The Perfect Fallout Sequel | Concepting a Post-Apocalyptic Masterpiece

The Perfect Fallout Sequel | Concepting a Post-Apocalyptic Masterpiece


Hey there, sport. Yes, you! Do you miss the old days of exploring the
wastes unhindered by game designers’ wishes, like facing randomized encounters with radscorpions,
bandits or the dreaded Enclave? Or perhaps you long for the tactical planning
required to lick your foes, explore deep dialogue systems, and survive in a living, breathing
post-apocalyptic world? Well, turn that frown upside down, buckeroo,
for I have the cure for your ailment right here: it’s a carefully curated concoction
of ideas, what-ifs and game mechanics, both borrowed and new, for a spark of inspiration
to make your adventures more lively than ever. So pucker up, chief, and prepare to kiss your
misgivings goodbye as I present to you this antidote to the watering down of a once-masterful
series: Here is Indigo Gaming’s take on The Perfect Fallout Sequel. Without a doubt, the first things that will
assist in getting the series back on track are setting and timeline. Fallout 4, in particular, showed how the series
lately has lost the plot. Set 210 years after the bombs dropped, there
wouldn’t truly be much radioactive danger left. Based on real-life nuclear fallout sites such
as Hiroshima, Nagasaki and Chernobyl, the rads would decrease in just a handful of years
to about as much as you absorb as a passenger of an airplane. We haven’t experienced the half-life of a
full-blown atomic war firsthand, so the science is a little shaky. We’re not sure if it would kickstart a radioactive
winter, freezing the world over, or whether it’d be followed by a radioactive summer–created
by greenhouse gases effectively burning up the landscape. So it’s safe to say Fallout uses a little
creative license when timelining the apocalypse. Fallout 1–occurring 90 years after the Great
War, as opposed to two whole centuries–was a much easier pill to swallow. In this hypothetical sequel, the timeline
should be around the events of the first game or between the first two, with radiation still
being rampant in bomb sites, nuclear waste storage, and in enclosed spaces and mutant
lairs. And the west coast could be the setting once
again as we’ve not seen the southern California areas for almost 20 years. The Pacific Northwest, with its lush locations,
would be another good choice for an apocalyptic adventure. Thriving in this abundant terrain could be
variants of Yao Guai and other types of bears; snakes and spiders that have evolved to disturbing
size and aggression; Brahmin roaming the plains in great numbers; giant stags and maybe even
mutated moose, who already weigh up to a massive 1,500 pounds in real life. Like an epitaph to Mother Nature, a petrified
Olympic forest could prove a horrifying locale — a blackened landscape of charcoal and ash,
twisted in an endless maze of undergrowth. The ruins of Seattle could act as a late-game
zone with the remnants of robots, ghouls as well as mutant zoo animals that have managed
to survive. And the Rocky Mountains, which slice down
the center of the region, would be a natural place to hide vaults, canyons and caves; scoured
by mutant puma, vicious wolverine and other dangers. Or perhaps the game could be set in another
part of the world entirely, like China, Taiwan or Japan. The environments would greatly vary from previous
games and an island setting could be useful in creating a natural barrier, keeping players
within the world’s bounds by the endless salt flats where the Pacific Ocean once existed. Imagine a wasteland peppered with rusted neon
signage and the ruins of skyscrapers. One could happen across decaying Shinto shrines,
long since abandoned. Perhaps the tigers from China and India long-since
mutated and are now the apex predator of the wastes, or massive komodo dragons from Indonesia,
no longer confined by ocean waters, spread to feast upon all mammals of the world. Essentially, this change of locale could create
a compelling twist to the series, making things feel fresh and original. One of the most striking lore issues with
the Fallout games set in New England is how extemporaneous the bestiary was. Why are there radscorpions in Washington D.C.? Would the California-grown deathclaws make
a trek to Boston in droves? New and interesting mutations of local wildlife
should exist in the world, in addition to weird experiments like the abominable floaters
and odious centaurs. One missed opportunity in the recent Fallout
games was to instill emotion and atmosphere into the sky and weather. Aside from the dreaded radiation storms (which
in this new game could be cranked up 11, flinging debris and infecting the area with even more
radiation), the sky itself was too pleasant in Fallout 4, especially. The advantage of the original games was the
isometric nature left the sky to the player’s imagination. There should be a deadness to the stratosphere;
either ominous stormfronts or a bleak overcast rather than the otherwise clear days. New weather mechanics like acid rain storms
could prove hazardous and lightning storms with conductivity mechanics as seen in Zelda:
Breath of the Wild would keep wanderers on their toes when thunderclaps echo in the distance. A real sense of horror and desolation needs
to return to the series. The stark contrast should always be felt,
from the tongue-in-cheek 1940’s and 50’s nostalgia and Vault Boy, to the sheer terror
of entering a pitch black cavern filled with freakish mutations of the atom. The bleak atmosphere makes the funny interludes
even more hilarious, and jokes and humor make the darker scenarios all the more dreadful
by comparison. There should be memorable and ominous locales,
like the Glow from Fallout 1. You enter the crater of a nuclear blast, only
to hold your breath and delve into the clandestine experiments and secrets the bunker holds. Essentially, we should expel the temptation
to make cities quaint and pretty like Diamond City in Fallout 4, and rather create makeshift
towns and cities molded from mud and scrap–a stark reminder of Mankind’s greatest mistake. The struggle to bring a sense of scale to
