Technically there was a change made with Robobrains by Bethesda. In the Bethesda games, the Robobrains shoot lasers from their hands, which makes sense. But in the classic games, they use their tentacle arms to use regular shotguns, which is hilarious, and I will never forgive Bethesda for changing it.
Out of all the changes over the years I'm most fine with is the ghouls. Becoming a ghoul is such a crap shoot it only makes sense that they'd come in a wide range of looks
Losing Adamowicz was such a terrible blow to Bethesda, he was an incredible concept artist that really elevated the artstyle for both Fallout 3 and Shivering Isles for Oblivion, a blow I don't think they've managed to recover from yet- despite some winner designs here or there. Great video, honestly could watch ten more in this sort of category.
I agree 100% His concepts for F3,Oblivion and Skyrim are top notch,visually and in terms of art style, Bethesda has not yet recovered from his loss, which speaks volumes about the quality of his work
@david aragones the designs we've seen in what little we've seen of Starfield are looking promising so far. I just hope the rest of the game's designs are similar to what we've seen
@@snowycity I don't know where people are getting this from, every other shot of the game looks exactly the same as the last. I see no improvement in it over the time they've been developing it, and the secrecy isn't to be mysterious, it's cos they don't have anything worth showing. Just like CDPR with Cyberpunk.
Exactly adamowicz had a lot of excellent ideas for fallout 3 in his concept art before he died like different creatures,weapons and a lot of characters were much more detailed on the art then their counterparts in-game 😭
One really annoying thing about the Super Mutants in Fallout 4 is that they weren't accompanied by centaurs anymore. There was centaur concept art for Fallout 4 but Bethesda never finalized them sadly as they worked really well with Super Mutants. The mutant hounds do not make a good substitute.
Umm Truth be told I’m actually kind of glad those things are not in the game. I have the art book for fallout 4 and wow they terrify me. Yes yes I know that’s the idea but still NO! I don’t want them in the game lol 😂.
To be fair, lore-wise Centaurs are just failed FEV experiments made by The Master during his long experimentation process of learning and understanding how FEV works (by just throwing random things in FEV vats and seeing what comes out). As a result, Centaurs are only native to Super Mutant populations who were once part of the Master's army. Other FEV strains of Super Mutants not affiliated with The Master thus have different mutated animal companions, since they didn't replicate The Master's experiments. Centaurs not being in FO4 in this regard does make sense because the mutants there have no connection to The Master, and them being included would be a much bigger lore break, if anything. The real disappointment is how...generic mutant hounds are. It's just a pitbull with a bigger mouth. So many possibilities for a whole new mutant animal monstrosity, and a big-mouthed pitbull was the end result. The pitbull doesn't even have significant mutations like scaled skin, horn protrusions, a grotesque tentacle tongue, or weaponized back protrusions...it just has a bigger mouth that isn't even extremely bigger.
@@joshuakim5240 yeah I never even thought about that. It makes sense why they're not in FO4 but like you said the Hounds are so disappointing in terms of design.
@@Steel-101 Centaur are certainly the most terrifying Human mutation, albeit because they seem be the most beastial. They're definitely not the most threatening (Nightkin Master) powerful (Behemoth) or vicious (Tunneler) Hard to say if they're sadder than Trogs, though.
What I like about the pre-fo4 ghouls and mutants are how horrific they look. Encountering ghouls in 3 and NV you're looking at someone whose skin is visually falling off, it looks loose, rotted, just digusting, completely disgusting and completely tragic that that would've been/still is someone conscious of what happened to them. 4's ghouls just seem too tame like you said, too smooth, the old ones are gross but thats why theyre so good. Great video btw
I think all the ghoul designs look good and fit into the universe, problem is they're separated into specific games. If they could have every variation of them within 1 game that would be awesome. The Fo4 ghouls could represent victims who became ghoulified by a lesser than average "ghoulification" dose of radiation. Meaning it didn't affect them as bad physically, relatively speaking of course. As their skin seems intact just severely scarred. Things like ears and noses have decayed away. These types would be the least likely to go feral by a large margin, only in extreme cases. Society would not view these types of ghouls with much caution or disdain at all, aside from the most fanatic of anti-mutant types. Some people might even mistake them for burn victims at a first glance Fo3/NV ghouls represent the ones that got a decently heavy dose and have significant side effects like parts of their skin falling off. Severe discoloration of the skin like bright yellow, blue, green patches all over it. Missing ears/noses/fingers/toes from decay are common. Jaw deterioration is also common. The rate of these types becoming feral is uncommon but not rare. Large amount of society would view these ones with caution, a smaller but not insignificant amount would also be hostile, but a large amount would also support them and treat them like normal people. Fo1/2 ghouls represent the ones that got extremely high doses, to the point where their entire body is severely decayed to an almost skeletal look, with bones exposed and such. It's extremely common for body parts like their jaws or entire limbs to have fallen off from decay. Essentially they were on the verge of becoming a feral ghoul when they were radiated, but managed to hold onto sanity by a hair. The likelihood of them becoming feral would also be very high as they are nearly dead already. Society would view these types with extreme disdain and hostility, the assumption that they were feral would be default The chance of becoming a glowing one would also be the highest among the Fo1/2 ghouls, basically 99.99% of the time you encounter a glowing one it looks like them, while there's are extremely small chance of encountering one that looks like the Fo3/NV design, these types could even be reserved for special non-hostile NPCs. There is ZERO chance of encountering one that looks like a Fo4 ghoul though, they simply weren't irradiated enough during the ghoulification process to become one
Fallout 3/New Vegas, ghouls aren't scary by visual design but strictly combat. Reavers.... Fallout 4, actually makes them scary both ways. They reuse Skyrim animations. But instead of being fish people it's rotting people. Fallout 76, they are a lot less scary but the game gives them speedball.
@@oneblacksun Yeah. Even going from WWI to WWII (for instance) Handguns and even Machine guns got smaller. Saying "but Power Armor" leaves out that the bulk of your military (and definitely most police forces) Wouldn't be using PA.
@@Rensune Besides, why would they be using infantry weapons when they were literally designed to carry mini-guns and gatling lasers and missile launchers.
To be fair, the Super Mutants in FO4 are experiments of the Institute for the most part It's very possible that the Institute's Strain of FEV can't create the Hulking Mutants of the old games
to be fair, the entire concept of mutants existing on the east coast at all is ridiculous and the "but its the xyz variant of mutants!!!" excuse is just cope. FEV was originally a highly experimental project being worked on in secret by the US government and west tek, presumably only at the glow in california. it being retconned into something that for some reason just exists on the east coast and in a random vault of all places really shows bethesda's lack of creativity and also makes the world feel so much smaller than it should be. super mutants existing everywhere is ridiculous given their original context in fallout 1 and 2
@@antipsychotic451 It's not Cope, it's CANON The institute has an FEV lab after all Where they got their own FEV I don't know...... But, maybe the same way Zimmer got over to that area
I'd say that 3 and NV translated the artstyle of 1 and 2 into 3d pretty well with the retrofuture stuff, but fallout 4 went way to far.. Best example of this are the trains in 3 and NV they look future but believable and in 4 they are massive stupid machines
You know when you compare an artist's early work to their later works, to see how certain features become more exaggerated over time? That's how Bethesda's retro aesthetic feels. I liked most of it in fo4, but it's pushing it. It's like they dialed the retro aesthetic up to 11 and slapped that onto **everything*.* Even nonsensical stuff like military guns & vehicles. Just look at the APC lmao.
