I especially loved how in the artbook for F4 they showed all these different looks and ideas for weapons, but every time they're just like "well, we had to redesign this gun to fit the one animation we made for this type of gun lol oops"
I mean, there is an element of practicality involved here, it's the same thing we see with other RPGs like Mass Effect where animations are re-used to save time (sometimes just in the short run, because Game Development is hell). I'd love for Fallout 5 to have more in-depth gun animations but animation is time-consuming and expensive (especially when it comes to trying to make things look good in first-person).
@@BoisegangGaming There's practicality and then there's laziness, and considering Bethesda's poor showings and apparent lack of care in core aspects of the 2 games they've made since F4, I'd say it's the latter. As a former animator I know how tedious and time consuming the job can be, but when it's something the player is gonna spend almost 100% of their playtime looking at, you need to put in the effort. However, credit where it's due, almost every gun in Starfield does have a unique reload animation. I mean, they're all awful, show a lack of understanding in how to create a decent reload animation, and demonstrate the clear absence of communication between the artists and animators, but it's something.
My favorite is the one about mama murphy. "She was originally meant to move around in a hover chair, but that idea was too cool so we didn't do it, teehee."
When I look at modern Bethesda games I am always struck by the question "what were the developers passionate about when creating this game?" Unfortunately for them the only conclusion I could come to is "money" And then I stopped playing their boring, buggy games.
I mean, it wouldn't be wrong if the main character was left handed, but they're not so yeah. But even then guns like the FAL and STG 44 have left sided charging handles in their original configuration.
I gave them a lot of crap but, guns in Halo are also left-handed, and I feel that's mostly out of "hey, we want the player to look at this cool thing we made, see the gun moving and working" I'm still downloading my right-handed AK and Hunting rifle.
I gave one of those to a follower and realized they were using crossbow bolts. I thought “well followers doing that is a pretty easy bug to find, but it’s excusable I guess.” Then I found out it works for the player too. The gun and ammo are literally just reskins.
@@MightyLitLHero back then their budget for FO4 was suddenly cut in half because Bethesda wasn't doing so good financially. It is only now after FO4's big success, all the rereleases for TES, all the microtransaction and stupid DLCs, the takeover by Microsoft, Fallout 76 and the Fallout show that Bethesda actually has lots of money and could invest a lot into TES 6 or FO5. But unfortunately after seeing what they did with all those ressources with Starfield I too have no more hope.
that was crazy how blandly flat those animations were. i know it's kind of hard to animate in 3D but still Bethesda animators should do some efforts as a AAA studio , their animations were just painful for eyes. even the animations seen in Fallout New Vegas were better , not so rigid and more detailed than that.
The animations in New Vegas varied between being very janky and stiff at worst, and pretty alright at best (with some like the single action revolver being pretty good), and that’s coming from someone who likes the animations. The ones for 4 I think are alright, but the game suffers from low weapon variety.
Hard lol modders were creating brand new custom bullpup reload animations for New Vegas in like 2012. Stop excusing a multi million dollar corporation's laziness
Part of me admires duplicating the animations as clever design. I guess it gave the team more time to focus on what was most important: the synth assembly room.
That and I heard they weren't allowed/given time to make custom animations for the CC items, hence why they reused them for said item or have none like the Tesla Cannon having no reload animation
In a true RPG, weapon reload animations should vary based on the type of weapons AND weapon skills. I'm even imagining a player character have really clumsy animations if they have low Agility
What your describing is Fallout NV. Fallout NV was an RPG first and a shooter second. Fallout 4 flips this and focuses more on shooting and less on RPG.
The only thing that has going for the weapons in fallout 4 is the sounds. I admit, the chonkiness on the mags hitting the gun and the slide pulling back is satisfying ro hear, especially on the Combat Shotgun
In Obsidian's defense, they didn't grossly redesign and retcon entire weapons into or out of existence just because they didn't want to make a new animation.
@@AnAmericanMusician FNV is a glorified Fallout 3 DLC. People complain how some assets from the Skyrim dragons were reused for Fallout 4's vertibirds but praise Obsidian for doing a big Fallout 3 DLC.
Usually because they're a studio that doesn't have literal millions of dollars being raked in every year. It's important for them to look unique so that they feel unique which is another thing that FO4 really struggles with.
Fallout 4 is egregious with it though and often, they don’t change it to make it look right. The creation club weapons’ reload animations clip so often.
I was playing Rage 1 earlier and found the animations for the weapons surprisingly good, heck even the 2006 PS2 shooter BLACK had better animations than Fallout 4. IMO f4 has one of the worst animations I've ever seen
Medal of Honor Frontline and Rising Sun both had better weapon animations. So did Painkiller. I think even Duke Nukem Forever had better animations, though that may be very bad memory, on my end...