an open-world game without making it a pain to traverse has been a problem for decades. A moderately-sized map like in The Elder Scrolls
III: Morrowind immediately seems expansive without the option of fast travel, but any
bigger and it might become a chore to backtrack, thus killing the momentum of the game. In the Bethesda Fallout reboots, they “solved”
that problem with instant fast travel to any location you’ve been to before, but this
immediately removed a sense of distance and a large amount of exploration, as well as
a good deal of your immersive journey through that wasteland. My solution would be to eliminate instant
travel altogether, yet add a few contextual travel options where it would make sense:
caravans where you could pay a fee to travel along a circuit. This would trigger an in-game cut scene where
you are in the back of wagon peering through windows or holes in the scrap metal. And occasionally the caravan’s travel would
be interrupted by a bandit or varmint encounter. Another way of sprucing up map traversal would
be to bring back random encounters. This added suspense to travel as well as a
nearly unlimited amount of replayability in Fallout 1 and 2. The illusive Special Encounters could make
a return as well, such as run-ins with ancient pre-war artifacts, mysterious strangers, or
references to previous games. Like the originals, variables like Luck, Outdoorsman/Survival
skills, reputation, and karma would influence the chance of dangerous encounters. And vehicles such as the Chryslus Highwayman
from Fallout 2 could make a big and beautiful return as well. As an optional quest hidden in the game’s
world, it would unlock a moddable vehicle to aid your travel. Think of 2015’s Mad Max with its glorious
driving mechanics, but I would borrow a note from Friday the 13th, where colliding with
a large enemy, or even enough smaller ones, would critically damage the vehicle, forcing
you back on foot to face your foe. This would incentivize skillful driving to
avoid conflict, and not turn dangerous, random encounters into a cakewalk like with the Borderlands
series. When entering caves, derelict buildings or
breached vaults, Fallout could borrow some inspiration from the Metro series. There is a distinct atmosphere those games
exude. You should feel stifled and vulnerable when
entering a hazard zone with its airborne radioactive particles and especially in the more infectious
areas when you’re in a race against time. Equipping a mask to inhibit rad absorption
while trying to escape before your mask filter fails would make for a tense and interesting
mechanic. But there should be a tradeoff when equipping
a mask, such as poor aim, lacking iron sights or trap detection, and one should feel an
instant relief when exiting said areas–like a flash of blinding sunlight and a breath
of fresh air. When exposed to a high amount of rads, the
player character should become noticeably weaker with their actions slowed. One’s appearance should alter as well with
painful, blotched and flaking skin. And with this high exposure, one couldn’t
be cured instantly with RadAway, but instead with intense and elongated treatment. Your survival skill would increase the visibility
and range of detecting wildlife and tracks outdoors, and would warn you of enemies earlier
so you could employ a sneak attack or avoid an encounter altogether. The possibility of emergent gameplay in the
S.T.A.L.K.E.R. series was immense–something which many games
could borrow inspiration from and Fallout is no exception. All over the open world, traveling bands of
NPCs could roam, react to each other and fight in realtime. It would be a programming feat to pull off
in the background while the main character plays, but what a stimulating experience it
would be to happen upon encounters by chance. You could run across a raider convoy being
attacked by a pack of radscorpions, either watching them eliminate each other, or siding
with the raiders to get some wasteland cred. Or perhaps an Enclave patrol might pass by
and you hear a faint creak of radio chatter in the distance, giving you a small but vital
chance to hide among some rocks or scrap and hoping they don’t notice you. Random encounters like the ones in Fallout
1 and 2 could return, with a chance to meet up with traders and travelers, an opportunity
to gather supplies should you get stranded, or it could prove an easy mark for the less
honorable. Sometimes you may just run into a band of
hunters fighting a posse of fire geckos. Or overhear some infighting between raider
leaders in a power struggle off in the distance, or perhaps detect the tracks of a merchant
caravan and stalk them down to take their wares. Having real autonomous AI systems would instill
a feeling of reality into the game, much more so than the predetermined locations most NPCs
are programmed to in previous games. Combined with faction reputations, aligning
with one group or another would create real dangers to traversing the territories of that
faction’s enemies. Take down too many NCR patrols and you better
avoid their protected cities. Kill too many raiders and you might wake up
in the wilderness with a knife to your back. Players love war stories, and the more ammunition
for those stories in the form of emergent gameplay opportunities, the better. Ecosystems could be designed around various
species of creatures. If you over-hunt the predators of the wasteland,
you might find a pigrat infestation on your hands. Conversely if you make it your mission to
kill bandits and raze their hideouts you will find that smaller settlements would prosper
and grow. Attacking New California Republic troops might
make rival factions stronger and may eventually cause them to do a power play to take them
out with your help, or perhaps if you tip the scale too much, without your help. Talking to scouts and other NPCs would grant
information that could be found on your map. Icons detailing the current climate and quantity
of wildlife in each area, as well as the state of power between the factions. Opposing factions will fight each other over
time, super-mutants can demolish outposts if unchecked, hunting specific types of creatures
will adjust spawn rates and affect the ecosystem moving forward. One sorely needed improvement in the genre