There's also the Assault Rifle-in 3/NV it's some kinda AR-15 lookin' thing (I don't know much about guns, but suffice to say it looks like a real gun). In 4, however, it looks absolutely nothing like any gun ever would-sure it fits the aesthetic fine enough, but the gun itself just looks bad. Edit: I've just been informed that the Assault Rifle in NV is NOT the same model/gun as the Assault Rifle in 3. I haven't played 3 in almost a decade, cut me some slack! 😅
OMG YES the balistic fist is the best weapon in new vegas and u cant change my mind. The way your enimies' heads blow up as you gently poke them is absolutely the fallout intended expirience. 4:48
@jumbo9386 lets not even talk about the abomination that is fallout 4 combat armour. I liked both how in new vegas they managed to have both fallout 3 and fallout 1/2 combat armour co existing with fallout 3 being an older mark of combat armour with the interplay era combat armour being its replacement and that the interplay era combat armour actually looked more advanced and form fitting than the fallout 3 era combat armour
I guess this isnt exactly a design change, but one of the more odder differences between fallout 4 and the rest of the series is the fact that fallout 4 has WAY less modern weapons, if any at all. the other games had modern m-16's or p90's but the closest you get in fallout 4 is maybe the handmade riflr? But even thats a stretch.
Really true, overall one of my biggest issues with FO4 is the weapons in general from the design to the thing that bothers me the most being the small amount. The thing that stretches' Fallout NV over the line of being better than Fallout 3 for me is the cartoonish amount of weapons and variants it has. I know I still haven't used them all (probably not even half of em tbh) while Fallout 4 has like idk a handful of guns and some baseball bats. Now what I'd kill for is remasters of Fallout 3 and NV where a lot if not all the weapons from NV were added to 3. It'd be insanely good.
@@bauschaum2158 neither pump shotguns, light machine guns, classic assault rifles, modern submachine guns or to a point;unique weapons with their own model, only about 3-5 weapons are truly unique from anything else.
The only weapon from Fallout 4 that I could think of from the top of my head that actually exists in real life is the Thompson. Well the only named one cause double barreled shotgun.
Honestly, I do really like the redesign for Ferals, they look like they have every cancer known to man, died from it, then the corpse stood back up, pissed off and strong
One thing I like about the f1 mr handies is that they seem to use propellers instead of a jet to hover, which makes more sense than a rocket engine that can set things on fire and requires expensive fuel, which kinda clashes with the whole point of the lead up to the nuclear armageddon
The mr handy would be nuclear powered. Everything uses fusion. The fight over resources/oil is so you can manufacture plastic. Energy is nigh unlimited in pre-war America. The Red Rocket "gas station" sells coolant for the radiators.
@@qwopiretyu I don't think you can get the flame out of nuclear power and the mr handy fuel tank breaks down into oil in F4, so I assume bethesda meant for it to be somehow related to gas or rocket fuel
@@snowycityBest part is? The animations for the plasma gun, is named “Plasma Defender Reload.” Worse part is you can point at the releases of the time to explain the changes away... Fucking customizable weapons.
I think the power armor had great changes across the board. Deathclaws make sense if these are simply the capital/commonwealth variety and they're different out in vegas, and the vault suits look as they should.
I feel like the fallout 4 sentry bot took inspiration from both with design itself being an improved new vegas sentry with the color scheme of the classic sentry bot
Hot take: I actually like the fo4 plasma rifle/pistol design over the the fo3 and new vegas counterparts. Imo it looks cleaner and stimulates my symmetrically driven ocd brain
Yeah Erickson was kinda just one of my favorite fallout 4 characters because I just like the idea of fish soda making someone smart…. Also I have a huge bias of loving the smarter mutants
I think my favorite part about Fallout's redesign is coming up with headcanons on why they exist so I can put some of the classic design in my modlist. "Why do these combat armor looks different?" It's because the commonwealth was the last states to receive a substantial amount of more updated supplies. It's especially fun coming up with why they exist with my buds
Yeah i don't mind most of the redesigns at all really, It's really cool there's two different "brands" of power fist, just some of em aren't the best lookin
The only problem with this is the fact that they used the Fallout 4 designs for fo76. This hints that they might be using it as a full reboot rather than alternate area concept. I prefer your concept.
I love this subject so much! Fallout, even for being an incredible series(for the most part), it also has a huge inconsistency problem with its art design throughout the series. I miss the OG Fallout vibes
I find that Fallout 3 and NV feel really similar to the orginals from an art direction standpoint. Maybe everything isn't the exact same looking (except for the Robobrains) but the "vibe" always comes off close enough to me. I just don't know what it is but something about the Fallout 4 version of the creation engine always feels kinda off to me
@@snowycity I agree, some of those vibes still carry on through Bethesda's vision is some capacity, but yeah Fallout 4 def did feel "off" compared to the other titles art style.
@@hoppie45 Fallout 4 art style feels like if one dude saw a one of those stylish 50's car and think "Wow what if everything in the game looked like that"
Technically its mostly art style changes, but some of these arent those, they're completely different models that exist in the same universe, or different strains of FEV that makes different kinds of mutants to different areas.
Well yea exactly I thought I was clear about that, obviously the 10mm and "classic 10mm" are just different guns but until NV added the plasma caster both the old and new plasma rifle still held the same "spot" so to speak.
I always counted the redesigns of weapons as geographical variants or entirely differently made versions of the same weapon, especially with how complicated the lore was.
That's what I always imagined. Chris Avellone, one of the guys behind NV, kinda touched up on this with the ARs. The assault carbines and marksman carbines were prevalent in Nevada because of Nellis, where the paratroopers would be.
Like with the 10mm pistol. Like In IRL. There’s many different 9mm and 45 pistols. From brand to where you’re at. I don’t think one singular 10mm pistol would’ve been the 10mm pistol to end all other pistols especially In the US
The Mr. Handys of 1&2 seem to be heavy industrial versions, more arms, three engines, more plating, and you find them in use in military facilities, arms laboratories, and a nuclear power plant.
Personally I love the feral ghouls in fallout 4, they took the ugliness of the ghouls in 3/NV and upped it, and turned them into borderline jumpscares when walking past them
Nuka world makes reference to the sentry bot's fallout 3 and New Vegas design. In the galactic zone the robots are given futuristic variants in addition to the nuka types.
The 76 plasma caster unmodded looks like the one you showed, but with the unique mods you can recreate it entirely to look like its old design, giving it its large goofy fins at the front of the barrel.
Fun fact: The reason ‘some’ of the Super Mutants are much skinnier in Fallout 4 than the other variations from the other games is because those Duper Mutants were experiments in incubation tubes by The Institute. There are actually more bulky Super Mutants in Fallout 4 which is meant to set them apart from the ones that were experiments released into the Commonwealth by The Institute.
I like the F3 plasma gun as a kitbashed version of the high tech one from 1 and 2, it being a rifle in the hands of super mutants and power armor dudes
I like the fallout 4 super mutants because it shows a completely different strand of the fev being used to create super mutants. They also have the vibe of a experiment gone wrong
Fallout 76's plasma caster has a barrel mod that makes it look like the classic P94 design, i think that would've made a better comparison with the other designs. Great video tho, 6:33 made me lol.
