotions and that any semblance of such is just "very advanced programming". This flies in the face of the Railroad quests where it is made clear that Synths are sentient, have a free will and exhibit strong emotions (all of this must be true since they are apparently so afraid of being "re-programmed" or decommissioned that they flee for their lives from the Institute). This issue is never explored further and it is frankly baffling that these supposedly brilliant scientists haven't even once considered where programming end and sapience begins in terms of machines and AI, you know, stuff that we are discussing already today. Never mind that the game clearly establishes that robots and machines can have advanced AIs that are self-aware and sapient (Curie is the most prominent example but Nick Valentine also qualifies), yet no chance is given to call Father on this or to discuss it with anyone in the Institute.

All in all, the entire Institute portion of the game feels severely underdeveloped and a lot of earlier plot points are just dropped in favor of trying to awe the player into favoring the Institute by putting the affable Father/Shaun in charge of the Institute. This is despite the fact that his gentle demeanor and seemingly benevolent goals stand in stark contrast to the de-facto fascism, xenophobia and racism that the Institute exhibits. None of those things can be discussed with anyone in the Institute and none of the other factions really bring it up in favor of the other factions just going "let's murder the Institute". It feels as if Fallout 4 tried to go the route of New Vegas, but had a writing staff that wasn't up to the task of properly fleshing out the games most important faction.
 

DefunctTheory

Not So Defunct Now
Mar 30, 2010
6,438
0
0
Gethsemani said:
Overall I like the game a lot, there are some things related to the Main Quest and the Institute that has me confused, spoilers in tags below

For the first half of the game the danger of Synth infiltrators and people being abducted and replaced by Synths is played up. We find out that the attempt to unite the settlements of the Commonwealth in some sort of provisional government ended when a Synth infiltrator massacred all the people in said provisional government and we get to hear about and see ourselves that Synths can be anywhere and can be dangerous.
Then, we finally get into the Institute and the whole plot thread about Synth infiltrators just vanishes. Father handwaves away that it was "necessary" to destroy the provisional government, but no explanation is given as to why the Institute still replaces people and in fact Father seems to hint that the Institute doesn't do it anymore since he claims the Institute "doesn't interfere" with the surface and a large plot point is that they once more will take an interest in surface matters. We are also not told what happens to those abducted, some of them, we can learn, were used in Virgil's FEV experiments but that doesn't tell us what happened to all those abducted after Virgil sabotaged the FEV experiments and they were shut down.

Then there's the problem with the Gen 3 Synths and their similarity to humans. We know that Gen 3s are "made" from organic parts and have all the internal organs of a human but also some "synth" parths that makes them machines. Yet we are not told why you'd waste resources mass-cloning organs for all your robots when we are also told that resources and power are scarce for the Institute. We are also never given any explanation for why you'd us Gen 3s for stuff like gardening or maintenance jobs when a Mr. Handy or Gen 1 can do those jobs just as well and with less resource expenditure.
Father also states that Synths are machines and have no sapience, free will and no emotions and that any semblance of such is just "very advanced programming". This flies in the face of the Railroad quests where it is made clear that Synths are sentient, have a free will and exhibit strong emotions (all of this must be true since they are apparently so afraid of being "re-programmed" or decommissioned that they flee for their lives from the Institute). This issue is never explored further and it is frankly baffling that these supposedly brilliant scientists haven't even once considered where programming end and sapience begins in terms of machines and AI, you know, stuff that we are discussing already today. Never mind that the game clearly establishes that robots and machines can have advanced AIs that are self-aware and sapient (Curie is the most prominent example but Nick Valentine also qualifies), yet no chance is given to call Father on this or to discuss it with anyone in the Institute.

All in all, the entire Institute portion of the game feels severely underdeveloped and a lot of earlier plot points are just dropped in favor of trying to awe the player into favoring the Institute by putting the affable Father/Shaun in charge of the Institute. This is despite the fact that his gentle demeanor and seemingly benevolent goals stand in stark contrast to the de-facto fascism, xenophobia and racism that the Institute exhibits. None of those things can be discussed with anyone in the Institute and none of the other factions really bring it up in favor of the other factions just going "let's murder the Institute". It feels as if Fallout 4 tried to go the route of New Vegas, but had a writing staff that wasn't up to the task of properly fleshing out the games most important faction.
Part of me feels likes the Institute was not intended to be a faction you could side with early in game development, and all of the questions you (And me, for that matter) want to ask aren't available because the answers would shoehorn anyone who's not playing a complete sociopath into a Power Armor fueled Fatman empowered murder spree before faction lock-in is even in sight.

However...

-They still replace people so they can run science tests on the surface and so they can keep an eye on whats going on. You can get some quest to make science supply runs to Synths.
-Some walk by overheard conversations imply that the Gen 1 and Gen 2 construction lines have been completely shut down. We also see one of the Gen 3 assembly lines, and it's remarkably small and fast (One medium size room and about 40 seconds per Synth). Since the place in underground, perhaps its a size issue?
-Father quite obviously doesn't give a crap about the surface, and most of the scientist in the Institute don't seem to care either. I always just viewed his claims of morality to either be outright lies, or a sign he's so far removed from reality that he honestly doesn't think much about the ruin he inflicts on the surface.
-The Institute's refusal to acknowledge sapient AI rings hallow, and Father's claims of such are completely undermined when he...
sends you a synth boy to raise as your own.
So I always just read Father's insistence that Synths are not sentient as the desperate reasoning of bigots and slavers, no better then real world slavers who insisted enslaving other races was ok because they are 'less than' your own race. You just can't say it in game, because it's pretty hard to side with a 19th century slave owner, even if he is your own son.

