Official reviews are coming in regarding Fallout 76, and almost all of them are universally bad. Like, real bad. In reading them though, it’s very clear that Bethesda did not live up to games these people invented in their head:
The collision of Fallout and multiplayer sparks all sorts of exciting ideas in my mind, most of which have to do with post-apocalyptic role-playing. What if I ran a town, hosting elections and keeping the peace? What if I opened a shop, selling exotic items to other players in a desperate bid to raise enough caps to survive the harsh wasteland? What if I worked behind a bar, serving drinks to other players, passing on gossip and words of wisdom? What if I was the head honcho of a group of raiders, ordering other players to attack camps and loot the corpses of our enemies? What if I founded my own faction, something like Caesar’s Legion from Fallout New Vegas, perhaps? What if I wanted to infiltrate a player-run faction I didn’t get on with, befriending their leader before stabbing them in the back?
Unfortunately, Fallout 76 does not facilitate any of those fantasies. What it does instead is facilitate boredom, frustration and game-breaking bugs.
Like, what the shit, Eurogamer? “Bethesda didn’t make EVE/Star Wars Galaxy mashup, 0/10 stars.”
The rest of that review is slightly less ridiculous. There are complaints about the tutorial quests that ask you to boil water and pick up bottles:
Most missions are little more than fetch quests. Go here, get the thing, bring it back, interact with a robot, job done. It’s mind-numbing in the extreme. It’s Fallout at its worst: basic, monotonous and lacking nuance.
Of course, that had me trying to reach back and remember the quests in Fallout 4, New Vegas, 3, and so on. Replace “interact with a robot” with “talk with an NPC” and… does that not describe basically everything, in any game? A lot of people post memes about how Fallout 3 was finding your daddy and Fallout 4 was about finding your son, and yet here we are lamenting about being free from such mundane burdens.
To an extent, that’s an unfair comparison. Fallout’s best stories were always side-quests, with the main narrative basically acting as a vehicle to drive you around the wasteland looking for them. While holo tapes can be poignant, they just aren’t the same when you can never affect the world.
At the same time… I don’t know that I miss any of that.
I want you to remember all the things you did in Fallout 3, New Vegas, and Fallout 4. Think about what was fun for you. Was it…
- Striking out and going wherever you wanted to go
- Exploring ruins, caves, and cities
- Collecting junk to craft gear
- Leveling up skills, getting Perks
- Shooting things in the face
- Solving moral dilemmas among various NPC groups
Hey, what do you know, Fallout 76 has five out of those six things! And arguably does those five better than any Fallout has before.
I am not trying to denigrate story and narrative here. I’m just saying that I don’t miss it in Fallout 76. In fact, the whole thing is making me question the cohesiveness of the prior games. For example, how much does the ability to strike out and roam around really improve, say, New Vegas’ narrative? Back when I played, I didn’t give two shits about finding Benny beyond the fact that I had a quest entry that wouldn’t go away otherwise. As I wrote back in 2013:
But the overarching narrative of revenge never felt personally compelling, and the coming clash between NCR and Caesar’s Legion seemed a digression. This game was Fallout when I was just wandering around, eager to scavenge what I can out of crumbling ruins I see just on the horizon. When I was the Courier just trying to make a final delivery for no particular reason? Not so much. […] I wasn’t protecting my home, my family, nor was I my own person. I was… the Courier, a stranger in familiar skin, following a past everyone knows about but me.
This is the same problem I had with Witcher 3 – the setting and the story were at complete odds at each other. Your motivation is to find Ciri before the Wild Hunt can, but oh hey, look, there are 40 hours of sidequests you can do over here first. All of which are a hundred times more interesting and immersive than the main, ostensibly racing against time one.
I appreciate the fact that you could kill just about anyone in New Vegas. Or kill next to no one. It is fairly uncommon in gaming to be able to resolve conflict in many different ways. But you don’t need the Fallout scaffolding to do that. By which I mean the wandering around, the looting abandoned buildings, the Power Armor, the Fast Travel ferrying of dozens of pipe rifles to sell to vendors for Caps to buy new shit. I was not “the Courier” when I was hunting for Wonderglue in a half-collapsed shack. I did that for gameplay reasons and because it physically felt good to do so.
So when I hear people say things like this:
To be fair what the hell is Fallout without the story and the player options/personalised quests/interesting world side of things beyond a clunky shooter.
…I feel like I’m going crazy. Open the map, walk over there, kill something along the way in an alternative-history post-apocalyptic 1950s. THAT’S FALLOUT (since 2008). You sure as shit aren’t playing New Vegas for 300+ hours for the storyline alone, son. You play it for that long because it’s fun walking around in that world, fun interacting with things, fun immersing yourself in the wasteland life.
Fallout 76 has systemic problems. The main one being the random server system, from which all other problems follow. All that glorious made-up shit Eurogamer was pining for could become a reality if there is a Moonguard-esque server that people specifically sought out and congregated on. Always-on PvP servers could also be a thing, with forced respawn areas and such. Pretty much everything is solved with servers, actually.
But all these people talking about the gunplay and the “emptiness” of the world? Clunky compared to what? New Vegas? Empty compared to what? Human NPCs with relatable human stories are fantastic, I agree. I just don’t need them to push me over the horizon and into the ruins – the hunt for Gears and Ballistic Fiber is motivation enough. There is still map to see, still ever-stronger enemies to face, and more guns to shoot them in the face with.
Fallout 76 is like when you finish (or ignore) the main story in a Fallout game but you just keep playing anyway. If you don’t do that sort of thing, then yeah, this game is not for you.