is advanced combat AI. How many times do you see gunmen standing
in plain sight shooting straight at you? Long-range foes should shoot from behind cover
or around corners or throw grenades and other projectiles to flush you out from safety. Beasts should try to strafe, stalk or pounce
on you, with the more advanced species flanking or attempting to hunt you in packs. A persistent game world with its own ecosystem
could really add another layer to the meaning of an open world game. The world would evolve and carry on, with
or without you. This aspect would provide endless scenarios
requiring a player to use ingenuity and strategy to overcome—a welcomed contrast to stale
and scripted storyline events. Taking a page out of Dragon Age: Origins,
I’d like to see Fallout incorporate more than one starting point for the storyline. Too often we see games begin at a single point,
spread out to a myriad of quests, side quests and moral choices, all culminating in a single
linear ending. Having one of a multitude of potential backstories
adds a sense of flavor and individuality to each character you play, as certain story
arcs and opportunities would differ based on your origins. Perhaps you start out as a vault dweller who
draws the unlucky straw and is sent out with a small team to gather necessary resources
or equipment for the vault to survive, but are attacked or captured and your partners
killed, leaving you to survive, fend for yourself and explore the wrecked world. Or maybe the game will start you out waking
up strapped to a bed in a strange facility, a test subject for a new serum that you don’t
fully understand. Managing to escape at a moment of opportunity
and run away, you start to manifest strange abnormalities and strength, and it’s a race
against time to find a cure before you fully transform into a monstrous abomination. Another origin story could be that you wriggle
your way out of the wreckage of a ruined building, seemingly unscathed from the radiation around
you and the destruction. While interacting with others who shrink and
run from your presence, you realize you are known as a “ghoul”, and are a horror to
look at, but have an uncanny resistance to radiation as a melancholy tradeoff for your
physicality and appearance. The factions could borrow the stellar writing,
fleshed-out worldbuilding and reputation system in the style of Fallout: New Vegas… but
I would take it a step further. Borrowing ideas from the inspired Nemesis
system in Middle Earth: Shadow of Mordor and its sequel, key players and groups would engage
in a grand game of “King of the Hill” to rule the wastes; even siding with some
or playing them off each other to watch their empires crumble. This could even replace the main quest of
the game altogether, with world triggers occurring when specific factions grew to a certain point
of influence. The end result being tailor-made missions
that would act as the game’s finale and would write a puzzle-piece ending to your
adventure, a natural evolution of the system Fallout: New Vegas had. What you wear and carry should affect the
reaction denizens of the waste have toward you. Wearing torn clothing and not keeping up with
your basic sleep, food and water needs would make you appear like a Jet-addicted nuke hobo,
and notable or respectable merchants and people of interest would scoff at you or outright
dismiss you, changing the palette of quests and dialogue options you have. Carrying a gun out in the open of a bartering
zone would arouse the suspicion of guards and they might order you to stand down. The original Fallout games had a single armor
slot, so your entire look would be consistent and appealing in its own way. As armor has been broken down into more and
more segments, the allure to choose the ideal combination of items and equipment often leads
to a ridiculous, laughable outfit. Hardhats, sunglasses, metal armor with a few
other variants for arms and legs can make you look more like a rejected member of the
Village People rather than a post-apocalyptic badass. A new type of equipment in the form of shaders
would be an innovative idea both cosmetically and mechanically. Entirely separate from your armor, the effect
would be twofold: one, it would recolor and add decor and aesthetic to your outfit. Shaders would paint your armor to reflect
being a Vault Dweller, part of the NCR, an Enclave soldier, a ruthless raider, or any
of the other factions in the waste. Faction-aligned shaders would grant a bonus
to the reaction modifier with people friendly with that faction, and a minus toward people
on harsher terms with them. There could also be camouflage shaders which
grant stealth in specific types of terrain. As another added mechanic, certain garments
and armor pieces would have secret compartments for concealing smaller weapons, lockpicks,
discrete blades, or collapsible firearms. New Vegas experimented with this idea but
could have taken it even further. Dialogue options should expand greatly depending
on your skills and faction reputation. With some inspiration from the underrated
Vampire: The Masquerade – Bloodlines, dialogue skills could be expanded on to create even
more specialized character archetypes — opening up new opportunities to seduce, intimidate
or persuade someone into (or out of) doing something. Negotiate a better fee on a contract you performed,
convince that brigand that robbing you would bring too much attention to his gang to be
worth it, or seduce the club owner’s daughter to let you into the back rooms. I would avoid showing the skill gate for dialogue
as that makes the game unimmersive. While keeping it optional, an expanded version
of Survival Mode could truly change the way you play the game. Fully fleshing it out into the game’s mechanics,
gathering food, clean water and keeping up on rest and nutrition would be a great way
to create even deeper immersion. A new togglable feature could be auto-repairing
often used items, auto-eating and auto-drinking. When you’re idle or looking through your
inventory, your character could keep their survival needs at a manageable level. A notification letting you know what and how