Download Degenerate Dak’s weapon’s for way better variety and animations. All very lore friendly and respectful, like they were in the game to begin with.
@@iexist.imnotjoking5700 my only gripe with his animations is the one seen on his MCX SPEAR mod where the animation is a bit wonky and unnatural when the player presses the bolt catch release. The thumb bends in an unrealistic flex that would realistically break your thumb if you pressed hard enough. But of course, it's just a pet peeve of mine.
@@ItzRokkiYT His rifle animations could use a little bit of improvement and generally are a bit too tacticool, but his handgun animations are AAA material, no questions asked.
aside from laziness its also because they had very little ppl working on fallout 4. Bethesda thinks they can be a small team and simultaneously work on triple A open world RPG games, but they obviously cant, so they cut corners whenever possible, henced the reused animations, bugs, outdated visuals etc.
I knew that a lot of animations were a little lazy and where possible reused but I had no idea it was THIS extensive 😮 I’ve played quite a few hours and never quite noticed how most are identical like that
They made all of their weapons reload similarly so they could reuse as many animations as possible. That's why a lot of the guns have weird proportions.
It makes all the guns look the same. Which is unfortunate because the guns also looked ugly so now you have the guns all feeling and looking clunky and ugly.
It shows they put no care into how their weapons needed to feel in the player's hands when 80% of gameplay is shooting enemies. If, for instance, a weapon mod changed the weapon's proportions and made the original animation clip, then making a new animation to accommodate shows the player that the devs put effort into the game instead of giving them $60 worth of McDonalds on their hard drive.
@@ashtraydelicacy5773 they say ID did everything involving the weapons in fo4, but i simply dont buy it. there's no way the literal inventors of FPS are going to make a rookie mistake like making the guns take up half the screen.
The worst thing about this is it likely means the gun models were designed around the existing animations. Leads to awkward animations like 1:50 and how the red can stiffens up as if it has the invisible rails from the gatling laser. If you wanted to have say, an energy weapon with a battery on the front. Nope sorry, it's gonna have to be on the side or top to use a pre-existing animation.
Another thing fallout 4 is guilty of is reusing a bunch of models texturs animations from skyrim the ash pile is same as skyrims the skeletons are also the same models as well as countless other things. The punch animation is pretty dang close to the same as well as alot of melee swing animations the deathclaw has really close animations to the werewolves from skyrim.
Some cases it's really bad (the revolvers at the start or the one next to the gatling laser for example), but most of these are just functionally the exact same weapon. Why would the bother making a brand new reload animation for what is pretty much the same gun? One of the cases was actually the exact same gun with a silencer on it.
What I hate about bethesda is there a triple AAA game studio owned by Microsoft yet they act like a small studio made up of 14 guys if one experienced modder can take time out of his day and make a new weapon and animation in a week or less bethesda can do the same
The heavy Incinerator is literally the fucking Fallout 3 model, and for a long time, you had to pay $5 for it. That is all that needs to be said about Bethesda's policies.
Can you imagine a faces of poor designers wich hear from animations team "we are lazy, we don't want make more animations, you need to make all weapons use only our 3 animations"
As a mod author for Fallout 4: It's incredibly hard for good animations to make their way into Fallout 4's engine. There's a million different hoops and hurdles you need to jump through just to make what you see in the animation software be what you see in-game. Back when I first played, I was incredibly negative about the animations, but after actually taking the time to learn and make them, I don't blame them one bit. I do blame them for making all the guns left-handed, however. That's just a really weird design choice that seems to exist for the sole purpose of making the ejecting shells look all flashy and "in-your-face."
why not blame them for not making it easier to make animations in the game, even if its for themselves? it would have benefitted everyone if they made it more accessible, which is not impossible.
No, the assault has the side magazine, but no charging handle. You just pull out one mag and put in another. It's a extremely boring and basic animation and makes the ugly assault rifle even uglier.
My best guess for why this is the state of Fallout 4 animations. In Fallout 3 and New Vegas, weapons couldn't have unique animations due to engine limitations. Instead, there were a handful of 'animation sets' that would be shared across the games weapons, so multiple weapons shared the exact same animation data. Whether or not this was a decision of laziness or technical challenge I don't know - but I lean towards laziness considering Bethesda can always modify the engine, and modders have made a unique animations system on a per-weapon basis in recent years. Fallout 4 does not have these engine limitations. Each weapon is able to host it's own unique animation set. For whatever godawful reason, Bethesda seems to have stuck with the shared animation set mentality. Is this a remnant of an old system removed late into development, or a case of laziness/time constraint? I don't think we'll ever know the answer, but again, I lean towards laziness as other games at the time of Fallout 4s release (2016) had incredible animations across various weapons.