So... yah. I think the Institute was supposed to be the Enclave of Fallout 4 - An organization you could maybe somewhat sorta empathize with, but which you would gladly destroy because they're balls to the wall evil. I would not be surprised if the majority of the last portion of the game was from an extremely late re-write.
 

Gethsemani_v1legacy

New member
Oct 1, 2009
2,552
0
0
AccursedTheory said:
-They still replace people so they can run science tests on the surface and so they can keep an eye on whats going on. You can get some quest to make science supply runs to Synths.
-Some walk by overheard conversations imply that the Gen 1 and Gen 2 construction lines have been completely shut down. We also see one of the Gen 3 assembly lines, and it's remarkably small and fast (One medium size room and about 40 seconds per Synth). Since the place in underground, perhaps its a size issue?
-Father quite obviously doesn't give a crap about the surface, and most of the scientist in the Institute don't seem to care either. I always just viewed his claims of morality to either be outright lies, or a sign he's so far removed from reality that he honestly doesn't think much about the ruin he inflicts on the surface.
-The Institute's refusal to acknowledge sapient AI rings hallow, and Father's claims of such are completely undermined when he...
sends you a synth boy to raise as your own.
Thanks for the answers! At least the first one I never bothered with since the Radiant Quests had gotten to me at that point (so many Settlements that apparently can't do anything to protect themselves) and the only ones I did were the DIA caches because they contained good loot. The second I must simply have missed and the second two just speaks about how oddly written Father is. It is as if they are trying to smash two separate characters into one and the end result is that he comes off as a compulsive liar instead.
 

Comic Sans

DOWN YOU GO!
Oct 15, 2008
598
2
23
Country
United States
Gethsemani said:
Overall I like the game a lot, there are some things related to the Main Quest and the Institute that has me confused, spoilers in tags below

For the first half of the game the danger of Synth infiltrators and people being abducted and replaced by Synths is played up. We find out that the attempt to unite the settlements of the Commonwealth in some sort of provisional government ended when a Synth infiltrator massacred all the people in said provisional government and we get to hear about and see ourselves that Synths can be anywhere and can be dangerous.
Then, we finally get into the Institute and the whole plot thread about Synth infiltrators just vanishes. Father handwaves away that it was "necessary" to destroy the provisional government, but no explanation is given as to why the Institute still replaces people and in fact Father seems to hint that the Institute doesn't do it anymore since he claims the Institute "doesn't interfere" with the surface and a large plot point is that they once more will take an interest in surface matters. We are also not told what happens to those abducted, some of them, we can learn, were used in Virgil's FEV experiments but that doesn't tell us what happened to all those abducted after Virgil sabotaged the FEV experiments and they were shut down.

Then there's the problem with the Gen 3 Synths and their similarity to humans. We know that Gen 3s are "made" from organic parts and have all the internal organs of a human but also some "synth" parths that makes them machines. Yet we are not told why you'd waste resources mass-cloning organs for all your robots when we are also told that resources and power are scarce for the Institute. We are also never given any explanation for why you'd us Gen 3s for stuff like gardening or maintenance jobs when a Mr. Handy or Gen 1 can do those jobs just as well and with less resource expenditure.
Father also states that Synths are machines and have no sapience, free will and no emotions and that any semblance of such is just "very advanced programming". This flies in the face of the Railroad quests where it is made clear that Synths are sentient, have a free will and exhibit strong emotions (all of this must be true since they are apparently so afraid of being "re-programmed" or decommissioned that they flee for their lives from the Institute). This issue is never explored further and it is frankly baffling that these supposedly brilliant scientists haven't even once considered where programming end and sapience begins in terms of machines and AI, you know, stuff that we are discussing already today. Never mind that the game clearly establishes that robots and machines can have advanced AIs that are self-aware and sapient (Curie is the most prominent example but Nick Valentine also qualifies), yet no chance is given to call Father on this or to discuss it with anyone in the Institute.

All in all, the entire Institute portion of the game feels severely underdeveloped and a lot of earlier plot points are just dropped in favor of trying to awe the player into favoring the Institute by putting the affable Father/Shaun in charge of the Institute. This is despite the fact that his gentle demeanor and seemingly benevolent goals stand in stark contrast to the de-facto fascism, xenophobia and racism that the Institute exhibits. None of those things can be discussed with anyone in the Institute and none of the other factions really bring it up in favor of the other factions just going "let's murder the Institute". It feels as if Fallout 4 tried to go the route of New Vegas, but had a writing staff that wasn't up to the task of properly fleshing out the games most important faction.
To add to that, the game doesn't do a very good job of giving the factions proper backstory. In New Vegas, even without spending a lot of time with them, by the time I got a short way into the main quest I knew from both reputation and personal interaction what the factions stood for, what their upsides were, and what their downsides were. It all felt very organic for the most part. I knew where they all stood in the world and felt like I could take a side. With Fallout 4 the factions felt like they were painted only in very broad strokes and the only way to get to the interesting information is to work with them continuously. When almost all of the factions have mutually exclusive goals, if you wanna actually favor one like you did in New Vegas then the world building suffers massively. The game expects you to do everything on the first try which feels like it defeats the purpose of faction picking. And as you pointed out, what you do get isn't necessarily well explained. The game spends ages building up the Institute in the world, and then when you can finally get answers to counterbalance what you've seen they don't even address it. You can only continue to interact with them and get some degree of answers if you work with them, which one might not want their character to do. The game doesn't juggle faction gameplay well at all, and actively punishes players for roleplaying their group by not presenting information well.