much was consumed, could inspire a search for more resources–making the act of bartering
even more important. Weather and the economy could impact where
you roam toward. Maybe a dry season hit the south so food supplies
are rarer or more expensive. Or perhaps the player character killed off
the surrounding pigrat or gecko nests around a settlement and that drove up the demand
for meat since their main supply and ecosystem has been threatened. The intent is that trade, the economy and
character dialogue and motivation would be affected by your actions. One common complaint about the first two games
of the Fallout series is its punishing and tactical nature. Turn-based combat went through the wringer
in the 2000’s with only a few AAA games like Civilization and XCOM surviving with
much success. The Fallout series, however, was founded in
slow, deliberate planning, rather than the instant satisfaction of fast-paced action. If I was in charge of leading the next Fallout
game to success, I would attempt to maintain its wide appeal while retaining the tactical
depth of its forebears. It’s clear the majority of people prefer
to shoot or punch something in realtime rather than turn-by-turn, so how do you meet in the
middle? My best solution would be to do both, but
when dividing a system into distinct flavors, you have to be careful not to ignore what
makes each style so great, and to avoid major differences which make the game’s balance
lopsided. The idea would be to split combat into two
modes: Action Mode and Tactical Mode. They would be optional, and you could switch
between them at any time out of combat. In Action Mode, the game would be played just
like a 1st or 3rd person shooter, with some extra mechanics such as a more fleshed-out
cover system, a deeper melee system with blocks, counter-attacks and charged attacks and stuns,
borrowing some good ideas from the revered Dark Souls and Arkham series. Some perks would translate differently in
each mode. Aimed shot in Action Mode would slow down
time, allowing better precision for a short while to nail that headshot. Melee perks would make timing a block or dodge
easier to pull off with user interface indicators. While in turn-based though, these perks would
simply affect percentage chances or time costs. The point is, if it’s realtime, keep it
realtime. The clunky tab-targeting VATS system introduced
in Fallout 3 was at times satisfying but was ultimately unbalanced and out of place in
an otherwise fast-paced combat system. In Tactical Mode, you would see the biggest
changes to the combat formula. Taking inspiration from the underappreciated
Tactical RPG Valkyria Chronicles and its sequels, you’d take the exact controls of Action
Mode (moving around, looking, aiming, shooting, etc.) and place it into a dynamic turn-based
system. Each turn you get an Action Meter (based on
your stats and perks), and while you’re still, the meter stands still. Moving consumes Action Points, as does inventory
usage, climbing ladders, vaulting over cover, taking a shot or reloading. Charging attacks would increase the chance
to hit or amplify damage. Perks would be interpreted differently in
turn-based mode. Whereas counter-attacks would be a timely
press of a button in realtime, here it would act as an interrupter – causing a mini-attack
in the middle of another’s turn. If done properly, this would be the perfect
marriage between the tactical origins of the first games with the visceral action of modern
games. Ammo would be harder to find after decades
of apocalyptic scarcity. Weapons should be more disposable; breaking
or falling into disrepair after regular use, requiring the use of more improvised weaponry
from the environment, similar to Zelda: Breath of the Wild, but not quite as extreme. Fallout 4’s rechargeable power armor should
be rebalanced and rethought so as to flesh out unique playstyles. There could be two grades of power armor:
Light and Heavy. Light power armor provides less armor and
strength bonuses, consumes less energy, but is discreet and compact enough to sneak around
and scale ladders, with only a minor penalty. Heavy power armor would take more juice to
keep it running, and due to its bulk, would be nearly immune to minor damage. Slower and clunkier, marauding in heavy power
armor should feel like you’re in a walking tank, yet it is obviously useless for stealth. Shaking the earth beneath your steps, the
armor’s augmented strength would allow for heavier weaponry such as super-mutant sledgehammers
and jerry-rigged cannons and miniguns scavenged from vehicles. The point of this exercise isn’t to shame games
or to comment on the failings of the industry as of late. It is a look forward to the future while rediscovering
what artifacts of role-playing games we left behind in our leap toward new technology,
realtime 3D environments, and game design trends. A true successor to Fallout would bring the
fascinating atmosphere and levity of the original games, yet upgrade every aspect of it by way
of modern game design. Dumbed-down dialogue options which give the
apparency of choice, would be replaced with deep, multi-path conversations that can lead
in various directions depending on your character’s build and choices. Map markers would be replaced with clues written
into your quest log that you’d have to read and interpret. The world is your radiated oyster: ally with
the faction that most resonates with you, work up their ranks, take down their enemies,
or create an alliance to defeat a greater threat to all denizens of the wastes. Or go it solo and watch the rest of the world
burn. In summary, I want a ground-breaking game. To see our next apocalyptic epic reach new
heights in game design, and once again immerse us in the living, still-breathing husk of
a post-nuclear world where the reward for overcoming its many pitfalls and dangers is
surviving yet another day. What is your vision for a perfect Fallout
sequel? Do you see eye-to-eye with what I’ve said
here or do you have strong feelings in a different direction? Let’s discuss in the comments! And if you could take a moment to Like and
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100 thoughts on “The Perfect Fallout Sequel | Concepting a Post-Apocalyptic Masterpiece