Wow! It’s almost like firearms that’s are mechanically similar are loaded in similar ways. Seriously though, you expect a colt .45 revolver to load differently from a .38 Snubnose revolver?
i admittedly dont remember much of fo4's arsenal and some of your early examples seemed promising for your argument, but a lot of the animations shared between two weapons seemed to be because the guns just looked like variants of one another. your example with the deliverer was literally just two of the same gun ik fo4 mightve designed a bunch of their weapons to fit the same animation sets, but this kinda just seems like either you're targetting weapon variations for your argumeny fo4's not just getting lazy with its animations, but its re-using a lot of the same weapons and just slapping on a new coat of paint and some altered stats to pad out their arsenal the creation club items especially are made by third party modders iirc, they're just re-using animations because they probably dont have the skills or resources on hand to animate a gun themselves
i never even noticed until i watched this video to see them all side by side like this. maybe i have low standards but i think the rest of what fallout 4 has to offer more than makes up for it, oh also if you don't like it then MODS
Some may argue “oh game creation is a tiresome process, and cutting corners on small things is ok if the bigger picture is solid” But it’s not like these same people would be complaining that the dev time was mismanaged if the animations were even a little more varied
2:03 oh wow, two identical pistol models have the same reload animation, that’s shocking, how dare Bethesda reuse animations for an identical gun. SMH!
I don't know if people know there are left-handed bolt actions. and if Fallout embraces the left-side loading cause power armor and modern trends in their universe it's not the end of the world. this is a BS complaint cause how many ways do you load a gun? t. most unique animations exaggerate the normal loading process anyway for no good reason. this just looks like a common design cause in the universe that's how they made and got used to loading weapons.
don't get me wrong i get reusing animations. if you've got like 5 double action revolvers, *7 gas blowback pistols, 3 break action shotguns, etc there's gonna be some overlap. but now that I'm actually studying animation, looking back at these makes me wonder if they ever even opened graph editor
Left handed weapons everywhere with no left handed character in sight, M1A1 Thompson that can fit the M1928 Drum Magazines, Pipe Weapons that shouldn't work in reallife and are nedlessly complicated, "Assault Rifles" that somehow fuse water cooled and air cooled LMGs together, are enormous but still fire 5.56, Caliber/ammo types having no affect on damage, soulles, recycled Animations, gods i remember why i only play this game with a mountain of mods that literally replace every weapon in game, and why i stopped playing Fallout 76.
He just compared a revolver to two other revolvers, a 10mm pistol to 3 other 10mm pistols, and a deliverer to a deliverer. This video could be used in a class to define a strawman argument.
One more absurd detail: in Fallout 76, which reused many assets from Fallout 4 there is a reskin of the handmade rifle (AK platform) that looks like AR platform. I'm okay with the bolt being not in the same place where it is on real-life AR's, but man, the reload animation is stupid, because it's a reused AK reload... on an AR. So it still looks like the "rock and lock" reload with the magazine clearly clipping through the mag well.
All the weapons in the game, besides the 10mm pistol and the laser rifles, being left handed used by a right handed character always bothered the F out of me. Mmmm yes the brass and the gas from my gun feels very good on my face. Fallout 4 was bethesda's first step into becoming more lazy and making questionably bad decisions. The simplified diolague (which they tried to rectify in starfield but mucked up the speech check system), the lazy weapon animations and poor designed weapons, trading the skills&perks system from all the previous fallout for a perks only table was dumb because you can become unkillable on the hardest difficulty in about 20 levels, the weapon just straight up disappearing from hands when you put it away when Fo3 & FNV being much older games did it perfectly fine (and they still struggle with this somehow as its a very half baked system in starfield), and then now their "next gen" update only serves to break the game more and screw over mod creators and users. There are many more things to list but this is already really long.
It make sense the creation club shit doesn’t change. It has to use what was already in the game. Because how Sony is it won’t allow new animations like that to be used. Also Bethesda had no hand in making creation club content.
Bethesda, Bethesda never changes. Also, the weapon selection in Fallout 4 was so bad. It was a huge step back from Fallout 3 and Fallout NV. Some of the weapon redesigns in Fallout 4 look worse like the 10mm pistol, the 2 barrel shotgun, assault rifle. What are the devs are Bethesda thinking.
Это называется оптимизация производства. Не все студии такие же как рок-стар, готовые потратить тысячи человек-часов на создание деталей, которые кроме как для таких сравнений и не нужны. На количество проданных игр и оценки игры не скажется, что в игре ВСЕГО ЛИШЬ 13 видов анимаций. С учётом что оружие очень сильно можно модифицировать на верстаке. Ресурсы разработчиков были направленны на другие вещи, которые вы кстати не любите замечать. Это ведь так удобно ругать фолаут 4.
