#or letting nora's past job influence her bartering or speech skills so to speak
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voiidorwhatever · 5 months ago
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a lot of people have already said similar things, but i'm just gonna throw my own two cents in the mix as well. the fact that fnv gives you more freedom than fo4 is already so glaringly obvious in the set-up for your character. for many reasons. but one of the really annoying ones - for me - is the job the main character has. sounds trivial, i know, but starting a new fo4 playthrough just to be met with nate's soldier ramble or seeing nora's laywer certificates (whatever those were, i have a bad memory lmao) already kinda spoils the fun to me. i've seen people do great things with those concepts, but i feel like in the game they just fall flat. being a lawyer has the implications of going to a good college, being rich, having higher social status. being a soldier. well. *insert military propaganda here*. the picket fences, the forced nuclear family. it's such a rigid starting point that i have to imagine most of it away to play a character that is interesting to me. courier six on the other hand - well, they're a courier. that doesn't have many implications. i feel like it's such an easy start into a game. it's a job they could've picked up recently, a while back, or practially forever ago (lets ignore old world blues for a second there, i think this point still counts). you don't have to study to be a courier, no special social class is assigned to it. it seems a part of your character you can reliably choose to give as much or as little importance as you want or need to. of course, courier six has picked that job up in the wasteland, not before the war like the sole survivor has, but i still feel like nora and nate have too many ImplicationsTM attached to them for rpg main characters, jobs incluced
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