Fallout 4 who better to join. The ending for the "Minutemans"

The beginning of the game is pretty impressive and unusual for FallOut. It all starts with Sims-like character creation, which provides a wide range of options for the player and helps to recreate almost any layout. Of course, "masterpieces" of character creation were instantly published in gaming publics. Let's say an example would be these 3 images of famous political figures:

Well, it is obvious that most often created way became the image of Geralt from The Witcher 3: Wild Hunt

Good and bad in FallOut 4


Good and bad in FallOut 4

Well, for me personally, this does not play a special role, although I spent about an hour behind the creation and the result was Hodor from the famous TV series Game of Thrones. Well, in general, I want to say that such a thoughtful creation of characters cannot but rejoice. Damn Bethesda, this is really cool!

The prologue in the game turned out to be rather boring. It all starts with the fact that we are transferred to an idealistic American family and experience, together with our wife and child, the "pre-apocalypse." Thank God this is not for long and ends literally in the first 20 minutes of the game, when on the news our character learns about the atomic bomb and immediately goes to Vault 111 where all FallOut 4 events begin.

Good and bad in FallOut 4


Good and bad in FallOut 4

Here our character is frozen and we are transported into the future, as much as 200 years ahead. However, according to the plot, we learn that this figure is inaccurate, so I will say this: we are transported a little more than 200 years ahead and here we get to know the plot. Unbeknownst to someone (I will not spoil it), defrosts us and in front of our eyes takes away from the wife / husband (depending on whom we play) from the booth opposite the child, and since this does not suit our spouse, they shoot her, they make us a couple of threats and again frozen, for 10 years, waking up again, we get out of the cabin, and then out of the shelter, having previously received a PipBoy.

Good and bad in FallOut 4


Good and bad in FallOut 4

Acquaintance with the Wasteland begins with a very beautiful view of the ruined city, from which we fled at breakneck speed to the shelter, where we learn that our robot butler is still safe and sound and begin a campaign to find the kidnapped son. Well, what can I say here ... Bethesda, thank you already the person who has problems in the family. Why should players be going through some difficult family stories, at least the last two parts. Who does not know or does not remember, in FallOut 3 we are busy looking for a father. In general, the plot turned out to be very predictable, and in places too similar, I understand that this is the meaning of any RPG - tasks like "Kill this much" and "Get that", but at least let us give these tasks under different pretexts. For 40 hours, phrases like "I marked the next square for you on the map" and "Protect the settlement from the raids of riders" replace "Hello, how are you, brother?"

Good and bad in FallOut 4


Good and bad in FallOut 4

Character leveling is depicted in PipBoy very well. Pretty even. No muddiness, just at the beginning of the game we choose the style of behavior and that's it, then everything becomes obvious and simple. Each level we are given one point, which we can leave in one of seven branches of development, each bonus from one branch or another is clearly described. I obviously really liked that. At least everything turned out very logically.

Good and bad in FallOut 4


Good and bad in FallOut 4

The combat in FallOut 4 is simply disgusting, even if you don't count a couple of bugs in the behavior of opponents. Some opponents (mostly - ghouls) run into walls and are unable to reach you, Death claws they can take you through the wall, if the rider comes close to the door, then we will see the pistol sticking out and will be able to kill him without opening the door. This is not about the fact that he receives damage through the door. The enemy will receive exactly as much damage as he should have without this door. This and much more is very repulsive ... However! There is a gap in behavior, if your enemy falls into the water, he first of all will get out of it and will not even get stuck in it. At least something, as they say.

Good and bad in FallOut 4


Good and bad in FallOut 4

Radiation in this game will only be against you. Neither your opponents, nor your allies, nor your companion will be touched by it at all, hence the question: why such injustice?

Good and bad in FallOut 4


Good and bad in FallOut 4

But I really liked that all objects in the game are mobile, and EVERYONE can move them

In this regard, I can say that this is not a feature of the game, but simply everything is done correctly! Recently, almost all games can boast of such physics.