@@snowycity If Fallout 76's atomic shop is to be believed the green plasma casters are army issue versions (see the "Army Issue Plasma Caster Paint"), maybe the yellow ones are development prototypes or built as industrial tools? Fallout 76 does have a side story about 2 big mining corporations and the excavator power armor 🤔
I love the way you put it. "Cartoon villain's weapon". Older models of armor and weapons and character designs seemed to just look cartoonishly, round, cartoonishly, sharp. It gave it this mythically 1950s retro-sci-fi feeling. In the Fallout 4/76 era they kind of ran with something much different, a more grounded modern sci-fi guided by contemporary engineering theories. Also, mutants just became less and less disgusting to look at.
My first Sentry Bot encounter in F4 was in the junkyard when I was looking for the hot rod paintjob, and that thing made me damn near piss myself when it woke up. While F4 enemies are like mildly annoying teddy bears, they really outdid themselves with the visuals of them all. Except for the super mutants.
I flat out preferred the fallout 3 10 mil pistol over the fallout 4 one. It had been that way for soooo long it just felt wrong to change it whatsoever.
@@snowycity Algorithm at work. You popped up in my recommendations suddenly despite me never seeing you before. Plus video game franchise design iteration critiquing is a fun topic in general.
@@snowycity I think a big thing is their a offshoot of the other ones since most of the super mutants in 4 are from the institute (with some exceptions)just dumping them in the commonwealth after making them, so a more sanitized version of sorts no genitalia what so ever but unstable since they can grow to be behemoths unlike the ones the master created. So pretty much just a variant of the SM
ya and the and then on top of this in combat the mutants in fo4 scream “You humans made us, now pay for your arrogance!” really makes them feel so alive cuz with the whole institute making mutants thing
It's actually kinda funny that having a rifle pretending to be a pistol by not having a stock or a barrel isn't a new thing added with 4. It's also how the 223 pistol came to be in the original game. So that's kinda neat
I like how in F3\NV, when you talk to the the Mr.Handys, the camera just zooms into the photo-receptor that's looking at you, and the photo-receptor's limb moves closer to you. Such a cool 3D effect that works even without any 3D hardware.
The biggest thing that detracts from the Super Mutants in Fallout 4 in my opinion is their mouths. Specifically, the fact that they keep them closed for the most part. All of the past Super Mutants were constantly baring their teeth, which REALLY upped the intimidation factor. Taking that away made them feel a lot less threatening (even if they had one of the most terrifying enemies in the franchise thanks to Suiciders).
Yeah, the Robots in 4 were usually better looking, though I prefer how the 3/NV Protectrons looked. I get that the big glass dome is meant to make them look more like the robot they were based on in the first place, but I prefer the more durable-looking mostly metallic dome of the older ones. It helps to sell that they're more of an industrial model. And of course, I can see the Assaultrons becoming another fixture of the series' robots. Bethesda is just really good at designing robots for this series. I like how the classic games make power armour wearers look bigger and more imposing, which didn't translate over very well in 3/NV. Fallout 4 pretty obviously communicates that quite well by basically turning them into a Shaq-sized vehicle that you wear, almost like it was a development from tanks. However, I do feel like they communicated this a bit... Too far. Everything about the power armours in 4 is just big; it doesn't have the more fitted look of the classic armours, which helped to give them a distinctive silhouette, with the narrow waist and limbs. Of course, looking at how the wearer fits into the frame, the biomechanics are pretty shoddy too. And don't get me started on the T-60, which is not just a canonical anomaly (yada yada T-51b, but why does the armour that comes after the T-51b look like a T-45d? I guess Bethesda is just really proud of that armour design), but based on its appearance, I'd argue that it's actually more of a downgrade from the armours we already had, both functionally (bigger doesn't always mean better, in fact, it can mean worse, and this is one of those instances. Also, that front pocket in the cuirass serves no purpose, and would only serve to funnel bullets into the wearer's throat), and appearance-wise (it's literally just the T-45d but more exaggerated, like a caricature of a T-45d).
I like the way the protectrons move in 4, like mechanic marionettes. Plus it's neat that they actually have different chassis for different jobs, that makes sense.
I think the feral ghouls specifically are best done in 4 to be honest. Even if you dont like the design i love how the all of them walk so differently. Some will walk slowly to you and others charge at you like its the last sprint of their life
I actually like the fallout 4 10mm pistol when it doesn't have the big barrel, but yeah the Fallout 3 & especially the weathered NV design is the best.
Also remember how you said the fallout 4/76 version looks like its bigger than your head with the attachment? Yeah the classic handgun is massive! Like how can you wield that without a bipod
The concept art for 3 and 4 had so many good designs and ideas, but sadly, most of it never came to be. Just look at the concept art for F4's Centaurs. That's some metal as fuck, sci-fi horror that the series has been missing as of late.
Interesting note, The plasma caster is 76 is the industrial tool the p94 is based off of. That is why it is yellow. It was made by the same company that would go on to make the plasma weapons in 3/nv/4.
This was a wonderful video to watch, thank you. I'm mad they reduced the Centaurs in FNV and removed them altogether in FO4. One of my fav creature designs
Retro-futurist militarism versus retro-industrialism wouldnt be bad if both versions were in the game. "Industrial powergauntlet" as a lower level powerfist with the military version being a later level item.
@snowycity same with the flamer i think, i was just so empassioned typing i left it out. The industrial design of the flamer looks so unreasonable to me. What industrial purpose does a flamethrower even serve?? Great video though, i just finished it.
Man really said "I love the differences between fo3 and few Vegas super mutants because it makes sense, it's a different breed of FEV" but with 4s it's "WHY ARE THEY SO DIFFERENT??!" my guy at least try not to be so blatantly biased holy crap
Hot take but power armour in FO4 is leagues better than the other games. As a suit that’s supposed to make you feel like a walking tank. You actually feel like a tank
I'm torn about it because it really does actually fit a lot more with how it looks in the classic fallouts and its very good but i always feel like I don't have much of a need to wear it that often? Also after a long time of play i dont feel anywhere nearly as attached to it as i did on my first play through. Maybe in the next game it should be a bit harder to get and find parts for it? I think that could really bolster a stronger attachment to your suit?
@@snowycity making fusion cores (or whatever they replace them with) harder to get would also be better. in my first playthrough, finding them was tough, so I was very careful about using power armor. that made suiting up for what I expected to be a particularly hard mission feel more significant and meaningful. in subsequent playthroughs, I knew where to find fusion cores and ended up with a huge surplus.
Design wise, it fixes 3 and NV's power armor by making it big. Still, it's a bit too fat and clunky for my tastes. In 1 and 2, it was big and bulky while also sleak.
I think a lot of the problems with "modern" power armor stems from game balance issues: Fusion Cores aside, Fallout 4 and 76 are too easy once you have a halfway decently leveled character, and so it makes power armor just not worth using. Allowing players to access the armor so early in the game, with no power armor training, also makes it less of an accomplishment to aquire.
Nah it's peak don't let youtube videos tell you a game is bad Let MY youtube videos tell you a game is GOOD because that is much more of a free thinking thing to do yes
@@snowycity U DONT UNDERSTAND I AM PLAYER FO3 WHEN IT CAME OUT I THOUGHT IT WAS BEST I THOUGHT IT WAS ON PAIR WITH FONV IF NOT BETTER BUT NOW I PLAY FO3 AND I JUST SEE HOW NOTHING YOU DO REALLY MATERS AFTER AN HOUR OF PLAY AND THERE NO GOOD SIDE MISSONS IN NV I GET TIRED OF BS QUEST BUT I KNOW I GET A UNIQUE SLIDE SHOW AT THE IN FO3 IS JUST NOT REALLY FUN TO REPLAY AND THE COMBAT IS DREDFULL PEOPLE SAY NV IS BAD WITHOUT MODS BUT FO3 IS THE WORST BUT IT DOES HAVE GOOD BALACE
@@MrAntiexistancerifle34157 Honestly I'm thinking about it, you could probably put a good portion of the assets for super mutants in a fantasy game seamlessly. maybe some bits of their armour look a little too machined for that kinda setting, but idk.