I'm glad they redeemed themselves in Starfield because the weapon reload animations and variety is amazing. That was my only issue with Fallout 4, low effort animations, and lack or variety.
Starfield animations and weapon variety is fantastic. I don’t have any complaints on the weapon design either; they balance wacky and practical pretty well.
Not to defend bethesda but most of the creation club weapons are just reskins of old ones from vinnala game. But do to resource restraints creation club weapons just use animations that are already there. It just works I guess
I especially loved how in the artbook for F4 they showed all these different looks and ideas for weapons, but every time they're just like "well, we had to redesign this gun to fit the one animation we made for this type of gun lol oops"
I mean, there is an element of practicality involved here, it's the same thing we see with other RPGs like Mass Effect where animations are re-used to save time (sometimes just in the short run, because Game Development is hell). I'd love for Fallout 5 to have more in-depth gun animations but animation is time-consuming and expensive (especially when it comes to trying to make things look good in first-person).
@@BoisegangGaming There's practicality and then there's laziness, and considering Bethesda's poor showings and apparent lack of care in core aspects of the 2 games they've made since F4, I'd say it's the latter. As a former animator I know how tedious and time consuming the job can be, but when it's something the player is gonna spend almost 100% of their playtime looking at, you need to put in the effort.
However, credit where it's due, almost every gun in Starfield does have a unique reload animation. I mean, they're all awful, show a lack of understanding in how to create a decent reload animation, and demonstrate the clear absence of communication between the artists and animators, but it's something.
My favorite is the one about mama murphy.
"She was originally meant to move around in a hover chair, but that idea was too cool so we didn't do it, teehee."
When I look at modern Bethesda games I am always struck by the question "what were the developers passionate about when creating this game?"
Unfortunately for them the only conclusion I could come to is "money"
And then I stopped playing their boring, buggy games.
The bolts and charging handles are on the wrong side too.
It's so ugly, and makes my skin crawl just looking at it, thankfully there are some okish mods to change the bolt/charging handle side
I mean, it wouldn't be wrong if the main character was left handed, but they're not so yeah. But even then guns like the FAL and STG 44 have left sided charging handles in their original configuration.
I gave them a lot of crap but, guns in Halo are also left-handed, and I feel that's mostly out of "hey, we want the player to look at this cool thing we made, see the gun moving and working"
I'm still downloading my right-handed AK and Hunting rifle.
If you work hard in very specific details like a bolt sometimes you want people to notice
Bethesda was never that good at gun design. Look at Starfield's weapon designs and reloads
"Even paid for creation club weapons and DLC reuse animations"
Tell that to the Skyrim creation club gun with crossbow animations.
It even has the weird bug where you get an execution animation if you bash draugr with a crossbow.
I gave one of those to a follower and realized they were using crossbow bolts. I thought “well followers doing that is a pretty easy bug to find, but it’s excusable I guess.” Then I found out it works for the player too. The gun and ammo are literally just reskins.
“It’s an indie studio guys, give them a break.”
?
@@nevermorefractures3401 sarcasm
@@MightyLitLHeroYou put it in quotes like someone actually made that argument
@@MichaelBurkhalter it’s used when triple a companies have buggy or lazy games as a meme
@@MightyLitLHero back then their budget for FO4 was suddenly cut in half because Bethesda wasn't doing so good financially. It is only now after FO4's big success, all the rereleases for TES, all the microtransaction and stupid DLCs, the takeover by Microsoft, Fallout 76 and the Fallout show that Bethesda actually has lots of money and could invest a lot into TES 6 or FO5. But unfortunately after seeing what they did with all those ressources with Starfield I too have no more hope.
The sawblade and baseball launchers have particularly egregious clipping, especially considering those were added in updates to everybody's games.
Can’t forget the fact that that DLC doesn’t even render on Xbox. All that’s there is a red box where the gun should be
that was crazy how blandly flat those animations were. i know it's kind of hard to animate in 3D but still Bethesda animators should do some efforts as a AAA studio , their animations were just painful for eyes. even the animations seen in Fallout New Vegas were better , not so rigid and more detailed than that.
The animations in New Vegas varied between being very janky and stiff at worst, and pretty alright at best (with some like the single action revolver being pretty good), and that’s coming from someone who likes the animations. The ones for 4 I think are alright, but the game suffers from low weapon variety.
@@peppermillers8361 the ones of the 10mm pistol and the energy weapons weren't so bad but the rest are just ugly
@daegnaxqelil2733 they're extremely basic in my opinion, hence why replacing them isn't too shabby of an option.
