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Mitten Squad | 5 Missed Opportunities in Fallout 4 @MittenSquad | Uploaded August 2017 | Updated October 2024, 1 hour ago.
Fallout 4 is not a bad game by any means, but it wasn’t the followup to Fallout 3 many fans were hoping for. And there were more than a few parts of the game where Bethesda sort of dropped the ball. So, here are 5 Missed Opportunities in Fallout 4.

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5 Missed Opportunities in Fallout 4 (in text form)

5. Shaun. Fallout is supposed to be an RPG where the player makes the choices. Your actions impact you and the world around you. After killing Kellogg and reliving his memories, you discover that Shaun is in the Institute, and it’s a daunting task trying to get in. Once you do, you take an elevator ride into the heart of the Institute. You see a child, seemingly locked away. You assume that it’s Shaun. The game purposely doesn’t tell you how long it was between when Shaun was taken and when you wake up, so you assume that the child is Shaun.

4. The Hi Honey holotape. When you leave for Vault 111, you leave Codsworth behind to die in the nuclear holocaust. Upon leaving the vault and returning to your neighborhood, you discover he survived. Soon after finding him alive, he gives you a holotype that your spouse made. This is done after you watch your spouse die, spoilers, and is likely to try and make the player feel emotionally involved in the game, since you only had a few minutes to spend with your husband or wife before the world ends. The message itself is mostly the same regardless of whether you play as a male or female character, and is just your spouse telling you how much they loved you and how great you are.

3. The Gunners. So, you’ve got the Minutemen, right? The good old boys that fight for the rights of every man, brother (clip of Hulk Hogan). You side with them and help out the various settlements across the Commonwealth. Sure, sounds great. Being the good guy can be fun. But what about being the bad guy? What if you got to be the guy raiding the settlement for supplies? What if you rose within the ranks of the Gunners and became the best mercenary they had to offer? You can find out that after the Minutemen’s slaughter in Quincy, some of them defected to the Gunners. It would be perfect. There are even Gunners located not far from Diamond City. Imagine leading a charge against the city and taking it over. Fuck, i’m getting depressed just thinking about it.

2. The Combat Zone. Throughout Fallout 4, you’ll hear NPCs and even companions talk about how dangerous the Combat Zone is. Upon hearing about it, you’ll likely expect that it’s an arena, which it is. You’ll also probably expect to be able to get into fights for caps and such, similar to the arena found at The Fort in Fallout New Vegas. Maybe they’ll be quests to recruit the best fighters across the Commonwealth. Maybe you can bet on fights to make some caps, like the casino’s in New Vegas. Nope. As soon as the raiders inside find you, they try to kill you. You kill them, talk to a ghoul in a suit, and have the option of taking Cait, who was fighting in the cage, as a companion. That’s it. It’s just another location.

1. The Memory Den. This should have been obvious. Before you find out where your son is, you kill Kellogg and take part of his brain to the Memory Den, a quaint little business located in Goodneighbor. You sit in a lounger and relive one of your memories. It goes well, so you relive Kellogg’s memories. The process is sort of like the virtual reality in Vault 112. After the two quests are over, you can’t relive any more memories. You can sit in the chairs, but nothing happens aside from the words “Stand By” appearing on the screen. This is perhaps Bethesda’s biggest blunder of Fallout 4. It’s almost stupid how much sense it would have been to have made this a hub for accessing DLCs. Why not be able to encounter another Institute employee, take part of his brain, and experience the Commonwealth as the Institute gained power after Shaun was taken?
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