
Today, I’m going to discuss this shift in the morality systems of Fallout 3 and Fallout 4 in terms of the shift in the morality systems of pre-Kantian philosophy and post-Kantian philosophy. I found this interesting, and I think it would be worth discussing it in a broader context. So basically, as far as the game is concerned, your actions are good or bad only according to the company you keep. Rather, your actions can be either liked or disliked by your companions. Unlike Fallout 3, you won’t be told if what you did was bad or good. But one interesting aspect that I thought was worth considering is the karma system, which was removed from Fallout 4. And I personally mourn the loss of that craziness. But was it as crazy as a group of Elvis impersonators, or a gang based on Ancient Roman tradition? No. No more fights between a superhero called The Mechanist and the super villain called the AntAgonist.ĭon’t get me wrong. No more Vaults filled with people all called Gary. It still didn’t take itself seriously, but it did so just enough that something was lost. Fallout 4 had become so streamlined that it wasn’t quirky enough for me. A lot of things have been improved, and the streamlining wasn’t really something that I could fault it for, although I did miss the quirks of previous Fallouts.

I couldn’t quite put my finger on what was wrong. I had played Fallout 4, and I found myself somewhat underwhelm ed.