Weapon anim is never one of the highlights in Fallout series. Just have to live with it or expect experienced modders to cope
Hard lol modders were creating brand new custom bullpup reload animations for New Vegas in like 2012. Stop excusing a multi million dollar corporation's laziness
Part of me admires duplicating the animations as clever design. I guess it gave the team more time to focus on what was most important: the synth assembly room.
And spending time on those important skeleton and teddy bear easter eggs...
In the defense of creator club and mod weapons, from what I’ve heard it is apparently really hard to put custom animations into fallout 4
That and I heard they weren't allowed/given time to make custom animations for the CC items, hence why they reused them for said item or have none like the Tesla Cannon having no reload animation
Yes, it is.
Source: I make Fallout 4 mods.
it's not
@@koroplays3200 where is your proof?
@@koroplays3200 And you would be the animation expert then?
Vanilla animations: 💀
Modded Animations: 🗿
Remember kids. Always mod your fallout games
In a true RPG, weapon reload animations should vary based on the type of weapons AND weapon skills. I'm even imagining a player character have really clumsy animations if they have low Agility
Your reload speed in FNV was tied to how high your agility was. If you have 1 agility, it would take like 10 seconds to reload a pistol lol
In a "true rpg" you as well can have no animations at all, this is definitely not what defines the genre
Oh your character build actually having an effect in an RPG, what a novel and unique idea, might be too radical tho
What your describing is Fallout NV. Fallout NV was an RPG first and a shooter second. Fallout 4 flips this and focuses more on shooting and less on RPG.
@@DrFudge-ky5ub there is a perk for that in Fallout 4 plus Agility governs the amount of AP you need to reload in VATS
The only thing that has going for the weapons in fallout 4 is the sounds. I admit, the chonkiness on the mags hitting the gun and the slide pulling back is satisfying ro hear, especially on the Combat Shotgun
personally i hate the way the 10mm, combat rifle, and assault rifle sound. everything else is great though.
This should be more of a dig on weapon variety than animations. You could make a very similar video on FNVs animations... among many other games.
In Obsidian's defense, they didn't grossly redesign and retcon entire weapons into or out of existence just because they didn't want to make a new animation.
fair, at the same time the guns in FNV actually look and work like guns
Didn't New Vegas take a year to be developed? As opposed to how many years FO4 got...
@@thoren7848 nope.
@@AnAmericanMusician FNV is a glorified Fallout 3 DLC. People complain how some assets from the Skyrim dragons were reused for Fallout 4's vertibirds but praise Obsidian for doing a big Fallout 3 DLC.
most FPS games sometimes does reuse reload animations for their other guns.
there's only so much times you can reuse stuff in a single game that it blurs the line between laziness and efficiency, f4 is the former lol
i feel like it would have been ok if they just made better animations
Usually because they're a studio that doesn't have literal millions of dollars being raked in every year. It's important for them to look unique so that they feel unique which is another thing that FO4 really struggles with.
Destiny two is a good example
Fallout 4 is egregious with it though and often, they don’t change it to make it look right. The creation club weapons’ reload animations clip so often.
2:02 these are the same gun idk why they wouldnt be the same animations
it's like in the half of example throughout the video💀
I was playing Rage 1 earlier and found the animations for the weapons surprisingly good, heck even the 2006 PS2 shooter BLACK had better animations than Fallout 4. IMO f4 has one of the worst animations I've ever seen
Soldner is much more worse
Black is chad
Medal of Honor Frontline and Rising Sun both had better weapon animations. So did Painkiller. I think even Duke Nukem Forever had better animations, though that may be very bad memory, on my end...
@@azerty6867Soldner sometimes feels like a fever dream
The OG RAGE is so Goated
Absolutely fantastic classic
To add insult to injury, they did exactly the same laziness in Fallout 76 and Starfield.
That's why you downloaded mods that aren't paid for
I still die inside everytime i see that hideous left handed bolt action
Download Degenerate Dak’s weapon’s for way better variety and animations. All very lore friendly and respectful, like they were in the game to begin with.
CADAVVER has the best animations by far. It's not even close. His actually look like they belong into a AAA game.
@@iexist.imnotjoking5700 my only gripe with his animations is the one seen on his MCX SPEAR mod where the animation is a bit wonky and unnatural when the player presses the bolt catch release. The thumb bends in an unrealistic flex that would realistically break your thumb if you pressed hard enough. But of course, it's just a pet peeve of mine.
@@ItzRokkiYT His rifle animations could use a little bit of improvement and generally are a bit too tacticool, but his handgun animations are AAA material, no questions asked.