The main feature of FallOut is the presence of a satellite, and this is where the developers did their best. In addition to the fact that our companion brings tremendous benefits (for example, we can use it as a tank and beat enemies without taking damage), we also build relationships with each companion, which will depend on the surrounding factors. The first companion that all players take - Dog, with which we will not build a relationship, but she can help us a couple of times to find hidden things. Other companions (not counting the butler) will form their opinion about us in the course of the passage, and in the event that someone likes us very much, we will start a close relationship and if it is a character of the opposite sex, then the relationship will be love and another time, when we go to bed (in the game), we will wake up in an embrace with our companion. In addition, as the relationship develops, companions will tell us the story of their lives and will hope that their "rotten" past will not affect our attitude towards them. Each time the companion trusts us more and more, we will have tasks related to the partner's past. In general, we can talk a lot more about this and we can say for sure that it was done cool and realistic.

Good and bad in FallOut 4


Good and bad in FallOut 4

Another feature was the construction of the house and the development of the village. That is, in addition to FallOut, we will also play Sims with SimCity. Everything here is sooo great and sooo bad at the same time. What's the first-person build mode? Are you kidding me? The idea is cool, the implementation is lame. With the population, everything is a little better, but I would shake hands with the person who could achieve a 100% approval rating, I never could. Well, my verdict is this, correct the physics (see screenshot) and make a top view during construction and everything will be just gorgeous, but for now - not very much. About physics:

Good and bad in FallOut 4


Good and bad in FallOut 4

Orbs in the game are provided in the form of VaultTech dolls, of which there are only 20 and which I am going to describe in my next post. Each doll is in different places and gives some kind of nice bun (for example, a decrease in damage received by% or an increase in some characteristic by one). I think it is not worth dwelling on this.

Good and bad in FallOut 4


Good and bad in FallOut 4

Power armor no longer causes the joy that it caused in FallOut 3, we have several types of it and the first one is available right at the start, this helps us with the transfer of more things, however, its appearance will not cause any joy.

Good and bad in FallOut 4


Good and bad in FallOut 4

Factions carry almost the same meaning as satellites and are implemented quite well. Every faction - extra space income and experience. There are 4 of them in the game: Minutemen, Brotherhood of Steel, Underground and Scientists. We can join each one and refuse each one. The consequences of this or that decision in relation to the faction can be very different up to global change plot. However, it is clear that it is best to be friends with everyone and to do everything, not counting conflicting tasks. I really liked that the Minutemans take care of all the inhabitants of the Commonwealth, but the Brotherhood became only about themselves and therefore, when choosing the Brotherhood of Steel, we lose the support of the Minutemans (thanks to the arms dealer).
Good and bad in FallOut 4

Well, and the last in this review, very important for me and not important for others - Achievements. They are very simple here, there are no super-goals and are completed in approximately 60-80 hours of play, for an RPG this is not so much.

Good and bad in FallOut 4


Good and bad in FallOut 4

The graphics in the game are clearly severely cut and do not deliver, although thanks to the pleasant color scheme, everything is compensated. With music, everything is very much even nothing. We can choose the radio on which we will listen to music that suits the temperament and, in addition, the whole game musical accompaniment will more and more immerse us in the world of the Wasteland. Here she is just amazing and atmospheric.

Well, actually the time has come for the verdict, as it is accepted in the reviews and my final assessment of the game: 8,5/10 , but I would still give my vote for the game of the year to The Witcher 3: Wild Hunt .. As they say: but there was talk ...

Can't choose one of the factions in the game? Check out the pros and cons of each and find out what it really does. After reading it, choosing which side is not difficult.

Fallout 4 factions - which one to choose?

Different communities are represented in the game quite vividly and expressively. Fallout factions 4 have a pronounced idea and a different vision of the future world. The plot of the game is tied to the fact that sooner or later you will have to take sides and join one of the groups. While you are thinking in Fallout 4 which faction to join, you can hold out for a while away from the groupings, which will not interfere with performing various tasks for them.

Deciding which faction to choose in Fallout 4 is not an easy task, because there are no specific villains and well-wishers in the game. Sometimes, in order to achieve the final goal, one has to make sacrifices, sometimes even human ones. Each organization strives to build a new, better world on the mortal remains of the old, but the paths are different for everyone. After reading the description of the factions in Fallout 4, you can decide which way to go.

