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In Fallout 4 - The dialog is tied to the engine's FPS, and if you are going at faster than 60fps, there are no pauses in any of the conversations. So once you stop talking, the person will begin talking or interrupt your character. It completely breaks any immersion. And your FPS is not something you can adjust that on the PS5. So what you get are immersion-breaking conversations every time you talk to an NPC. And this is in an RPG where the story is supposed to be important. How are you actually allowed to charge money for something that is so obviously broken , and everyone can see that it's broken, but no one will say "I have been robbed"
Explain to me as if you were talking to a 5 year old child how something like this is acceptable, because clearly there's something I just don't understand.
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https://youtu.be/lFZPA2ElnUg?si=oso0_dCoGQeW67MM
When the prostitute says, "Really?" Do you notice a gap between geralts last words and hers?
Now listen to this : https://youtu.be/2XvLJEWdIT8?si=DvFaCBKUgqT5dIEO
Do you notice how in between the lines there are the normal kind of pauses that would be there in a normal conversation between two people paying attention to eachother?
That never happens in Fallout 4 - as soon as the protaganist is done speaking, the NPC begins in a nanosecond. This is a documented problem too that is normally fixed on PC by adjusting the framerate of the game - which the speech system is tied to
I am astonished that no one notices this or just doesn't care. It's not a problem in FO3/NV because the player doesn't talk of course
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