Sorry but- Why should I and OTHER PEOPLE put in work to fix something that shouldnt exist in the first place?
They’re ok. Definitely better ones out there
Thank God for mods and content creators.
aside from laziness its also because they had very little ppl working on fallout 4. Bethesda thinks they can be a small team and simultaneously work on triple A open world RPG games, but they obviously cant, so they cut corners whenever possible, henced the reused animations, bugs, outdated visuals etc.
I knew that a lot of animations were a little lazy and where possible reused but I had no idea it was THIS extensive 😮 I’ve played quite a few hours and never quite noticed how most are identical like that
2:08 those are literally the same type of gun...
I mean. How much animation does a guns variety have? Like. If its a similar gun you cant blame em for using the same animation. 2:40 is another story.
They made all of their weapons reload similarly so they could reuse as many animations as possible. That's why a lot of the guns have weird proportions.
It makes all the guns look the same. Which is unfortunate because the guns also looked ugly so now you have the guns all feeling and looking clunky and ugly.
Just see BrandyBoy's video about his rant on Fallout 4's Guns and you will know
It shows they put no care into how their weapons needed to feel in the player's hands when 80% of gameplay is shooting enemies. If, for instance, a weapon mod changed the weapon's proportions and made the original animation clip, then making a new animation to accommodate shows the player that the devs put effort into the game instead of giving them $60 worth of McDonalds on their hard drive.
@@ashtraydelicacy5773 they say ID did everything involving the weapons in fo4, but i simply dont buy it. there's no way the literal inventors of FPS are going to make a rookie mistake like making the guns take up half the screen.
Imagine being so lazy you base the designs of the firearms around 1 reload animation
Ummm are you coo coo crazy dude animation is harder than you actually trying to touch grass
The worst thing about this is it likely means the gun models were designed around the existing animations. Leads to awkward animations like 1:50 and how the red can stiffens up as if it has the invisible rails from the gatling laser.
If you wanted to have say, an energy weapon with a battery on the front. Nope sorry, it's gonna have to be on the side or top to use a pre-existing animation.
Another thing fallout 4 is guilty of is reusing a bunch of models texturs animations from skyrim the ash pile is same as skyrims the skeletons are also the same models as well as countless other things. The punch animation is pretty dang close to the same as well as alot of melee swing animations the deathclaw has really close animations to the werewolves from skyrim.
Some cases it's really bad (the revolvers at the start or the one next to the gatling laser for example), but most of these are just functionally the exact same weapon. Why would the bother making a brand new reload animation for what is pretty much the same gun? One of the cases was actually the exact same gun with a silencer on it.
That's the issue. They just made all the guns functionally the same gun instead of adding variety for the sake of laziness.
@@HoboHunterRik Or because they are the same weapon class or damage type with the same ammo
Ladies and gents this is why the modding community exists to improve upon these mistakes
Fallout 4 was truly Bethesda saying it didn’t care about the game anymore and just sold out to kids
Most of these are creation club mods made by community
Its like the animator trying to avoid animating the right hand for even moving from the grip.
They're kinda satisfying tho
What I hate about bethesda is there a triple AAA game studio owned by Microsoft yet they act like a small studio made up of 14 guys if one experienced modder can take time out of his day and make a new weapon and animation in a week or less bethesda can do the same
The heavy Incinerator is literally the fucking Fallout 3 model, and for a long time, you had to pay $5 for it. That is all that needs to be said about Bethesda's policies.
For such a big studio, these are like 2003, junior intern, flash game, pre alpha ass animations.
Ever notice that the junk jet also uses the same pull animation as the Gatling Laser? Or is it just me?
Can you imagine a faces of poor designers wich hear from animations team "we are lazy, we don't want make more animations, you need to make all weapons use only our 3 animations"
As a mod author for Fallout 4:
It's incredibly hard for good animations to make their way into Fallout 4's engine. There's a million different hoops and hurdles you need to jump through just to make what you see in the animation software be what you see in-game. Back when I first played, I was incredibly negative about the animations, but after actually taking the time to learn and make them, I don't blame them one bit. I do blame them for making all the guns left-handed, however. That's just a really weird design choice that seems to exist for the sole purpose of making the ejecting shells look all flashy and "in-your-face."
why not blame them for not making it easier to make animations in the game, even if its for themselves? it would have benefitted everyone if they made it more accessible, which is not impossible.
@@EA_SP0RTCENTER that entirely relies on the creation engine. We know they'll never let it die.
0:30 doesnt the assault rifle use the same animation as a pipe rifle?
No, the assault has the side magazine, but no charging handle. You just pull out one mag and put in another. It's a extremely boring and basic animation and makes the ugly assault rifle even uglier.