  1. A follow-up to my most popular video by a country mile. I hope you all enjoy it in glorious 1440p! Merry Christmas and Happy Holidays!

  2. How about this… Fallout 5 plot: you live in a vault were they experiment with cloning. Your replicant has escaped the vault and you have to find it.

  3. Light and Heavy power armor simplified:
    Light = Power armor from Fallout 3 & New Vegas
    Heavy = Fallout 4 & 76 power armor

  4. Your changes are to drastic I disagree completely you cant take an existing franchise and change it in the ways you suggest. Like the oceans being dried up. Its fallout not Mad Max!

  5. OMG AND THEN LIGHT AND HEAVY PA TRASH MAN TRASH! Have you been a Fallout fan since its release in the 90s?

  6. Holy shit. We can only dream. I really miss Fallout 1 and 2 style of things. I absolutely adore New Vegas and even enjoyed Fallout 4. But all I ask for is to stick closer to the RPG roots. Even Elder Scrolls slowly strays away from the RPG roots that made it so revolutionary. I absolutely love your ideas, every single one of them are just so perfect and it's so clear how passionate you are at these games. Best I can do is wait for Cyberpunk 2077 which seems to be really great so far.

  7. I think a perfect location for a fallout game would be on the line of the American/Canadian border would bring a lot of new sights and keep it interesting! See I didn't mind the New Vegas Wild West feel for the fact that it's pretty much what it would be! A new nation built out of the ashes of the old one aka the frontier because even if you don't like my idea the wild west and after a nuclear war have a lot of the same qualities! Also I'd like to see a DLC where it is the great war so you get some sense of life before death came knocking! Could even have it based on the same area as the main game so you can see just how much damage the nukes did! I do agree they are trying to over simplify the game in the process losing the games true I.D. Which they know there doing because Fallout Shelter is a glimpse into the reality if they woulda stayed true to Fallouts OG Vision!. Developers such as Rockstar were able to keep the vision for Grand Theft Auto when switching to 3-D from 2-D birds eye view! And I know I'll get those ppl saying GTA 5s story sucks cause there barely even is one! But you're 100% wrong Rockstar wanted to expose the true villains in America and wake people up so if you don't understand the looming threat of The New World Order/illuminati who worship the eye of Satan aka the all seeing eye! You rob the Rockstar Universe version of the Federal Reserve which is a private central bank the very same people who purposely make chaos so we can beg them to save us! How america gives billions of dollars away a year to people who kill thousands when there own citizens are going through hell starving with some dying in the streets! Because the ppl running america are dual citizens who are really against america they just are there to empty the USA of anything that makes it great and unique! Like in GTA 5 how Devin Weston most likely a Zionist wants to knock down the Hollywood studios to put a hotel and parking lot up! How he wants to take all the unique cars/ one of a kind cars and sell them to the communist! Or how he has his own private New World Order Army named Merry Weather he uses to commit crimes and murders on American citizens! See game can be so much more! That's why Rockstar won't be outdone anytime soon! Even Cyberpunk 2077 will fail in comparison of the next Grand Theft Auto because Rockstar isn't the old type of developer where here's you're hero's and here's you're villains!… There characters come off as very real other then the satire they use to make fun of our rel reality! You play as characters who are not perfect and has flaws like you and me! The same reason spider-man is one of the most if not the most popular super hero is because he's relatable! The more you relate to a character the more you like them!.

  8. Another reason a Fallout Based on the North East parts of American mixed with Ontario Canada so you can beat the story but if you're into lore and mysteries make it so you can piece together what really happened to Canada when America Annexed them during the great war!.

  9. I almost did not finish watching this, shining a light on how ho hum the series is just gets depressing after a bit. Great game ideas. Some of this you find in Horizon Mod as well as a few others combined bring us in the directions of your vision.

  10. I would love to see a game like this….. bet if they dailed back the graphics some they could easly make a game have all this stuff….

  11. We must waiting for Bethesda bancrupcy, and for CDP Red buy Fallout franchise 😛 to play Fallout like a You described.

  12. You have great ideas the problem is the actual effort and programming for most of them is well more work then most companies would ever put in.

  13. You might wanna try ATOM RPG. It's not perfect, but it's good. I launched it, and played non stop for 4 days before completing it. Since the original is in Russian, some stuff gets lost it translation, but overall, its a greatly inspired fallout a like.

  14. i know its so annoying that there's still radiation in fallout 4 i'll accept giant square cube law breaking bugs enrgy weapons children that can take a mini nuke to the face but not radiation lasting that long.

  15. If you want depressing rather than over the top satire, why not play Metro? You're basically asking for Metro here…
    I never played the original Fallout games, so maybe the whole return to the roots crying is lost on me but… I LIKE the messed up humor of FO3, NV and 4! The robots are the best part of the franchise. I LIKE the blue skies of FO4. In fact, I didn't play New Vegas back in the day because the last thing I wanted was some depressing brown wasteland game. FO4 was finally a Fallout game that looked appealing to me, visually.
    FO4 while not being a good RPG is by far my most played Fallout game thanks to base building that I'm still addicted to. Something like 900h and counting…

    So yeah, different strokes for different folks, I guess. What I do want is more roleplaying mechanics. NV was about perfect in that respect. But after FO4's interactive settlement building, something is missing now. FO4 has by far the best map of the modern Fallout games. I hope Starfield is big on base building too.

  16. I like some of your points, but I don't agree with your ideas entirely. First of all, if you look in all the game cutscenes dating back to fallout 1, the sky has always been blue. Secondly, the repair system and other small features are insanely annoying, as they are just tedious and don't offer much more than a little "Depth". I think if the gun didn't break, but rather weakened, it would be much less annoying. I don't like the idea of gas masks like metro, as all it does is slow the game down, which is ok in metro, as the game is shorter. In fallout, the games tend to be longer, so adding these tiny details just makes the game annoying. Also, I would like to mention I like the idea of combat being more "In depth". I like the fallout games for the basic and easy combat, as it is just satisfying, and I am also referring to combat in the original games as well. The combat has never been "deep", but It doesn't have to be, nor do I want it to be. I like fallout 1&2. I like fallout 3&NV. I like fallout 4&76 I want the next game to build off itself, not others. If I wanted something like metro, I would play metro. If I want to play souls, I play souls. I like my fallout, and I like advancements, but I dont want the fundamentals to change.

    My ideal sequel would be 3D, with the tone, soundtrack and world design of fallout 1 & 2. With the story, dialogue and quests of fallout NV. With the radio stations, settlements and world detail of fallout 4. I want the games to develop, but I don't want the games to become another metro, or another souls, or another witcher. Fallout is clunky and broken, but that's what makes it special.

    I just want to add that I think this video has a lot of great ideas, like power armor depth, and location (despite the fact that I want it to be set in Canada). I like the idea of a slightly harsher waste.

  17. Bethesda won't bother to listen to any of these good ideas and suggestions…. their excuse is "we want our games to be completely original and ambitious!"
    (Makes fallout 76)

    My response: "you're fucking idiots"

  18. Rockstar's open world engine. Shooting developed by id. story, dialogue and characters written by Obsidian. World and enemy design by From Software. Setting of Fallout 1 and 2. Music by Akira Yamaoka.

  19. I disagree about it needing to get "scary" again. I mean not completely, you need some scary parts or even an entire scary game once in a while just for variety but I'm much more interested in the more absurd Fallout concepts.

    Maybe because I didn't start with the originals and started with the 3D era only when they were recommended to me when there was no other GTA clone crime simulators left for me to play for a while, so of course I wanted something more colorful and wacky and not a bleak horror game.

    Again, we need a variety of both but people like Indigo Gaming seriously shortchange the wacky side of Fallout.

    Imo the main source of staleness is the game mechanics or just how a lot of them are impemented, not so much the plot or atmosphere of the games though there's always room for improvement there too.

