I guess I can see some similarities to Rage, but for me the big difference is the amount of freedom you have in Fallout 4. Rage was very much a linear FPS with some minor non-linear elements. Fallout 4 is, like, non-linearity the game.
I think that's one thing that's really unique about Bethesda. There are a lot of AAA devs making big games with lots of sidequests, but I don't think there's another AAA dev that puts this much emphasis on ACTUALL freedom in a handmade world (not procedural), if you know what I mean. What makes Fallout 4 work for me isn't the fact that there are a lot of sidequests you can do, it's the fact that is pretty much just lets you do whatever, whenever. Even when it has to choose that philosophy at the expense of traditional "good" design (giving you the power armor so early, making it so easy to stock up on resources etc).
In terms of both environmental layout and gameplay, it feels like it has very few barriers. Even traditional progression blockers (needing resources to craft items etc) are overcome more by player will (want to build something? It's easy to find junk and/or weapons to scrap) than by skill/time/effort. It's kinda the same reason I find Morrowind so enchanting despite its many flaws. I just love the idea of a playground where the governing philosophy isn't "what challenges are there for you to overcome?" but rather "what do you want to do?"
The way they implement sleeping is a great example of this, I think. You absolutely don't have to sleep, ever. There's no "exaustion" meter like in Pathologic, nights aren't deadly like in Call of Pripyat. But if you WANT to sleep, you get a little stat bonus. So if you're involved in questing or exploring, you don't have to stop to sleep if you don't want to. But you CAN, if you decide "you know what, my character would probably want to sleep right now," and get a small little mechanical reinforcement of that role playing decision.
It's not Garry's Mod or something like that, but it's definitely leaning in that direction while still keeping one foot in traditional game design. And honestly, I didn't like Bethesda games until I realized this, then suddenly everything just clicked. They're like the videogame equivalent of going to the playground. And it's really rare to find a game with that philosophy that's still very mechanics-driven.
Crewdroog: REALLY?!?!? I am just biting at the bit to get at thaat puppy. looks like it might be a freeze gun or something? I will totally try this out when I play later tonight :) thanks!
JDelekto: Well, I was watching a twitch stream when I asked, someone responded in private, they could have been just pulling my leg, but I am going back to the vault to try it.
Either the joke's on me or the dog can do it, we'll see.
If he works the same way he did in Fallout 3, he's able to pull weapons/items out of locked containers. So that's probably true!
catpower1980: Is there a cowboy hat in the game? I'm trying to make the same kind of outfit than in New Vegas
SeduceMePlz: I haven't found any cowboy hats yet, but there's a yellow fedora. Looks sharp, wore it until I found an army helmet. Might switch back later, but the helmet is an extra 10 damage resistance iirc, and at lower levels practicality often beats looks for me. ;)
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My town is growing! Eight peeps there now. I usually build or plant something whenever I drop off the latest haul. Despite the initial tedium, I'm starting to like the place.
Building stores requires Charisma 6 and two perks, which sucks for me: Charisma 3 right now. But on the plus side, Carla the trader has been visiting the town.
Have you been storing your look in the workshop? I was storing everything in the workshop for awhile, but eventually it became to big a hassle to sort through everything when I wanted to switch to a different weapon etc. So now I just store junk at the workshop, and store important items on the floor. Seriously, it's actually way better. Just dump all your stuff on the floor of your house :D