@@stefan020290 Even worse than just reusing the pipe rifle then, It just wouldn't work without the charging handle
I remember when Fallout weapons had variety.....
My best guess for why this is the state of Fallout 4 animations. In Fallout 3 and New Vegas, weapons couldn't have unique animations due to engine limitations. Instead, there were a handful of 'animation sets' that would be shared across the games weapons, so multiple weapons shared the exact same animation data. Whether or not this was a decision of laziness or technical challenge I don't know - but I lean towards laziness considering Bethesda can always modify the engine, and modders have made a unique animations system on a per-weapon basis in recent years. Fallout 4 does not have these engine limitations. Each weapon is able to host it's own unique animation set. For whatever godawful reason, Bethesda seems to have stuck with the shared animation set mentality. Is this a remnant of an old system removed late into development, or a case of laziness/time constraint? I don't think we'll ever know the answer, but again, I lean towards laziness as other games at the time of Fallout 4s release (2016) had incredible animations across various weapons.
Bro really showed like 50 different weapons in the same videogame and said “nah this lazy af”
Good thing the devs are probably above reusing all of these animations for whatever fallout game came after this one :D
causally the sole Survivor is able to fit three shotgun bullets in three barrels and revolver bullets without the need of a speedloader or moonclips
Some of these are literally the same gun
Bethesda has so much potential to make great RPGs, and they squander it every single time.
You didn't include the thirst zapper in the unique section? That was like one of the few I actually like
This is what happens when companies cheap out way too hard.
Wow! It’s almost like firearms that’s are mechanically similar are loaded in similar ways. Seriously though, you expect a colt .45 revolver to load differently from a .38 Snubnose revolver?
You missed the little acid gun from Nuka world is actually has a unique reload
i admittedly dont remember much of fo4's arsenal and some of your early examples seemed promising for your argument, but a lot of the animations shared between two weapons seemed to be because the guns just looked like variants of one another. your example with the deliverer was literally just two of the same gun
ik fo4 mightve designed a bunch of their weapons to fit the same animation sets, but this kinda just seems like either you're targetting weapon variations for your argumeny fo4's not just getting lazy with its animations, but its re-using a lot of the same weapons and just slapping on a new coat of paint and some altered stats to pad out their arsenal
the creation club items especially are made by third party modders iirc, they're just re-using animations because they probably dont have the skills or resources on hand to animate a gun themselves
Guess that answers why the baseball launcher shoots it's entire mag and one of the next for each VATS confirm lol
It just works
This is why I mod Fallout 4 heavily. Those animations just don’t feel right.
I love how these aren't even bad but charming in their own way, they're just bad.
i never even noticed until i watched this video to see them all side by side like this. maybe i have low standards but i think the rest of what fallout 4 has to offer more than makes up for it, oh also if you don't like it then MODS
What? Mediocre story and anything that isn't DLC?
@@kiloklavdi1185 ok yeah i got low standards
It... just works. (Barely)
Some may argue “oh game creation is a tiresome process, and cutting corners on small things is ok if the bigger picture is solid”
But it’s not like these same people would be complaining that the dev time was mismanaged if the animations were even a little more varied
They all have different reload animations based on the damage type and the ammo.
pretty desceptive to show essentally the same weapons as examples
thats bethesda "1000 guns" that they promise
Definitely not the fault of the management and stakeholders who just want to cut corners and underpay their workers
**Oxhorn is knocking**
2:03 oh wow, two identical pistol models have the same reload animation, that’s shocking, how dare Bethesda reuse animations for an identical gun. SMH!
Battlefield 2 with static pistol slides:
🤗
I don't know if people know there are left-handed bolt actions. and if Fallout embraces the left-side loading cause power armor and modern trends in their universe it's not the end of the world. this is a BS complaint cause how many ways do you load a gun? t. most unique animations exaggerate the normal loading process anyway for no good reason. this just looks like a common design cause in the universe that's how they made and got used to loading weapons.
The fact most of these are weapons that bethesda did not create, *mods CC etc*
That's why I'm using reload animation mods on my game
Why is this an issue tho
don't get me wrong i get reusing animations. if you've got like 5 double action revolvers, *7 gas blowback pistols, 3 break action shotguns, etc there's gonna be some overlap. but now that I'm actually studying animation, looking back at these makes me wonder if they ever even opened graph editor
But at the end of the day, it doesn't fucking matter, and fallout 4 is still a masterpiece.
It just works how god intended
Everyday we must thank the modding community for fixing Bethesda's games for us.