@@MrAntiexistancerifle34157 I think I might just have that one weird armoured model on my mind. The one that basically just look like the mutant tacked a few pieces of rott iron to himself.
Yeah idk why they changed the art style so dramatically from 3 to 4 I honestly hate how round everything is now and I really hate how every gun that has a manual action is now left handed.
Okay, screw you, the _Fallout 4_ Plasma Rifle is the best version of the Plasma Rifle in the entire franchise. It does look ridiculous as a pistol, I'll give you that... but in rifle form, it is awesome. I especially love how it looks with an Automatic Barrel and Marksman Stock, in or out of power armor. It's perfect.
I choose to treat the floating bots from 1&2 and Tactics as mouthbots to the 3+ eyebots. Alsp could compatr the tactics bipeds to Protectrons and Assaultrons.
Funnily enough, in NV the first gen supermutants (the ones in the original Fallout games) actually did live together with the second gen supermutants (the ones introduced by F3) for a time on Black Mountain, and the game itself even distinguishes them from one-another. But at one point the Nightkin moved in and the gen1 supermutants left and settled in Jacobstown.
Those other mutants were created accidentally by the Enclave in Fallout 2, from the slaves they used to excavate Mariposa, they aren't from the East Coast.
It's rare to find a fallout fan who isn't biased. I enjoy this type of content. Also, I love the story that fallout 3 tells for it's super mutants. About their initial creation, and their desperation to keep their population alive after they start to run out of their "green stuff,."
Would be cool if we get in the future a Fallout game that includes ALL designs of a certain weapon with diffren stats and characteristics, like F3's 10mm is big and bulky = less accuracy but more stability and higher firerate. Unless it's a lore wise unique and or plain and simple dumb designed like F3's combat shotgun Giving truely a feeling of uniqueness and astonishing by each weapon you find. Same with clothing like F1's Combat Armore looks drasticly diffrent from F3's, more doom like looking. So you could have NPC's mixed up and running around in the same kind of armor (combat, green, etc.) but still have them looks diffrent and unique.
The original design weapons from Fallout 4 are peak design and look amazing for the context of a Power Armour centered arms development , made to be used by units with Power Armour users and normal Infantry .
Small correction, because Bethesda actually retconned this part: Mr Handies were supposed to be maintenance and construction robots, which fits more with their namesake than what Bethesda made them out to be, basically caretakers of family homes, they would do things like repair and fuel vertibirds and keep military bases in good operation, while also having a secondary combat feature, if you look at their designs in the originals it makes so much more sense and I prefer it to what Bethesda did in their rendition.
I'm glad I wasn't the only one who thought the Classic 10MM would've been fallout 3 design. When I got the gun I was like wait a minute either my memory is failing me but that doesn't look right
Technically there was a change made with Robobrains by Bethesda. In the Bethesda games, the Robobrains shoot lasers from their hands, which makes sense. But in the classic games, they use their tentacle arms to use regular shotguns, which is hilarious, and I will never forgive Bethesda for changing it.
You have a point you do but their arms flying all over the place while they do literally anything is worth just using lasers
Weirdly reminds me of the robots in futurama
@rocky52 not that weird they both definitely pull from 50s and 60s sci-fi
Tbh if my brain was carved out of my skull and put into a robot I'd want to have shotguns too
They should've given us the option to make the robobrains use shotguns in the robot workbench thingy
Ghouls in Fallout 1 are so badass, you can see right through Set
Out of all the changes over the years I'm most fine with is the ghouls. Becoming a ghoul is such a crap shoot it only makes sense that they'd come in a wide range of looks
Dude has an ear horn and his head is held in place with one of those wild ass frames for paraplegics
Losing Adamowicz was such a terrible blow to Bethesda, he was an incredible concept artist that really elevated the artstyle for both Fallout 3 and Shivering Isles for Oblivion, a blow I don't think they've managed to recover from yet- despite some winner designs here or there. Great video, honestly could watch ten more in this sort of category.
Thank you!
I agree 100% His concepts for F3,Oblivion and Skyrim are top notch,visually and in terms of art style, Bethesda has not yet recovered from his loss, which speaks volumes about the quality of his work
@david aragones the designs we've seen in what little we've seen of Starfield are looking promising so far.
I just hope the rest of the game's designs are similar to what we've seen
@@snowycity I don't know where people are getting this from, every other shot of the game looks exactly the same as the last. I see no improvement in it over the time they've been developing it, and the secrecy isn't to be mysterious, it's cos they don't have anything worth showing. Just like CDPR with Cyberpunk.
Exactly adamowicz had a lot of excellent ideas for fallout 3 in his concept art before he died like different creatures,weapons and a lot of characters were much more detailed on the art then their counterparts in-game 😭
One really annoying thing about the Super Mutants in Fallout 4 is that they weren't accompanied by centaurs anymore. There was centaur concept art for Fallout 4 but Bethesda never finalized them sadly as they worked really well with Super Mutants. The mutant hounds do not make a good substitute.
4 doesn't even have Perlman as the Narrator.
It's not a good Fallout game.
(It's definitely a decent game, just not Fallout.)
Umm Truth be told I’m actually kind of glad those things are not in the game. I have the art book for fallout 4 and wow they terrify me. Yes yes I know that’s the idea but still NO! I don’t want them in the game lol 😂.
To be fair, lore-wise Centaurs are just failed FEV experiments made by The Master during his long experimentation process of learning and understanding how FEV works (by just throwing random things in FEV vats and seeing what comes out). As a result, Centaurs are only native to Super Mutant populations who were once part of the Master's army.
Other FEV strains of Super Mutants not affiliated with The Master thus have different mutated animal companions, since they didn't replicate The Master's experiments. Centaurs not being in FO4 in this regard does make sense because the mutants there have no connection to The Master, and them being included would be a much bigger lore break, if anything.
The real disappointment is how...generic mutant hounds are. It's just a pitbull with a bigger mouth. So many possibilities for a whole new mutant animal monstrosity, and a big-mouthed pitbull was the end result. The pitbull doesn't even have significant mutations like scaled skin, horn protrusions, a grotesque tentacle tongue, or weaponized back protrusions...it just has a bigger mouth that isn't even extremely bigger.
@@joshuakim5240 yeah I never even thought about that. It makes sense why they're not in FO4 but like you said the Hounds are so disappointing in terms of design.
@@Steel-101 Centaur are certainly the most terrifying Human mutation, albeit because they seem be the most beastial.
They're definitely not the most threatening (Nightkin Master) powerful (Behemoth) or vicious (Tunneler)
Hard to say if they're sadder than Trogs, though.
What I like about the pre-fo4 ghouls and mutants are how horrific they look. Encountering ghouls in 3 and NV you're looking at someone whose skin is visually falling off, it looks loose, rotted, just digusting, completely disgusting and completely tragic that that would've been/still is someone conscious of what happened to them. 4's ghouls just seem too tame like you said, too smooth, the old ones are gross but thats why theyre so good. Great video btw
@@TonyBustaroni They just look like burn victims.
