Bethesda has said it's going to be a few years before they do another Elder Scrolls. Apparently, "remastering" Skyrim was more important. :rolleyes Of all the ES games that could actually use remastering, they chose the newest and most gorgeous? They couldn't redo Morrowind? Or even Oblivion? Or even drag the first couple up to a more contemporary standard?
I'm really hoping Bethesda sees and notes player response... *glances sidelong at BikerScout* ...and that the various well-reasoned critiques percolate in their collective mind. Substantive story content added in the DLC. Show some evolution to the setting and factions. Something Dragon Age-y/Mass Effect-y would be nice -- where your actions and endings of prior games affect what you have to work with in new ones. The whole Mad Max/post-apocalyptic thing is fun for a bit, but it needs to get changed up in creative ways. The thrust of the story, all the way back to the first game, was rebuilding civilization after the holocaust. Each subsequent game can be looked at as the process of taming different areas, the previous settings being presumed or said to be stable-ish societies now (like the NCR's arc from Fallout through Fallout 2 to New Vegas). The Brotherhood needs to be handled better. They were going in a good direction through Fallouts 1-3, but Arthur Maxson's bunch in 4 are a definite regression. Yes, it seems he may have been heavily influenced by the Outcasts after Elder Lyons died, but the fact that 4 (as released) doesn't give us a chance to make him see the error of his ways or otherwise fix things is a dropped ball. New "evil" factions in areas you're exploring newly in new games is fine -- Gunners, Rust Devils, Great Khans, Caesar's Legion, etc. -- but for the overall game story arc to mean a damn, they need to either be "turned good" (convincing the Khans to return to their honor-based original principles, for instance) or wiped out... Not just bringing back old antagonists who had evolved and having them be moustache-twirling villains again.
I still feel 4 was halfway to where it could so easily have gotten... Even leaving out the matter of variable levels of settlement-building (an "easy" mode for those who just want to plunk down prefabs and call it done, up to us crazy bastards who gleefully spend hours getting a settlement Just So, down to every last conduit and piece of furniture). The supply lines is a good start, but I feel it makes sense for "corridors" linking adjoining settlements enabling build mode in those spaces once you have both cleared and set up, with the available space gradually expanding as you clear and settle more areas. A bit like "zone creep" in Starcraft. And the fact that the Vault 88 caves are set up exactly like that (once you activate the peripheral workbenches, they get tied in to the main one in the Vault entryway) shows that Bethesda know how to do such a mechanic. Rather than give us infinitely respawning Raiders and Super-Mutants in the various factories and stores and hospitals, how about letting us actually re-civilize the Commonwealth? Let me make the Corvega plant a settlement by having an option to place a workbench after I've cleared it, and then if I opt not to, have Raiders eventually wander back to it.
It seems strange for such a choices-based game to have such a railroad (pun unavoidable) plot line. There are so many potential choices and options that are built into the game mechanics... but just seem to have not been enabled.
--Jonah