    One other big source of staleness to me is how Fallout, and a lot of other recent big franchises, are producing fewer and fewer games. I know it's unrealistic to expect a sequel every 1 or 2 years now but it's really sad how everything from Fallout to GTA is really sluggish with new releases. There wouldn't be such a feeling of staleness if they were throwing so much shit at the wall that a lot of it was bound to stick and be a success.

  20. Totally agreed about elements of the East and West Coast being way too similar. Stuff like Deathclaws, Brahmin and even the existence of Jet shouldn't be on the East Coast. And even the rubble/environmental destruction shouldn't look so similar, especially in the Mojave since nukes only hit Black Mountain and a couple other isolated places there. Vegas and all the other Mojave towns being so tiny is some of the most "unimmersive" shit I've ever seen.

    I want some really big cities to explore and lots of them and most not being a total warzone ruin like DC. Some people would scoff but a Fallout with one gigantic city with lots to do it with barely any or no wasteland would be great for me.

  21. I love this video and the previous video on how Fallout isn’t Fallout any more (Which I agree) I do enjoy with so many points you are making but not with every single one of them, I do wish some day someone will pick up the torch of Fallout and make a video game some what even close to this wish list, But hey, A man can dream.

  22. the story and concept you created is just awesome buuuut the mechanics for both devs and players would be both a hustle and a pain unless you could do/check most of the options in specific areas(vendors, benches and pipboy(or similar)) and for other stuff such as the vehicles, caravans and deep mineshafts/vaults, you would have to make a huge map (possibly 1.5x to 2x times bigger then the gtaV map
    but overall i give 10 strawhats out of 10 gold bars (10/10)

  23. Seattle and the pacific North West is already place of some "non-Canon" lore, as the home region of Washington's Brotherhood of Steel a Ghoul elder that fused with his power armor and is preparing for an expedition to Alaska, this is again officialy non canon

  24. Surprise the next fallout for just fo4: microtransactions and menu organizer workshop!

  25. Ew gross turnbase. Thank god you don't work for bethesda, some of the fallout community seriously need to get over the 90's, turn base is dead and you will never get another true turn base triple a game ever again,thank god!

  26. What I'd really like to see (in any RPG) is an inventory system that isn't slow, and is comprehensible, especially if there's a crafting element. I revisted Fallout NV recently with the specific intent of learning how to make custom weapons, which I'd previously ignored, and I don't mind the fact that you have to slowly look for limited resources because it brings the realism, the thing I can't stand is, after several hours of scouring, repeatedly having to cycle through my pip-boy to find the weapon I want to make, and remember what specific stuff I need and in what quantities. Too many times I'd find a general item and think "Hey I need that", cycle through the pip boy, realise its not the right thing. It just puts you off when there's something more exciting to do. It could be easily enough done with some 'shopping list' kind of element that pulls up quickly (or at least not dumping all crafting items into Miscellaneous)

  27. i personally don’t think a very foresty location would be great for a fallout game. the best part about any fallout game (such as new vegas) is the lore and the stories of other characters, being able to interact with all of these interesting and sometimes fucked up people that a post apocalyptic world would produce. also being able to decide what kind of character you are. we don’t want to be tied down to a certain background or personality such as a veteran father or a vault born son. we want to decide who we are and everything about it. that’s why new vegas is so good, because you’re character happens to not remember anything about his past, so you don’t feel pressured to act a certain way or be a certain person

  28. This is just painful to watch… all of this sounds so awesome, and I know Bathesda will never be capable of doing anything even close to that level of quality.

    Let's be honest, the best we can ask for from them at this point is just a finished fucking game…

  29. I for one don't want an experience where i have to stop the game to put my focus on keeping my character alive or healthy. While i do admit that's what would make an excellent Fallout game, survival is just not the genre for me. Though i most definitely would love the different RP starting points.

  30. See that's the thing with shooter RPGs…they just FEEL wrong. Take the division and fallout. In both games they claim to be shooter RPGs. Shooter RPGs are the only shooters I've played where enemies tank a mag worth of rounds to the face. That's kind of what you sign up for with Shooter RPGs..

  31. Lot of great ideas, but some of them go waaaaay too far (like the "messing with the eco-system by killing too much of X enemy", for example). Keep in mind, some of this would have to also be fun to experience as a player or have a gameplay point. Overall, I think what Fallout needs is a recall to what New Vegas did: To be a real RPG with meaningful choices based on the way you build your character that actually have meaningful impacts on the quests and storyline.

  32. The solutoin is rather simple. Bethesda is a company for dudebros and instant profits. Now that 4 and 76 have been major flops, they should seek to divest from the property.
    Sell to Chris Avellone, Feargus Urquart, or Tim Cain.

    Get the fuck out of their way.

    Fallout will be fixed then.

  33. Not fond of this video. Again, great ideas but, but it's kind of asking too much for a Fallout game. These ideas should be for a new, original game. Fallout:New Vegas had almost perfected of what you said, even with the hardcore mode that it has.

  34. Drive a vehicle. Power Armor, vertibrds, Pridwin etc. still work, but not one vehicle to drive? Build a APC with weapons and to hell with fast travel.

  35. I would add that in order to rank up your skills in areas like advanced electronics, medicine, nuclear physics, etc you actually have to find an NPC who is a specialist in these areas and recruit them to your faction or settlement. Perhaps unlocking relevant areas such as securing an abandoned hospital or research labs for them to fully realize their abilities. Radio towers would work similarly and allowing for caravans and settlements to communicate, share resources, and assist each other during raids and such.