@@TonyBustaroni Realism =/= better design, and nothing abt ghouls is realistic in the first place lol
I think all the ghoul designs look good and fit into the universe, problem is they're separated into specific games. If they could have every variation of them within 1 game that would be awesome.
The Fo4 ghouls could represent victims who became ghoulified by a lesser than average "ghoulification" dose of radiation. Meaning it didn't affect them as bad physically, relatively speaking of course. As their skin seems intact just severely scarred. Things like ears and noses have decayed away. These types would be the least likely to go feral by a large margin, only in extreme cases. Society would not view these types of ghouls with much caution or disdain at all, aside from the most fanatic of anti-mutant types. Some people might even mistake them for burn victims at a first glance
Fo3/NV ghouls represent the ones that got a decently heavy dose and have significant side effects like parts of their skin falling off. Severe discoloration of the skin like bright yellow, blue, green patches all over it. Missing ears/noses/fingers/toes from decay are common. Jaw deterioration is also common. The rate of these types becoming feral is uncommon but not rare. Large amount of society would view these ones with caution, a smaller but not insignificant amount would also be hostile, but a large amount would also support them and treat them like normal people.
Fo1/2 ghouls represent the ones that got extremely high doses, to the point where their entire body is severely decayed to an almost skeletal look, with bones exposed and such. It's extremely common for body parts like their jaws or entire limbs to have fallen off from decay. Essentially they were on the verge of becoming a feral ghoul when they were radiated, but managed to hold onto sanity by a hair. The likelihood of them becoming feral would also be very high as they are nearly dead already. Society would view these types with extreme disdain and hostility, the assumption that they were feral would be default
The chance of becoming a glowing one would also be the highest among the Fo1/2 ghouls, basically 99.99% of the time you encounter a glowing one it looks like them, while there's are extremely small chance of encountering one that looks like the Fo3/NV design, these types could even be reserved for special non-hostile NPCs. There is ZERO chance of encountering one that looks like a Fo4 ghoul though, they simply weren't irradiated enough during the ghoulification process to become one
@@Gameprojordan I think the fallout 4 feral ghouls are pretty cool, but the non-ferals look weird, they have perfectly intact hair for some reason lol
Fallout 3/New Vegas, ghouls aren't scary by visual design but strictly combat. Reavers....
Fallout 4, actually makes them scary both ways. They reuse Skyrim animations. But instead of being fish people it's rotting people.
Fallout 76, they are a lot less scary but the game gives them speedball.
I actually love the fallout 4 plasma rifle with moving parts, but i dont like how the pistols arent seperate guns.
The one redesign that annoys me the most is the 10mm pistol. Fallout 3/NV is peak design
So true 🙏
To me I hated the 3/NV design and preferd the original look, then the Fallout 4 design brought back the retro future look but in a different way
@@CandidaRosa889 Hard to really call it retro-futuristic when it's a big hunk of metal that looks like it weighs as much as a rifle.
@@oneblacksun Yeah.
Even going from WWI to WWII (for instance) Handguns and even Machine guns got smaller.
Saying "but Power Armor" leaves out that the bulk of your military (and definitely most police forces) Wouldn't be using PA.
@@Rensune Besides, why would they be using infantry weapons when they were literally designed to carry mini-guns and gatling lasers and missile launchers.
To be fair, the Super Mutants in FO4 are experiments of the Institute for the most part
It's very possible that the Institute's Strain of FEV can't create the Hulking Mutants of the old games
They use the same design in 76. I still hate it
@@liquidanimations3397kinda have to agree
to be fair, the entire concept of mutants existing on the east coast at all is ridiculous and the "but its the xyz variant of mutants!!!" excuse is just cope. FEV was originally a highly experimental project being worked on in secret by the US government and west tek, presumably only at the glow in california. it being retconned into something that for some reason just exists on the east coast and in a random vault of all places really shows bethesda's lack of creativity and also makes the world feel so much smaller than it should be. super mutants existing everywhere is ridiculous given their original context in fallout 1 and 2
@@antipsychotic451
It's not Cope, it's CANON
The institute has an FEV lab after all
Where they got their own FEV I don't know...... But, maybe the same way Zimmer got over to that area
I'd say that 3 and NV translated the artstyle of 1 and 2 into 3d pretty well with the retrofuture stuff, but fallout 4 went way to far.. Best example of this are the trains in 3 and NV they look future but believable and in 4 they are massive stupid machines
Yeah everythings a little too big and round in FO4
You know when you compare an artist's early work to their later works, to see how certain features become more exaggerated over time? That's how Bethesda's retro aesthetic feels. I liked most of it in fo4, but it's pushing it.
It's like they dialed the retro aesthetic up to 11 and slapped that onto **everything*.*
Even nonsensical stuff like military guns & vehicles. Just look at the APC lmao.
There's also the Assault Rifle-in 3/NV it's some kinda AR-15 lookin' thing (I don't know much about guns, but suffice to say it looks like a real gun). In 4, however, it looks absolutely nothing like any gun ever would-sure it fits the aesthetic fine enough, but the gun itself just looks bad.
Edit: I've just been informed that the Assault Rifle in NV is NOT the same model/gun as the Assault Rifle in 3. I haven't played 3 in almost a decade, cut me some slack! 😅
OMG YES the balistic fist is the best weapon in new vegas and u cant change my mind. The way your enimies' heads blow up as you gently poke them is absolutely the fallout intended expirience. 4:48
@jumbo9386 lets not even talk about the abomination that is fallout 4 combat armour. I liked both how in new vegas they managed to have both fallout 3 and fallout 1/2 combat armour co existing with fallout 3 being an older mark of combat armour with the interplay era combat armour being its replacement and that the interplay era combat armour actually looked more advanced and form fitting than the fallout 3 era combat armour
I guess this isnt exactly a design change, but one of the more odder differences between fallout 4 and the rest of the series is the fact that fallout 4 has WAY less modern weapons, if any at all. the other games had modern m-16's or p90's but the closest you get in fallout 4 is maybe the handmade riflr? But even thats a stretch.
Really true, overall one of my biggest issues with FO4 is the weapons in general from the design to the thing that bothers me the most being the small amount. The thing that stretches' Fallout NV over the line of being better than Fallout 3 for me is the cartoonish amount of weapons and variants it has. I know I still haven't used them all (probably not even half of em tbh) while Fallout 4 has like idk a handful of guns and some baseball bats.
Now what I'd kill for is remasters of Fallout 3 and NV where a lot if not all the weapons from NV were added to 3. It'd be insanely good.
Now that I think about it... there's no 9mm Pistol in F4 right?
@@bauschaum2158 neither pump shotguns, light machine guns, classic assault rifles, modern submachine guns or to a point;unique weapons with their own model, only about 3-5 weapons are truly unique from anything else.
The only weapon from Fallout 4 that I could think of from the top of my head that actually exists in real life is the Thompson. Well the only named one cause double barreled shotgun.
They cranked up the retro-futurism aspect to 11 which makes f4 look so jarring compared to the previous entry's.
Honestly, I do really like the redesign for Ferals, they look like they have every cancer known to man, died from it, then the corpse stood back up, pissed off and strong
One thing I like about the f1 mr handies is that they seem to use propellers instead of a jet to hover, which makes more sense than a rocket engine that can set things on fire and requires expensive fuel, which kinda clashes with the whole point of the lead up to the nuclear armageddon
Maybe they run on corn syrup
@@snowycity Like a true american
The mr handy would be nuclear powered. Everything uses fusion. The fight over resources/oil is so you can manufacture plastic. Energy is nigh unlimited in pre-war America. The Red Rocket "gas station" sells coolant for the radiators.