Minutemen

If you go through the plot, and not break into an independent search, the minutemans will be the first to come across. It is an organization that does its utmost to support equality and fraternity. Before the appearance of the hero, this is a bunch of altruists left over from a once formidable force that fought the enemy.
If you join their ranks, the organization will revive again, recruit new recruits with your help, and will help everyone in need. The advantage of this faction in Fallout 4 is that it will teach you how to build and settle settlements. You can become their leader and master other settlements.

A plus will be their main base - the castle. If you fix it, it will become inaccessible to any enemy. With the help of a smoke bomb, you can call for help in the form of an art strike on the enemy, and with a signal pistol, call for help a detachment of minutemans from the nearest settlement they have mastered.

Subway

A secret faction in Fallout 4 dedicated to freeing synths. They believe that synths have long ceased to be machines and have a formed consciousness. The organization seeks to free the robots from the power of the Institute. This faction will suit you if you are used to acting stealthily. The tasks received from the Subway will be shrouded in mystery and darkness. From them you can purchase unique muffled barrels for covert operations. On the territory of the wasteland, you will come across caches of this organization, and if you join it, you will be able to use them. Also learn from them to improve the armor.

Brotherhood of Steel

A militarized organization that clearly sets goals for itself, and is ready to achieve these goals by any means. They are well armed and behave more like a regular army. They have statutes and titles. They have amassed enormous firepower, an airship, a huge robot, best armor and laser weapons all give them a huge advantage over any faction. The only threat they see is the Institute, as it produces robots and their number is unknown. And if there is a threat, then it is necessary to destroy it. The presence of such a faction in Fallout 4 and their advantages will undoubtedly help in putting things in order in the Wasteland, but the straightforward totalitarian regime never brought people to a bright future.

By joining the Brotherhood, you will receive the most powerful armor and weapons and will be able to summon a helicopter that you can fly by shooting from a minigun.

Institute

A mysterious organization that seeks to return humanity to earth again. No one has seen the institute itself, but the latest robots similar to humans, kidnapping, all this suggests that somewhere nearby there is a large organization with high technologies. Perhaps these are the followers of the Voltec. The noble goal of bringing people back to earth does not fit in with the Institute's working methods. They want, before reviving life, to destroy the existing one. When completing the tasks of the institute, the player will constantly have to make a choice of how to act, humanly or as required by employers. The benefit to humans from such a faction in Fallout 4 is highly questionable.

Upon entering, we will be given grenades, which, if thrown, teleport robots to your aid.

Of course, if you have free time, you can replay for everyone and even twice, but the moral aspects of the game will still pull us to one of the organizations, as if it were close in spirit. In Fallout 4, the choice of the faction will decide who will win and who will be defeated in the final battle.

There can be no definite answer to the question in Fallout 4 for which faction it is better to play, although many players agree that the Minutemans are the correct faction. By playing for them, you will take care of the settlements and the people who live there. A sort of ray of hope for a future equal world for humans and robots.

The final passage of the storyline Fallout 4, depends only on your decisions to the campaign of the game. These possible outcomes of the plot will be outlined below in the article, so if you don't want to know the spoilers, don't read!

All variations of the ending Fallout 4 have different endings and the sequence of tasks for the passage of the campaign. It all starts with the entrance to the Institute. But it is important to know that the most important choice has to be made while completing the quest "", the second part. The subway, the Brotherhood of Steel or the Minutemans can build a teleport, after which they will ask you for a service - to collect information about the Institute. When choosing one of the three factions, you will have to familiarize yourself with the third conditional part of the passage. The choice activates a further denouement of the plot.

Despite the fact that after the passage it will be possible to take information from the faction (from one of the three and transfer it to the next), already when building a teleport you need to decide which side you will play.

After choosing a faction, you need to build good friendly relations with it, for the sake of a teleport, which she will help build. For the Minutemans and the Subway, you just need to follow the main plot, but the Brotherhood of Steel has to be found on their own.

