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Grand Theft Auto V

My first impression was very good; the gameplay, visuals, physics, and features were all improved compared to the previous installment; in short, the game evolved. During the initial phase of exploring the game, it was enjoyable to simply drive around the beautifully designed and detailed city. I particularly appreciated the first-person perspective; this new feature turned out to be very useful and something the series had been lacking for a long time. I drove cars according to my mood, switching between different modes, but I preferred to shoot from the first-person perspective, as it was much more enjoyable. However, despite the presence of certain positive aspects, overall, GTA V seemed tedious to me. I have always considered the ability to play in free-roam mode – driving around the city, engaging in shootouts, surviving, etc. – to be the main theme of this series, but I found it interesting to do this in Vice City, in 3, a little in San Andreas, a few times in IV, but now, not anymore; this form of entertainment has lost all interest for me. In addition, the plot seemed weaker compared to other games in the series. The characters themselves, although I liked the ability to switch between three of them, were less appealing than the previous protagonists. Trevor could have been an interesting character if the developers hadn't taken his personality to the extreme. Franklin was the most normal of the three, but he was also quite boring. As for Michael... I'll just say that his sarcasm got on my nerves. Annoying guy. 6/10, I'm too old for this series.

Fallout 4

Contrary to what is shown in the picture, I would like to give it a "thumbs down," as my impression of this game was extremely unpleasant. I played ~100 hours of Fallout 3, 100+ hours of Oblivion, and ~1000 hours of Skyrim; here, my final save showed 20 hours, and I can add ~5-10 hours from the first attempt before I restarted, so in total, 25-30 hours, and that alone says a lot. One might think that, as in the case of GTA, this series has run its course for me, but that is not the case. I would gladly play another hundred hours in Skyrim if it didn't crash every five minutes, for example. The Setup
Well, let's start with the fact that there's another damn vault. In the first and third games, it was minimal; let's do it one more time. In the first, it's understandable why. In the third, too – it's like a revival of the series. But now, why return to this again? This severely limits the possibilities for the plot/backstory/role-playing and is much weaker than the usual starting option – the character is just "someone" from the wasteland, which was good in the second and New Vegas. I never liked the vault and considered it a flawed method of setting up the plot. I play a post-apocalyptic game and want to play as a resident of these lands, not as a character from a bunker. But okay, specifically this is my subjective five cents, and it's not particularly important. What is important is this: the main character is the mother or father of the antagonist, and he is searching for him throughout the game. Mother, father, son – this is the basis of the entire plot. Many RPG fans complain about The Witcher because there is no way to create your own character and you have to play as a pre-made character, but what is here is even worse. If Geralt is at least a decent character, then playing as a middle-aged person from a bunker who has just lost his spouse and is looking for his kidnapped son in the post-nuclear wasteland, I had no desire to do so. I used a mod for an alternative start, but even then, I couldn't avoid references to this in every dialogue. Don't do that; the Bethesda games I've played weren't known for their deep plots, but ruining their main plus, namely the ability to play as whoever you want and however you want, is the last thing they need. Dialogues
- Question
- Sarcasm
- Agreement
- Disagreement
That's all the answer options; there's not much to add. Plot
I could say a lot of unflattering things (the screenwriter should be fired), but I will only highlight one point. When I went down to the institute, I involuntarily rolled my eyes. I somehow reconciled myself to the absurd teleportation for this setting, but when I saw their complex, I immediately thought that this faction/location was simply a foreign body; it simply shouldn't exist. And, again, let me play a post-apocalyptic game normally, without all this nonsense. I've never been a fan of this genre, but if I'm going to play it, can I get a genuine experience? The conversation with the "Father" and the subsequent development of the plot turned out to be predictably terrible. Engine
It's old. All the same bad and clunky animations, bugs, and so on. Overall, it's not a huge minus, but I expected much more from a 2015 game. It seems that the developers are abusing the same engine and are not even trying to do anything new. Gameplay
The shooting has become better and more interesting. Perhaps that's where the pluses end. My subjective opinion is that the perks divided into levels are not a great idea; I didn't like it. Moreover, the connection to certain stats doesn't make any sense at all (for example, the charisma stat is required for a loner, and the weapon and armor crafting stat is also required). In addition, many perks/stats give various bonuses for V.A.T.S., but I have never liked this feature and have always found it to be completely terrible. And now, the best part – the Workshop and settlements. I have always believed that it is better when there is some mechanic in the game than when there isn't, but this game made me think about the opposite. I may be wrong, but it seems to me that the developers, having come up with this new mechanic (it is important to note that it is quite poorly implemented and, in terms of quality, is more like a not-so-good mod), decided that they had made a breakthrough in the field of game development and decided to put it in half of the quests. I simply exploded every time I had to build something for a quest, and the last straw was the attack on the Castle of the Minutemen by the Institute. When the character tells you, "General, we are being attacked right now, strengthen the defenses," and the game forces you to go wandering around the Commonwealth in search of junk to dismantle, it's something incredible. When I got tired of this mechanic, I simply gave up and, for the first time in these games, used the console to brute-force my way through these quests. First, I advanced the quest stage to the next one to avoid this, and when the "attack" began (the essence of which is that enemies spawn in random places on, of course, teleporters), I yawned at such a lazy design and used the console again – I ran around like Yagami Light and killed everyone with the "kill" command. Separately, I'll note about helping settlements – it's some kind of cancer. You come, and the guy tells you a repeating phrase about how ghouls/raiders/super mutants are bothering them, asks you to clear them out, and then rewards you with a hundred caps. And so on, every time, on repeat. Even if you were in the location for this quest five minutes ago and already cleared everyone out. And it wouldn't be so bad if this were just an optional quest, but no, you have to complete it and do it many times, while independently searching for these stupid settlements. Ugh. 4/10. Skyrim > Oblivion > New Vegas > Fallout 3 > Fallout 4