@@qwopiretyu I don't think you can get the flame out of nuclear power and the mr handy fuel tank breaks down into oil in F4, so I assume bethesda meant for it to be somehow related to gas or rocket fuel
@@fluffytowels1145 Pre-war America was bad, but not *that* bad to implement rocket fuel into a domestic house. Rocket fuel ain't cheap.
Kind of a missed opportunity to not mention the Plasma Defender when talking the Plasma Gun. Especially when you touched upon the Plasma Caster.
I didn't even think about that but you're right!
@@snowycityBest part is? The animations for the plasma gun, is named “Plasma Defender Reload.” Worse part is you can point at the releases of the time to explain the changes away... Fucking customizable weapons.
@@AceOfBlackjackwhat does 'you can point at the releases of time' even mean?
The plasma defend like the caster was based on a gun from the og’s
Fallout 4 sentry bot is terrifying down to the sound
Fallout: 3 and New Vegas feels like retro-future of 60s, when Fallout 4 and 76 is like 50s
Man, can't wait for a part 2. There are so many different aspects that can be touched, like power armor, deathclaws, vault suits, leather armor...
Plus some other weapons too, like the Assault Rifle
I think the power armor had great changes across the board. Deathclaws make sense if these are simply the capital/commonwealth variety and they're different out in vegas, and the vault suits look as they should.
@@ob2kenobi388 cringe profile pic
@@spaghettimkay5795
Said the guy with one of a child dressed in bad joker makeup lol
I think the Fallout 1 power fist is intended to grab and crush than to just increase punching power.
Which is axtually part of how 40k powerfists work, though they get a disintegration field like other power weapons
@@DIEGhostfishdon't care
I feel like the fallout 4 sentry bot took inspiration from both with design itself being an improved new vegas sentry with the color scheme of the classic sentry bot
Whoever is in charge of robot designs at Bethesda needs a raise, they never miss.
Hot take: I actually like the fo4 plasma rifle/pistol design over the the fo3 and new vegas counterparts. Imo it looks cleaner and stimulates my symmetrically driven ocd brain
Yeah Erickson was kinda just one of my favorite fallout 4 characters because I just like the idea of fish soda making someone smart…. Also I have a huge bias of loving the smarter mutants
I actually find the sentry bots from 3/NV scarier since they remind me a lot of the robot from Zathura, that thing traumatized me as a kid.
Yeah!
Jeez. I was obsessed with that movie as a kid
I think my favorite part about Fallout's redesign is coming up with headcanons on why they exist so I can put some of the classic design in my modlist. "Why do these combat armor looks different?" It's because the commonwealth was the last states to receive a substantial amount of more updated supplies. It's especially fun coming up with why they exist with my buds
Yeah i don't mind most of the redesigns at all really, It's really cool there's two different "brands" of power fist, just some of em aren't the best lookin
The only problem with this is the fact that they used the Fallout 4 designs for fo76. This hints that they might be using it as a full reboot rather than alternate area concept. I prefer your concept.
If it was FO 1&2 there'd be a note in the manual explaining why... We really didn't know what we had till it was gone
@@thornescapes7707 they already mentioned 76 isnt canon
I think 76 it’s soft cannon so they can choose what happen them self also much can happen in 200 years.
I love this subject so much! Fallout, even for being an incredible series(for the most part), it also has a huge inconsistency problem with its art design throughout the series. I miss the OG Fallout vibes
I find that Fallout 3 and NV feel really similar to the orginals from an art direction standpoint. Maybe everything isn't the exact same looking (except for the Robobrains) but the "vibe" always comes off close enough to me. I just don't know what it is but something about the Fallout 4 version of the creation engine always feels kinda off to me
@@snowycity I agree, some of those vibes still carry on through Bethesda's vision is some capacity, but yeah Fallout 4 def did feel "off" compared to the other titles art style.
@@snowycity I find that the Fallout 4/76 art style tends to feel…plasticy?
@@hoppie45 Fallout 4 art style feels like if one dude saw a one of those stylish 50's car and think "Wow what if everything in the game looked like that"
Technically its mostly art style changes, but some of these arent those, they're completely different models that exist in the same universe, or different strains of FEV that makes different kinds of mutants to different areas.
Well yea exactly I thought I was clear about that, obviously the 10mm and "classic 10mm" are just different guns but until NV added the plasma caster both the old and new plasma rifle still held the same "spot" so to speak.
I always counted the redesigns of weapons as geographical variants or entirely differently made versions of the same weapon, especially with how complicated the lore was.
That's what I always imagined. Chris Avellone, one of the guys behind NV, kinda touched up on this with the ARs. The assault carbines and marksman carbines were prevalent in Nevada because of Nellis, where the paratroopers would be.
Like with the 10mm pistol. Like In IRL. There’s many different 9mm and 45 pistols. From brand to where you’re at. I don’t think one singular 10mm pistol would’ve been the 10mm pistol to end all other pistols especially In the US
The Mr. Handys of 1&2 seem to be heavy industrial versions, more arms, three engines, more plating, and you find them in use in military facilities, arms laboratories, and a nuclear power plant.
Personally I love the feral ghouls in fallout 4, they took the ugliness of the ghouls in 3/NV and upped it, and turned them into borderline jumpscares when walking past them
Nuka world makes reference to the sentry bot's fallout 3 and New Vegas design. In the galactic zone the robots are given futuristic variants in addition to the nuka types.
The 76 plasma caster unmodded looks like the one you showed, but with the unique mods you can recreate it entirely to look like its old design, giving it its large goofy fins at the front of the barrel.
Fun fact: The reason ‘some’ of the Super Mutants are much skinnier in Fallout 4 than the other variations from the other games is because those Duper Mutants were experiments in incubation tubes by The Institute. There are actually more bulky Super Mutants in Fallout 4 which is meant to set them apart from the ones that were experiments released into the Commonwealth by The Institute.
I like the F3 plasma gun as a kitbashed version of the high tech one from 1 and 2, it being a rifle in the hands of super mutants and power armor dudes
In fallout 76 you can change the plasma caster barrel to have the weird metal bits sticking out front like New Vegas.
Ballistic fist? Nah, two step goodbye ❤
I like the fallout 4 super mutants because it shows a completely different strand of the fev being used to create super mutants. They also have the vibe of a experiment gone wrong
Fallout 76's plasma caster has a barrel mod that makes it look like the classic P94 design, i think that would've made a better comparison with the other designs. Great video tho, 6:33 made me lol.
Still yellow tho‼️‼️‼️
@@snowycity If Fallout 76's atomic shop is to be believed the green plasma casters are army issue versions (see the "Army Issue Plasma Caster Paint"), maybe the yellow ones are development prototypes or built as industrial tools? Fallout 76 does have a side story about 2 big mining corporations and the excavator power armor 🤔
@RookieCF they can't lore their way out of it ridicule for having to pay for a color.
I say this as a Bethesda fan even 😤
I love the way you put it.
"Cartoon villain's weapon".
Older models of armor and weapons and character designs seemed to just look cartoonishly, round, cartoonishly, sharp. It gave it this mythically 1950s retro-sci-fi feeling. In the Fallout 4/76 era they kind of ran with something much different, a more grounded modern sci-fi guided by contemporary engineering theories. Also, mutants just became less and less disgusting to look at.