While mastering the quest " Molecular level"Once at the Institute, collect information about the selected faction. Then return the collected information to your partners. There is also an opportunity to get comfortable on the side of the Institute, by going over to their side, thereby plunge into the fourth and last final part of the game.

Passage of the main Fallout missions 4 will sooner or later lead to internecine war, during which one of the factions will be destroyed. But Bethesda could not help but give the player a choice, and there is a way that will lead to the fact that the Minutemans, the Brotherhood of Steel, the Underground can coexist peacefully, and the player will be able to complete almost all of their quests, and there are a huge number of them in Fallout game 4. The best ending is not easy to achieve. So, if you want to leave all the factions intact, then the game will need to start almost from the very beginning. Our small guide will tell you where to start.

Fallout 4. Best ending ever

You need to start the passage of the game, which will lead to the peaceful coexistence of all factions, before the end story mission"Reunion". Before completing this quest, the player must complete all available tasks from the Brotherhood of Steel, which can be taken at the Cambridge police station. It is also necessary to complete all repeatable missions once. It's about finding artifacts and killing ghouls.

Now proceed to the passage of the quest "The Lost Patrol". Find members of the scouting party and talk to the last surviving paladin Brandis. After you talk to Danse and complete this quest, you can proceed to the completion of the mission "Reunion" in Fallout 4. The best ending is one step closer, and now we move on to the next storyline task.

"Dangerous Thoughts"

Next, we will tell you what you need to consider when completing this storyline mission in Fallout 4. The best ending will become available if the player in the process of this task fulfills the following conditions: first of all, it is necessary to build a teleport to the Institute together with the Minutemans. In addition, it is very important not to complete the quests from the Underground for now. " Undercover work"And from the Brotherhood of Steel" Shadow of Steel ".

Passing the "Institute"

As for this faction, after visiting it, it should treat the main character with hostility. You can first wander around the building and do the last plot mission to find a son "Institution closed type". But after completing this mission, you cannot communicate with the Father. Before leaving the Institute, achieve the hatred of this faction - kill any character and run away from there. But that's not all that needs to be done when completing the main missions of Fallout 4. The best ending will become available if you give the notes for the task "Detention" to Sturgers, the very person from the Minutemans who helps the protagonist get used to building settlements.

Further passage

After the player leaves the Institute, you can start tasks from the Brotherhood of Steel and calmly complete them until the quest "No Mercy". When completing this mission, the player cannot get into the helicopter, before this moment you need to take all possible additional quests, but you don't need to do them yet.

Moving on to the missions from the Minutemans. The quests "Defense of the Castle" and "Choice of Minutemans" must be completed. In addition, you need to take the mission "Critical Mass", but leave it unfinished for now. Now we return to the missions from the Underground and finish the "Agent work" quest. We take all available tasks from this faction and calmly carry out them until the mission "Station Randolph". Now we return to the mission "Critical Mass". We pass this quest and watch how the Institute will destroy itself. This concludes all the main conditions for how to get a good ending in Fallout 4.

Peaceful life in the wasteland

By fulfilling all of the above conditions, we will finally restore peace among all factions. Now you can proceed to the completion of the main and additional assignments from the Minutemans, the Brotherhood of Steel and the Underground.

Fallout 4: Far Harbor. Best ending

The game itself is huge, and it will take more than a dozen hours to complete it. But Bethesda studio decided not to stop there and released a full-fledged addition Far harbor... As with the passage of the main game, the DLC has several endings, which will be discussed below. There are three main factions on the island - Children of the Atom, Synths (Acadia) and Far Harbor settlers, and they can be easily destroyed or pitted against each other. But you can make them live peacefully - this will be the best ending for the expansion. This is not easy to do.

To begin to achieve a good ending should be with the passage of the main mission "What should be life." When completing this task, the player needs to make DiM tell about Captain Avory, and this can only be done with a high persuasion skill. If everything is done correctly, the "Reformation" quest will appear. We fulfill all the conditions for passing, as a result of which DiMa will control the entire island, and a bloody war can be avoided. Good ending will bring the player not only moral satisfaction, but also a useful perk "Defender of Acadia", which gives the player a bonus to normal and energy damage when injured. Kasumi remains alive, and her fate is in your hands. Before leaving the island, talk to her and help her decide whether to return home or stay in Far Harbor.