  36. I have to concur with the fast-travel fact. It holds true for my own gameplay. I decided to not fast-travel for about 2 real hours playing Fallout 4. It was my first time playing any Fallout game within the series, and my adventure to Diamond City was just terrifying and awesome. I got lost on multiple occasions and took an entire 2 and a half in-game days to reach Diamond City.
    I wonder what medium in-between would utilize both fast-travel and active manual travel, but ALSO utilize neither? That sounds like a troll request, but I wish I could present a more informed question.
    I call it, "Fast-Travel NOT Fast-Travel".

  37. Where are Battle royale mode ? Micro-transactions ? Lootboxes ? Are you serious ? It can"t be a fallout game without those

  38. I think certain things like intimidation, persuasion, and the option to remain silent for interactions with all npc’s with conversations would be cool. That way you could play as a smooth talker, a big scary dude or even a silent type

  39. Comparing the radiation of Fallout to that of Hiroshima and Nagasaki is ignorant. Hiroshima and Nagasaki were minuscule in regards to the amount of power and radiation they produced compared to bombs later created in 1960s. Nuclear weapons in our modern universe, as well in the year 2077, are/would be far greater than anything like the bombings of Japan. I don't know enough to say how long it would take, but it would longer than in Japan.

  40. The game you are describing is gonna be a 10 year project. Illl wait for it. But its a lot of ideas. With a lot concepts and mechanics to work out. But ill wait.

  41. I'm gonna be honest and say that the game described here might be absolute pain in the ass to actually play. All of that sounds great an all,but even simple stuff such as eating and drinking in survival games is usually really fucking tedious because of how short the day/night cycles are so you're constantly stuffing yourself. So add all of the negatives you listed on top of that and the game is nothing but dealing with bullshit.

  42. Is it bad that I wouldn't care for the idea of preserving Fallout 1 & 2's turn based combat design? Am I some how less of a "true" fan? I really like the fallout series for its story and I want more challenging mechanics about survival and greater story telling/world building. BUT… trying to incorporate turn based combat into a modern realistic game just sounds like crap to me, even if it was optional. Fallout 1 & 2 used their turn-base combat systems because it was what they had to work with back then. The idea of having to preserve and modernize it for the sake of history seems stupid. I prefer the modern role of VATS as just a strategic bullet time mechanic, rather than the idea of making some chessmatch-like throwback.

  43. I love this idea. Although you did not go into companions I think that survival with a group is important. They should allow you to have a good squad backing you instead of a person and or dog. They should also make every companion different with their abilities and AI some sneaky others tanks. Your companion is a consistent character that you can be around give them detailed personality. They should also interact with each other and their environment. Any ways nice video hope Bethesda listens

  44. My dude this game you describing is not possible to be made. Maybe with unlimited funding and years of development something that realistically can't happen

  45. All of this in one game would literally kill dev's. I think Fallout NV is good enough so dev's don't die of stress implementing all these systems in good to outstanding ways

  46. One thing I'd like for the next big Fallout game is for it to alter how merchants work.
    Prospectors and Scavengers will hand over all of their caps to you if you hand them a bunch of damaged equipment or random garbage.
    It's really stupid.

    Gun merchants should only buy guns. Doctors should only deal in medical supplies. Maybe everyone could be willing to buy food and clean water, along with other highly valuable commodities, such as stims.
    But, like, you shouldn't be able to sell a pile of toasters to any random merchant.

  47. This is where I believe the game is lacking the most in a motional response… Nay and Nora love each other and their child there are several points in the game where they would have had an emotional break at least temporarily like the sight of their Son's crib for instance…. What parents could see that and not lose It?
    I lost my son In a store for only 2 minutes… In a store for only 2 minutes My heart was in my throat and I never felt so scared in my entire life a different kind of fear.

    Plus, even though these events are 200 years in the future for the Commonwealth for Nate and Nora all this happened within a few hours in their minds.
    I really wish somebody would have added an emotional meter component to this game where the emotions felt by the player as they're shocked by the nightmare their livingTakes its toll.

  48. A lot of mods Are doing the things you advise…meanwhile Bethesda under Todd Howard made FO76:(
    FO4 is Great WITH mods…mediocre without.
    Maybe in the future they should make a solid and especially STABLE base game and open it up to Modders to flavor it?

  49. Why, is it that there is Plenty of Violence in this game, yet almost zero affection?
    I dont mean making it xxx but horrible things happen without human response except ugliness.
    If your character acts like a Hero …he should get a Hero's response when coming to town, or Visa versa.
    Idk, the game seems emotionally stilted, even the Modders missed this.

  50. Some of that would be cool. But settlements in places like Diamond city make alot of sense. After every disaster cities use sports arenas for evaluation sites. So its not a huge stretch for people to be living there.
    Deathclaws were brought to the Capitol wasteland by the enclave. They are the apex predators so for them to.spread out even further out after being artificially transplanted isnt a big stretch either.
    My biggest issue with what you said in this video is you want turned based fighting. I dont like turn based fighting. It's not realistic at all and doesnt allow you to play as the character. That's why I never played more then 20 or 30 mins of any rpg till morrowwind came out. And why i fell in love with fallout 3. The best upgrade from 3 to new vegas was true iron sights. It makes it so much more immersive and much more realistic. Now I would love a game where an NBC has figured out how to get a bike running. But the way the roads have degenerated makes an actual vehicle not feasible at all. You'd be stopped by flat tires every few mins from a piece of rebar sticking out of the road. The mod they had in new vegas worked because it's the desert and you could get off the road with fewer issues. But in the capital wasteland or the commonwealth that wouldn't work easily. What I didnt like about fallout 4 was the weapons. The only modernish rifle they had was the combat rifle. Which was based on the bar in real life. Thankfully there is a mod for modern weapons. And it makes the game much more realistic and your combat tactics have to be perfect. No more fast traveling to a settlement under attack and spawning right in middle of the action. You have to fast travel to a location close to a settlement and work your way to it and flank the enemies.

