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But beyond the storytelling, we should be worried about the lore breaking elements. I'd suggest to read "hero's journey" by Vogler, the various studies from Joseph Campbell or "Story" by Robert Mckee. Writers are supposed to be familiar with storytelling structures that can avoid these kinds of immersion breaking moments. We already know the weaknesses of the main storyline and how it falls flat in its core elements (no choice at all, no consequences and forced, awkward emotion moments that didn't work well). But there is a major flaw that cannot be skipped and that makes me wonder about the seriousness of the studio's writing team. There are a few problems, sure, like for any other game.
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The exploration is nice, some mods truly add something, the crafting system is well done etc. I've had good times playing it, great times, even. Ambitious, great atmosphere, pleasant gameplay, nice graphics, big map, etc, etc. Listen, Fallout 4 is pretty much a good game. Or maybe he did, and didn't take them into account. I've come to think that the answer is no. Did Mister Emil Pagliarulo (Fallout 4's lead writer) actually play any previous Fallout game?
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