- Oct 30, 2016
Fallout 4:I gave Fallout 4 the same score, but I do think Fallout 4's quest design is more impressive, honestly. Fallout 4 often drops new gameplay wrinkles onto quests. One that comes to mind as an example, just one of many, is when you're defending a beached ship against bandit attacks for a crazy robot that still thinks it's before the bombs dropped. This is interesting for a few reasons. I mean, first off you have this unique beached ship location which is the type of thing that'd be reserved for a main story beat only in FF15. Second, you have multiple paths to very different completions. You can betray the robots and help the bandits or you can stay loyal.There's multiple approaches to the combat that ensues; staying up on the ship and blasting down on the enemy, or heading down and getting stuck in. There's giant cannons on the ship you can use to your advantage, and this is a unique gameplay mechanic that doesn't show up anywhere else, really. If you stick with the robots, it permanently aggros a specific group of NPCs against you which then changes the world flow, locks out a few shops and means you'll have to avoid a slice of town or kill them all.So: this is a quest that is 'kill the bad guys' much the same as many of FF15s, but it's nuanced in a number of ways that offer player agency and choice beyond how they do their killing and a set of consequences beyond who you cash in with for experience at the end. It's easy to boil the quest down to 'well, you just battle enemies' if you really strip it back, but there's actually quite a lot of nuance to most FO4 quests - whereas with most of the FF15 side quests what you see is what you get - that sort of subtlety isn't there. There's 80 side quests in FF15, but some of the quests that count towards that number are one-shot story cutscenes with no actual... which is cheeky. Things like this I have rough feelings on, thus the critique.
Like, I know that there are way more trivial side quests in FFXV than non-trivial ones, but some of the non-trivial ones sound like they offer a lot more than just a unique location or some differences in NPC states. There's supposedly a unique secret dungeon that takes five hours to beat, for instance. I've heard that there are Niflheim bases with their own mini-bosses and bosses that exist outside of the scope of the story and allow you to play either stealthy or guns blazing.
The impression I get, in other words, is that there was plenty of time spent on side content, but that the content wasn't spread evenly so you'd get a bunch of trivial stuff alongside the real meaty bits. Is that an incorrect assessment?