
While I understand that they must have done this so that the companion dies because of their stupid AI, your primary quests aren’t scrapped. If your companions take too much damage they go prone for a little while and then come back. Companions, quest carriers, and pretty much everyone else (other than children) in games like Fallout 3 and Skyrim were fair game to meet the reaper, even if it means sabotaging the very fabric that holds your quests together! It seems like in Fallout 4 most of the NPCs are totally untouchable.

One thing I love about Bethesda games is that nobody is safe from death. In Fallout 4 when I lost characters I was supposed to care about… I just looted the bodies and moved forward. In Fallout 3 I wanted so badly for my girlfriend to follow me into the wasteland, and felt so sad that she didn’t want to leave with me. I found myself completely unmoved by the elimination of specific main characters, and change of circumstances because I had not been given a reason to care. Fallout 4 takes that level of character building and attachment to narrative and flushes it down the toilet. From birth, my birthday party, my first crush, dealing with bullies, and ultimately leaving the shelter, by the time the intro was over, I had already established the fundamentals of my character’s identity.

By the time I left vault 101 in Fallout 3, Bethesda had already taken me on a magic carpet ride of emotions. The introduction for Fallout 4 falls way short of the incredibly high bar set by Fallout 3. I’ve got well over 25 hours in on Fallout 4 thus far and while I love the game and recommend you buy it, there are still just a few things Bethesda didn’t get right, and you should mentally prepare yourself for some degree of disappointment. War never changes, but over time video games do and if you are like me, you may be going into the wasteland of Fallout 4 with the hopes that Bethesda has created the perfect game. Check out our positive review and video review here.