Left handed weapons everywhere with no left handed character in sight, M1A1 Thompson that can fit the M1928 Drum Magazines, Pipe Weapons that shouldn't work in reallife and are nedlessly complicated, "Assault Rifles" that somehow fuse water cooled and air cooled LMGs together, are enormous but still fire 5.56, Caliber/ammo types having no affect on damage, soulles, recycled Animations, gods i remember why i only play this game with a mountain of mods that literally replace every weapon in game, and why i stopped playing Fallout 76.
2:04 what gun is that being compared to the deliverer?
Pretty sure it’s just a deliverer without a silencer
The silver something, a unique variant found in a certain CC
There is a unique 10mm in another CC too 🤫😏😉
He just compared a revolver to two other revolvers, a 10mm pistol to 3 other 10mm pistols, and a deliverer to a deliverer.
This video could be used in a class to define a strawman argument.
I feel like they built some of the weapons to fit the reload animation and not the opposite
How many reused reload animations were in New Vegas? I'd wager not many.
how would they have made different reload animations for the muskets?
Yeah
One more absurd detail: in Fallout 76, which reused many assets from Fallout 4 there is a reskin of the handmade rifle (AK platform) that looks like AR platform. I'm okay with the bolt being not in the same place where it is on real-life AR's, but man, the reload animation is stupid, because it's a reused AK reload... on an AR. So it still looks like the "rock and lock" reload with the magazine clearly clipping through the mag well.
meanwhile an over ten year old game has vanilla jamming and correct mechanics
if it's not broken, don't fix it
I never understood why this bothered people lol. I was more dissapointed at the lack of variety, but even then they made up for it with customization
It was my second run of f4 did i realize that the vanilla game is just lazy and rushed.
All the weapons in the game, besides the 10mm pistol and the laser rifles, being left handed used by a right handed character always bothered the F out of me. Mmmm yes the brass and the gas from my gun feels very good on my face.
Fallout 4 was bethesda's first step into becoming more lazy and making questionably bad decisions. The simplified diolague (which they tried to rectify in starfield but mucked up the speech check system), the lazy weapon animations and poor designed weapons, trading the skills&perks system from all the previous fallout for a perks only table was dumb because you can become unkillable on the hardest difficulty in about 20 levels, the weapon just straight up disappearing from hands when you put it away when Fo3 & FNV being much older games did it perfectly fine (and they still struggle with this somehow as its a very half baked system in starfield), and then now their "next gen" update only serves to break the game more and screw over mod creators and users. There are many more things to list but this is already really long.
It's very simple!
In Skyrim, bows and crossbows reload the same way, so they did it out of habit
And this is why I HAVE to use Hitmans animations and right side AK and lever gun bolt and ejection, and a handful of degenerate daks weapon mods.
Thank goodness for the modding community.
My problem is DLC weapons aren't used by the enemies in game I hate being the only one with a certain type of weapon it just takes me out of it
Does anyone know what the two pistols at 2:08 are ? And are they in fallout 76 I've never come across those
I think the second one is the one you get from the first Railroad mission.
It make sense the creation club shit doesn’t change. It has to use what was already in the game. Because how Sony is it won’t allow new animations like that to be used.
Also Bethesda had no hand in making creation club content.
The only thing that saves Fallout 4's weapons are how badass they look. Other then that; bland.
Wow this video is really good
Some of the weapons you showed were the same, but I definitely agree the animations kinda blow
they also reused loads of sounds for starfield
Bethesda, Bethesda never changes.
Also, the weapon selection in Fallout 4 was so bad. It was a huge step back from Fallout 3 and Fallout NV. Some of the weapon redesigns in Fallout 4 look worse like the 10mm pistol, the 2 barrel shotgun, assault rifle. What are the devs are Bethesda thinking.
Это называется оптимизация производства. Не все студии такие же как рок-стар, готовые потратить тысячи человек-часов на создание деталей, которые кроме как для таких сравнений и не нужны. На количество проданных игр и оценки игры не скажется, что в игре ВСЕГО ЛИШЬ 13 видов анимаций. С учётом что оружие очень сильно можно модифицировать на верстаке. Ресурсы разработчиков были направленны на другие вещи, которые вы кстати не любите замечать. Это ведь так удобно ругать фолаут 4.
Not to mention that the existing animations are clunk asf
I'm glad they redeemed themselves in Starfield because the weapon reload animations and variety is amazing. That was my only issue with Fallout 4, low effort animations, and lack or variety.
Starfield animations and weapon variety is fantastic. I don’t have any complaints on the weapon design either; they balance wacky and practical pretty well.
Yeah too bad it's garbage.
@HoboHunterRik I'm having fun in Starfield I have no idea what people don't like about it
Not to defend bethesda but most of the creation club weapons are just reskins of old ones from vinnala game. But do to resource restraints creation club weapons just use animations that are already there. It just works I guess