  51. I know many didn't like the settlement-crafting of FO4. But to me, it gave me a great non-quest incentive to go explore to gather supplies for building. Suddenly all that useless trash were valuable materials. And besides all my childhood fantasies of epic treehouse-building came to full fruition in my sweet player-home setup in fallout. So yeah, what I'm saying is that personally I would take the settlement-system along in new games, perhaps a bit better integrated in the main-game, as to gaining actual benefits rather than a nice place to put all your loot on display.

  52. Fallout Portland: Cults of black-clad, near-mindless, savage-hipster ghouls endlessly arguing gender theory and attacking individuals with differing opinions.

  53. you should send in this video in your application as a game designer manager to bethesda, the gaming community would welcome this sort of game, and it would being back the " old good" name of bethesda

  54. agreed with everything except for the the turnbased combat tactical option.
    while i agree wholeheartedly that fallout should take from its original games to make itself better, the two types of combat would make it lack identity, at best if done right i picture it to look like a mix xcom + dragon age origins which wouldnt be bad but would feel out of place with realtime gameplay mix in. Of course im assuming you can switch between action and tactical during gameplay. If not and its only a choice u make from the start that would be better.
    I personally would prefer a mix of gameplay from Mordhau and Insurgency while blending in stats into gameplay, a natural evolution of what new vegas was.

    Good job on the video tho, i especially liked the idea of emergent gameplay you mentioned which what i've always wanted out of open world games. Seattle would be a pretty sick place (its pretty near Alaska too 😉 ) ,

  55. I wish Quests restricted for certain builds, more low int dialogue, dialogue variant for things like : using clothes, being drunked, being addicted,etc… and more skill using on the game like fo1 and 2 where i could use my skills everytime

  56. This would have made entering the institute feel much better because the contrast from outside to in there would be extreme

  57. Games need to get past the lame easy, normal, hard difficulty settings. You should be able to tailor your own difficulty by being able choose whether to enable fast travel, whether you need to sleep, eat, drink etc, and whether ammo has weight. That was the thing that annoyed me about the survival/hardcore modes, what if you want all the extras but having to find a bed to save you find a pain or you still want fast travel? Why can't we decide exactly how we want to play? It's not even like it would take any effort on their part, these things are already there only it's a straight choice between all or non. Plus if you could toggle these options on and off you could put them all on but play on easy if you want because you'd still have the overall difficulty setting too.
    It's amazing that game difficulty settings haven't really changed since the start of video games. In a game like fallout once you level up the game gets too easy so you bump up the difficulty and all that changes is you need massive amounts of ammo to take larger foe down while they can one shot you. And they call that 'dynamic difficulty' LOL

  58. Scientifically speaking it depends on the nature of the exchange. Most scientists lean onwards a 'Nuclear Autumn' … namely a few degree shifts for coastal regions, and getting progressively worse the further inland you go. Entire swathes of the Northern Hemisphere might freeze, whereas the reduced amount of landmass in the Southern Hemisphere may edge marginally colder.

    Assuming a strategic level exchange of nuclear weapons, we know the hydroogical system would be destabilized from radically shifting temperatures and evaporation rates. Which means desertification and flooding as according to shifting jet streams or the paralysis of jet streams causing accelerated glaciation in certain parts of the world.

    A place like Berlin, occupying the same latitudes as Quebec, may be pulverized over the centuries due to a wall of moving ice that grounds its city to dust and expansion of Northern ice floe. The tremendous capture rate of fresh water in the Northern poles that radiates outwards will have a strange effect on places like Australia …. namely much of it won't be an archipelago on its own. The Waters will recede creating a landbridge between Australia and Papua New Guinea once more as it did during the Quaternary glaciation ages.

    This would happen one millennia after a strategic nuclear exchange.

    Secondly, fallout itself is hard to track. How many ground-burst and air-burst munitions? Are we talking cobalt treated warheads? Will nations prioritize widespread destruction over concentrated annihilation of strategic targets?

    When we talk nuclear fallout it's difficult to track for numerous reasons. Namely the biggest, more frightening situations will be nuclear power plants themselves. Particularly destabilizing their waste pools. See, nuclear energy isn't 'clean' … and because it's been a privatized industry for decades now, things like Fukushima are going to happen again and again. Moreover, because of a lack of effective safety and regulations enforcement, TEPCO's man-made disaster could have been a hell of a lot worse.

    People wrong assume Fukushima was about as bad a nuclear disaster as yu could have gotten… no, we were simply lucky. And by 'we' I mean all humans across the planet. Something far worse could have happenend. Namely a runaway effect in their waste pools that might have caused them to physically explode and irradiate half the country. Now consider, if you will, that every badly managed nuclear powerplant now outnumbers those that are actually decently run, what happens during a global war where these nuclear power plants and their spent fuel pool do explode, and what that means for humanity.

    With a worst case scenario, Fukushima could have critically endangered people as far as the Northwest U.S. That's continental U.S. … not Alaska …

  59. I really like a lot of your ideas. Of course the video is basically a wishlist for you, but I think you maybe should have toned down some of it. A lot of the mechanics you suggest while sounding all great, are also a little too farfetched. Certain ideas of yours would have to be toned down and streamlined a little in order to still appeal to the mainstream audience and for fans that started the series with 3 or 4.

    This isn't even a criticism of the ideas, personally this propsed sequel sounds phenomenal. I'd have to say my favorite suggestion is the multiple starting points. There's a mod in New Vegas that does that very thing and since I replayed that game countless times over the years, a new starting point would freshen up even a 4th or 5th playthrough.

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