My first Sentry Bot encounter in F4 was in the junkyard when I was looking for the hot rod paintjob, and that thing made me damn near piss myself when it woke up. While F4 enemies are like mildly annoying teddy bears, they really outdid themselves with the visuals of them all. Except for the super mutants.
The Fallout 4 super mutants are just the British commoners. 11:13 "Big angry dudes" for sure
I flat out preferred the fallout 3 10 mil pistol over the fallout 4 one. It had been that way for soooo long it just felt wrong to change it whatsoever.
I couldn't help but notice that this was a pretty popular video for you.
Just wanted to say, keep it up. Ya got me hooked
Thank you! It flopped for like 2 days then randomly exploded lol
@@snowycity Algorithm at work. You popped up in my recommendations suddenly despite me never seeing you before.
Plus video game franchise design iteration critiquing is a fun topic in general.
Fallout 4 supermutants look more like a failed experiment rather than the super race the Master and FEV seem to be able to create
I mean they are i guess, the real problem is they're just kinda lame
@@snowycity yeah they look like old men that used to do steroids
why the fuck would institute make them and claim to help humanity is beyond reasoning
@@snowycity I think a big thing is their a offshoot of the other ones since most of the super mutants in 4 are from the institute (with some exceptions)just dumping them in the commonwealth after making them, so a more sanitized version of sorts no genitalia what so ever but unstable since they can grow to be behemoths unlike the ones the master created. So pretty much just a variant of the SM
ya and the and then on top of this in combat the mutants in fo4 scream “You humans made us, now pay for your arrogance!” really makes them feel so alive cuz with the whole institute making mutants thing
The onebin Far Harbor is just Rexxar, who is just that guy from Fire and Ice.
76 has a barrel attachment that makes it look like the classic one! I know that isn’t much better but it’s worth mentioning.
That "Mr.Fuck!" cut in caught me off guard and almost sent me to the cross roads. Boy I couldn't breathe from laughing
Bro you forgot the protectron
It's actually kinda funny that having a rifle pretending to be a pistol by not having a stock or a barrel isn't a new thing added with 4. It's also how the 223 pistol came to be in the original game. So that's kinda neat
Dawg, your voice is butter and you write amazing scripts. Please keep making long form Fallout content!
Thaank you ‼️‼️
I like how in F3\NV, when you talk to the the Mr.Handys, the camera just zooms into the photo-receptor that's looking at you, and the photo-receptor's limb moves closer to you. Such a cool 3D effect that works even without any 3D hardware.
Not mentioning the abomination of the Fo4/76 assault rifle is kinda criminal. Bethesda should always be shamed for that garbage.
Mutants in the first game look like aardman characters.
"Does anyone even use the displacer glove?"
Me: *rushes to get Pushy in every playthrough*
Here they are, the one person who uses the displacer glove
I give it to Veronica, so i can snipe in peace
The biggest thing that detracts from the Super Mutants in Fallout 4 in my opinion is their mouths. Specifically, the fact that they keep them closed for the most part. All of the past Super Mutants were constantly baring their teeth, which REALLY upped the intimidation factor. Taking that away made them feel a lot less threatening (even if they had one of the most terrifying enemies in the franchise thanks to Suiciders).
Yeah, the Robots in 4 were usually better looking, though I prefer how the 3/NV Protectrons looked. I get that the big glass dome is meant to make them look more like the robot they were based on in the first place, but I prefer the more durable-looking mostly metallic dome of the older ones. It helps to sell that they're more of an industrial model. And of course, I can see the Assaultrons becoming another fixture of the series' robots. Bethesda is just really good at designing robots for this series.
I like how the classic games make power armour wearers look bigger and more imposing, which didn't translate over very well in 3/NV. Fallout 4 pretty obviously communicates that quite well by basically turning them into a Shaq-sized vehicle that you wear, almost like it was a development from tanks. However, I do feel like they communicated this a bit... Too far. Everything about the power armours in 4 is just big; it doesn't have the more fitted look of the classic armours, which helped to give them a distinctive silhouette, with the narrow waist and limbs. Of course, looking at how the wearer fits into the frame, the biomechanics are pretty shoddy too. And don't get me started on the T-60, which is not just a canonical anomaly (yada yada T-51b, but why does the armour that comes after the T-51b look like a T-45d? I guess Bethesda is just really proud of that armour design), but based on its appearance, I'd argue that it's actually more of a downgrade from the armours we already had, both functionally (bigger doesn't always mean better, in fact, it can mean worse, and this is one of those instances. Also, that front pocket in the cuirass serves no purpose, and would only serve to funnel bullets into the wearer's throat), and appearance-wise (it's literally just the T-45d but more exaggerated, like a caricature of a T-45d).
I like the way the protectrons move in 4, like mechanic marionettes. Plus it's neat that they actually have different chassis for different jobs, that makes sense.
Well to be fair to the dome bois different models do have full metallic face plates and no glass
I think the feral ghouls specifically are best done in 4 to be honest. Even if you dont like the design i love how the all of them walk so differently. Some will walk slowly to you and others charge at you like its the last sprint of their life
I think the Fallout 4 sentry bot design with 3/NV's head and NV's voice would be actually perfect.
yes but actually not really
it's supposed to be a SENTRY bot
and bethesda made and agrresive combat unit
and we love them for it
I actually like the fallout 4 10mm pistol when it doesn't have the big barrel, but yeah the Fallout 3 & especially the weathered NV design is the best.
Fallout is pretty kool 😎
You guys have to remember that west and east coast had different tech pre-war
Also remember how you said the fallout 4/76 version looks like its bigger than your head with the attachment? Yeah the classic handgun is massive! Like how can you wield that without a bipod
I think i like the fallout 4 plasma gun more as the idea of: plasma is difficult and needs a lot of parts and is thus blocky and unwealdy
The concept art for 3 and 4 had so many good designs and ideas, but sadly, most of it never came to be. Just look at the concept art for F4's Centaurs. That's some metal as fuck, sci-fi horror that the series has been missing as of late.
4 definitely had more potential from it's concept art but I feel like we overall got the best outta Fallout 3 from concept to release
Interesting note, The plasma caster is 76 is the industrial tool the p94 is based off of. That is why it is yellow. It was made by the same company that would go on to make the plasma weapons in 3/nv/4.
This was a wonderful video to watch, thank you.
I'm mad they reduced the Centaurs in FNV and removed them altogether in FO4. One of my fav creature designs
The only designs in fallout 4 that I enjoy are all the robots, and the mirelurks
2:36 There's weapon mods for the Plasma Caster that make it look true to the original. It looks gorgeous with them.
What bothered me in Fallout 1/2 is how guns shared the same "3d" model even when it had a different sprite
You should do some more fallout content, I'd definitely give it a watch
I probably will 😎😎😎😎😎😎
Retro-futurist militarism versus retro-industrialism wouldnt be bad if both versions were in the game. "Industrial powergauntlet" as a lower level powerfist with the military version being a later level item.
Exactly Exactly, i have no problems with the design of the power fist itself i just want the other one as well
@snowycity same with the flamer i think, i was just so empassioned typing i left it out. The industrial design of the flamer looks so unreasonable to me. What industrial purpose does a flamethrower even serve?? Great video though, i just finished it.
