Fallout 4/YMMV


 * Fashion-Victim Villain: The Pack in Nuka-World. They dress themselves in remnants of old animal costumes that they found in the park combined with pastel body paints. Of all the raider factions there, they're by far the hardest to take seriously.
 * Genius Bonus: The Brotherhood of Steel's airship - the Prydwen - is named after a ship used by King Arthur and his knights while searching for magical weapons.
 * It's possible to find two men - Mikey and Moss - having a spirited discussion about the definition of a sandwich. This was the subject of a real life 2012 court case in Massachusetts.
 * One of the terminals aboard the Prydwen serves as a letter back home to the family of a fallen Brotherhood Initiate, letting them know that they "should be proud of the sacrifice he made for the sake of his country." This more or less implies that the Brotherhood has evolved into an "Ordensstaat", a little known political concept denoting a military order that has become a sovereign state in its own right. The best, and possibly only examples of an Ordensstaat found in history are the Teutonic Order after the invasion of Prussia, and the Sovereign Military Order of Malta (formerly the Knights Hospitaller).
 * It's Hard, So It Sucks: Rather infamously, a reviewer from IGN complained that this game is so damn hard he uninstalled it. This earned him a good amount of online ridicule, including people wondering if he's really cut out for the job.
 * It's Popular, Now It Sucks: Many longtime fans miss the days when Fallout was more of a cult series, especially since Bethesda's choice to remove the skills and Karma systems were likely done to make the game more appealing to more casual players unfamiliar with previous installments.
 * It's Short, So It Sucks: The Automatron DLC adds the ability to mix and match your own robots with all sorts of possibilities, but the actual story content that goes along with it is pretty bare. Conservatively, it only takes around three hours to complete the associated missions and unlock the full range of crafting schematics.
 * Jerkass Woobie:
 * Most of the harbormen of Far Harbor are acerbic jerks, but it's hard to not feel sorry for them since they've lost numerous families and friends.
 * Cait's a bit of an asshole, even by her own admission. But given how badly her life has gone, it's hard to blame her.
 * Despite his acerbic-ness and biogtry, it's made clear that Danse's suffering from PTSD, and his personal quest always ends on a grim note.
 * Les Yay: Cait and Piper have this in spades, lending itself to the One True Threesome interpretation of their relationship (in fact, if you've romanced both and switch from Cait to Piper as your active companion, Cait will even suggest a threesome).
 * Moe: Curie, oh so much, especially with that gentle French accent of hers, soft-spoken demeanor, and generally Adorkable personality.
 * One True Threesome: The Sole Survivor, Piper, and Cait have gotten a lot of support. Not just because Girl-on-Girl Is Hot, but also because Cait and Piper actually appear to be friends despite their vast differences. Likewise, Cait actively tries to get Piper into a threesome with the Sole Survivor well before any romance begins.
 * Paranoia Fuel: It is entirely possible for Institute synths to sneak into your settlements and wreak havoc. After it happens the first or second time, you may find yourself compelled to check every settler in V.A.T.S. for an unusually high level of energy resistance.
 * Rescued from the Scrappy Heap: Mayor MacCready was infamous as one of the most aggravating characters in Fallout 3, epitomizing everything bad about annoying kids in video games. His adult version is generally seen as more likable due to being Older and Wiser (though this hasn't stopped players from taking vengeance for making them suffer throughout Little Lamplight).
 * Ron the Death Eater: As was the case with Skyrim's civil war storyline, lines are already being drawn in the sand with people picking their favorite faction and demonizing the others. The exception is the Minutemen, who get off relatively unscathed from these debates (it probably helps that the Railroad, Institute and Brotherhood can ally with them in some capacity, and the Brotherhood and Institute will never attack them until the player is an enemy of the Institute or Brotherhood).
 * Sidetracked by the Gold Saucer: You can now spend hours alone on building and furnishing your settlements, optimizing your weapons and armor as you see fit and scouring junk for rare scrap parts, or play videogames on your pip-boy. The Nuka-World DLC includes an arcade packed with mini-games. Who has time for the pressures of being a Raider overboss when there are high scores to be set in skee-ball and Whack-A-Commie?
 * That One Sidequest:
 * "The Silver Shroud" for the most part is easy as it's just shoot these guys and leave a literal calling card behind... until you get to Sinjin. This drug dealer has your radio buddy Kent hostage and you have to save him but doing so is harder than it seems. He has around three leveled lackeys that will shoot you if you don't scare them off... which means Sinjin will shoot Kent right afterwards. You can challenge Sinjin but then his lackeys will start shooting you too.
 * "Hole in the Wall" is even worse. Austin, the Vault kid who has taken a shine to you, gets sick after being bitten by an infected mole rat. Said mole rat is one of many in the closed-off section of the Vault and all of them are going to try and bite you. Mole rats aren't exactly hard to kill, but there's a lot of them, they pop up out of nowhere, and it's very hard to kill them before they get at least one bite in. Worse still, your companion and the allied Protectron in the Vault will somehow infect you if they're bitten, and they aren't competent enough not to get hit. A single hit means you're infected, which in-game means you get a perk that takes a permanent 10 hit points off your maximum. There is a single dose of anti-virus that will cure it, and the good ending requires giving it to Austin. For perfectionist players, the mission is extremely obnoxious. Mercifully, the dialog system can be cheesed to allow you to cure Austin and yourself with the same dose (get to the option, pan the camera to exit dialog, cure yourself, then go back and cure Austin though dialog), but that isn't apparent to most casual players.
 * Uncanny Valley: Baby Shaun just... doesn't look right. With his oversized cheeks that would look more at home on a bulldog and his black, soulless eyes he more closely resembles a doll than a real baby.
 * Mama Murphy just looks... off. Her mouth opens unnaturally wide when she speaks, while the rest of her face remains dead still.
 * Unwinnable by Insanity: With the Nuka-World DLC, taking over a settlement results in Preston Garvey and the Minutemen turn hostile, making their questline impossible to complete. If you've done this and turned the Brotherhood, Railroad and Institute hostile (or destroyed them), then you can't complete the main quest. The Raiders of Nuka-World have no means of destroying the Institute.
 * Win Back the Crowd:
 * A number of people who were not won over by the game when it was initially revealed got brought back when the new features, like weapon crafting and settlement creation, were shown off.
 * At least a few of those who complained about the limited dialogue choices in the main game were pleasantly surprised that in Far Harbor, the dialogue trees are much more complex despite using the same limited system.