This concludes our review of the Fallout 4 finale. Which ending is better is up to the player. But remember that every decision you make affects life in the wasteland, so consider your actions before moving on.

In Fallout 4, you can join several factions, which are factions with different outlooks and goals. They give the player quests and group-specific bonuses. There are four factions in total:

Minutemen- a settlement-oriented group ready to defend civilians Commonwealth;

Brotherhood of Steel- militarists with a bias towards technologies that they want to use them for the benefit of humanity. Flew to the Commonwealth in the Pridwen airship to destroy the Institute;

Subway- a group that believes that synths are no worse than people. They want to destroy the Institute and free the synths who have consciousness;

Institute- a group of scientists who created synths and located in a dungeon under the Commonwealth. You can get to them only with the help of a teleport. The goal of the organization is to revive life on earth.

The four main groupings of the game have different objectives and interests. Minutemen are interested in establishing peaceful life in the Commonwealth through the development of settlements. The railroad wants to provide the Institute synths with an independent life. The Brotherhood of Steel wants to create a safe human society based on technology. The Institute's mysterious goals include the development and use of synthetic life forms. None of them can be unequivocally called good or bad. Which faction is better? Which one is better to play for?

Joining the ranks of factions

At the beginning of the game, your character begins to progress through the main storyline associated with all factions. At the same time, you can join several factions at once: the ranks of the Minutemans, the Brotherhood of Steel and Railroad... After meeting with the Institute, you can join them, at first without spoiling your relations with other groups. The player has the opportunity to experiment and complete all available quests.

In the course of the development of the plot, it goes to an inevitable clash between the factions. Ultimately, you have to side with one of them. The final of the game will be determined by the decisions taken in the course of the game. The game can be completed by being a member of only one of the four factions, all others, except the Minutemen, must be destroyed.

Which faction to play for

The answer to this question depends on who you like best from the "ideological" point of view and on your style of passing the game. If you are interested in developing settlements and managing their inhabitants, these are the Minutemans. They will make it possible to gain control over a large part of the Commonwealth, calling in reinforcements and artillery strikes from all sides. You can become the head of all settlements, organize their defense, establish trade routes, etc.

If you like being a human warrior - this is the Brotherhood of Steel. If you want to become a knight of the cloak and dagger with the idea of ​​"freedom above all else", you need to join the ranks of the Railroad. Their story line full of secret missions and a pronounced rejection of the Institute. Moral uncertainty and intrigue are inherent in the Institute itself. It is he who proposes the main ethical dilemmas of the game.

How to join a faction

Minutemen

During the main plot, after the battle with the Deathclaw, continue to complete Preston Garvey's quests. You need to complete, after which Preston will ask you to join the Minutemans.

In Minuteman settlements, you can build artillery, which aims and shoots from afar at the marks that you put smoke bombs... This helps a lot when fighting strong opponents like the Swamp Queen. At the extreme level of the game's difficulty, the battle with her is doomed to failure if you do not find cover. Artillery decides here.

Also, you will be given a flare pistol, which calls for reinforcements of the Minutemen.

Brotherhood of Steel

Go to the Cambridge Police Station, where you will meet Paladin Danse with the remnants of his team, who are fighting off a horde of wild ghouls. Help Danse clear the synths from the Arcjet Systems and retrieve the shortwave transmitter. After that, he will offer you to step into the ranks of the Brotherhood of Steel: the character will open their quests, and present a unique laser rifle "Righteous Lord".

After joining the Brotherhood of Steel, you will be given signal bombs that summon a rotorcraft. Unfortunately, it does not provide air support, but simply acts as a transport. But moving on it from one place to another, you can shoot plenty from the minigun installed on board.

Subway

Complete, which can be started at Park Street Tube Station by talking to the Protectron Tour Guide.

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