Man really said "I love the differences between fo3 and few Vegas super mutants because it makes sense, it's a different breed of FEV" but with 4s it's "WHY ARE THEY SO DIFFERENT??!" my guy at least try not to be so blatantly biased holy crap
Sir please calm down i live inside of a cave and my brain not work very well 😔😔😔🙏
Fallout 4s mutants are crappy and gross, small and weak and built like toads...
I've finally been blessed by the algorithm with a great video
Thank you!
Hot take but power armour in FO4 is leagues better than the other games. As a suit that’s supposed to make you feel like a walking tank. You actually feel like a tank
I'm torn about it because it really does actually fit a lot more with how it looks in the classic fallouts and its very good but i always feel like I don't have much of a need to wear it that often? Also after a long time of play i dont feel anywhere nearly as attached to it as i did on my first play through.
Maybe in the next game it should be a bit harder to get and find parts for it? I think that could really bolster a stronger attachment to your suit?
@@snowycity making fusion cores (or whatever they replace them with) harder to get would also be better. in my first playthrough, finding them was tough, so I was very careful about using power armor. that made suiting up for what I expected to be a particularly hard mission feel more significant and meaningful. in subsequent playthroughs, I knew where to find fusion cores and ended up with a huge surplus.
Design wise, it fixes 3 and NV's power armor by making it big. Still, it's a bit too fat and clunky for my tastes. In 1 and 2, it was big and bulky while also sleak.
I think a lot of the problems with "modern" power armor stems from game balance issues:
Fusion Cores aside, Fallout 4 and 76 are too easy once you have a halfway decently leveled character, and so it makes power armor just not worth using. Allowing players to access the armor so early in the game, with no power armor training, also makes it less of an accomplishment to aquire.
Coldest take on this comment section
The ballistic fist is so goddam good dude
I agree with you with designs but fo3 is trash i use to think it was good but i started a recently play through and i regret it
Nah it's peak don't let youtube videos tell you a game is bad
Let MY youtube videos tell you a game is GOOD because that is much more of a free thinking thing to do yes
@@snowycity bethesda bad
@Fullsound Bethesda good actually
@@snowycity U DONT UNDERSTAND I AM PLAYER FO3 WHEN IT CAME OUT I THOUGHT IT WAS BEST I THOUGHT IT WAS ON PAIR WITH FONV IF NOT BETTER BUT NOW I PLAY FO3 AND I JUST SEE HOW NOTHING YOU DO REALLY MATERS AFTER AN HOUR OF PLAY AND THERE NO GOOD SIDE MISSONS IN NV I GET TIRED OF BS QUEST BUT I KNOW I GET A UNIQUE SLIDE SHOW AT THE IN FO3 IS JUST NOT REALLY FUN TO REPLAY AND THE COMBAT IS DREDFULL PEOPLE SAY NV IS BAD WITHOUT MODS BUT FO3 IS THE WORST BUT IT DOES HAVE GOOD BALACE
I always felt like the fallout 4 super mutants looked like a scapped ork model.
They even sound like ones too.
@@MrAntiexistancerifle34157 Honestly I'm thinking about it, you could probably put a good portion of the assets for super mutants in a fantasy game seamlessly. maybe some bits of their armour look a little too machined for that kinda setting, but idk.
@@plantain.1739 True. I think armor wouldn't fit though.
@@MrAntiexistancerifle34157 I think I might just have that one weird armoured model on my mind. The one that basically just look like the mutant tacked a few pieces of rott iron to himself.
Waltah... put your milk away Waltuh... im not having any human kindness right now Waltah
The P 64 Winchester plasma rifle looks way better than the other plasma rifles
I learned on my most recent playthrough of new Vegas that you do not ever have to kill a super mutant/ nightkin and it completely blew my mind
Yeah idk why they changed the art style so dramatically from 3 to 4 I honestly hate how round everything is now and I really hate how every gun that has a manual action is now left handed.
Okay, screw you, the _Fallout 4_ Plasma Rifle is the best version of the Plasma Rifle in the entire franchise. It does look ridiculous as a pistol, I'll give you that... but in rifle form, it is awesome. I especially love how it looks with an Automatic Barrel and Marksman Stock, in or out of power armor. It's perfect.
The removed
Plamsa pistol and laser pistol and that piss me off
Be cool if Bethesda maybe adds the original designs as a skin even though it would be 100% better as it own weapon
Would be cool I they would add all of that categorization for weapons from previews games but with fallout 4 modding system.
I choose to treat the floating bots from 1&2 and Tactics as mouthbots to the 3+ eyebots. Alsp could compatr the tactics bipeds to Protectrons and Assaultrons.
The Fallout new Vegas super mutants are the ones from fallout 1 I believe.
Funnily enough, in NV the first gen supermutants (the ones in the original Fallout games) actually did live together with the second gen supermutants (the ones introduced by F3) for a time on Black Mountain, and the game itself even distinguishes them from one-another. But at one point the Nightkin moved in and the gen1 supermutants left and settled in Jacobstown.
Those other mutants were created accidentally by the Enclave in Fallout 2, from the slaves they used to excavate Mariposa, they aren't from the East Coast.
It's rare to find a fallout fan who isn't biased. I enjoy this type of content.
Also, I love the story that fallout 3 tells for it's super mutants. About their initial creation, and their desperation to keep their population alive after they start to run out of their "green stuff,."
man, i loved how the fallout 4 powerfist looked
I get the feeling Bethesda just lost all gun design talent after 3, honestly.
I do really love the original Sentry bots, they just *looked* terrifying and I wish they'd bring the design back in some form
Some of these are completely different guns, most of them are.
correct
Thank you for saying Automatron is the best FO4 DLC. It doesn't get enough love compared to the bigger ones.
I do enjoy the idea of different breeds of the same mutants.
Would be cool if we get in the future a Fallout game that includes ALL designs of a certain weapon with diffren stats and characteristics, like F3's 10mm is big and bulky = less accuracy but more stability and higher firerate. Unless it's a lore wise unique and or plain and simple dumb designed like F3's combat shotgun Giving truely a feeling of uniqueness and astonishing by each weapon you find. Same with clothing like F1's Combat Armore looks drasticly diffrent from F3's, more doom like looking. So you could have NPC's mixed up and running around in the same kind of armor (combat, green, etc.) but still have them looks diffrent and unique.
“But we aren’t here for ‘what if’s’…
Spoken in a video full of What Ifs
No no this is a video of complaining about things that dont really matter
Whoa whoa you didn’t mention how the feral ghouls look? I loved FNV and FO3 ferals but the ones in F4 are so awful they look like a boiled potato
I actually like most of the changes. Especially Plasma Rifle, like it’s horrendous looking in 3 and NV.
The original design weapons from Fallout 4 are peak design and look amazing for the context of a Power Armour centered arms development , made to be used by units with Power Armour users and normal Infantry .
Small correction, because Bethesda actually retconned this part: Mr Handies were supposed to be maintenance and construction robots, which fits more with their namesake than what Bethesda made them out to be, basically caretakers of family homes, they would do things like repair and fuel vertibirds and keep military bases in good operation, while also having a secondary combat feature, if you look at their designs in the originals it makes so much more sense and I prefer it to what Bethesda did in their rendition.
I'm glad I wasn't the only one who thought the Classic 10MM would've been fallout 3 design. When I got the gun I was like wait a minute either my memory is failing me but that doesn't look right
"Does anyone use the displacer glove" *pushy has entered the chat*
Fallout's 76 plasma caster desing is so good