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.
I’ve been reading the Beta previews on various sites, and am fully aware of the mixed reviews.
Nevertheless, as a member of the Press© it is my solemn duty to soldier on so you don’t have to. And not because I’m an irrational Fallout fanboy willing to settle for damn near anything post-apocalypse.
Review: Fallout 4
Game: Fallout 4
Recommended price: $25
Metacritic Score: 84
Completion Time: 22-100+ hours
Buy If You Like: Fallout 3, FPS Skyrim, Post-apocalypse recycling simulators
After 95 hours of gameplay, I have come to one conclusion: Fallout 4 is one of the strangest games I have ever played. It is simultaneously brilliant and baffling; moving the franchise forward and pulling it back again; an unfinished and undocumented disaster packed with the most intricate of details.
Like I said: strange.
The main thing to understand right away about Fallout 4 is that it is almost a direct continuation of Fallout 3 (in terms of feel), and not Fallout: New Vegas. While many people say that New Vegas was the pinnacle of the (3D) series – and that may well be the case – it was also developed by an entirely different design team. Fallout 4 is a Bethesda game, not a Obsidian game, and so it has more in common with Skyrim than anything else.
From a gameplay perspective, Fallout 4 is the best that the series has ever been. The gunplay and FPS elements have been refined to the degree that it is now entirely possible to play the game without using the VATS system at all. Indeed, even when using VATS, time no longer freezes, but simply slows down, always keeping the player in the middle of the action. The addition of Legendary enemies (and their assorted loot) keeps enemy encounters relevant and exciting throughout the entire game. Many of the staple monsters in the game have received a conceptual facelift, such that Feral Ghouls, Deathclaws, and even the Sentry Bot feel both “new” and like they should have been that way all along.
Then there is the crafting. Oh, the crafting. Every single piece of post-apocalyptic debris is now salvageable into crafting components to support the Settlement-building part of the game, or the gun modding. This one “small” change completely shifts one’s exploration perspective, as now suddenly all the empty rooms you might encounter are full of the priceless treasures that are typewriters, office fans, and aluminum cans. Indeed, this might almost work too well, as it is easy to get distracted with salvaging these things rather than seeking out other, more hidden loot.
By the way, let me just say that Bethesda seriously nailed the ambiance and setting in general. Boston felt like a real (ruined) city, and not just a series of loading screens and skyboxes. Even the surrounding cities and suburbs felt like actual towns. Putting aside their gameplay elements, the addition of Settlements really went a long way in making the wasteland feel populated by real people, rather than simply being trash heaps from which raiders and enemies spawn.
That said… a lot of the rest of the game just feels off.
The Lockpicking and Hacking minigames are back, directly lifted from their original incarnations, unexplained in any real way in-game. Speaking of unexplained, the Settlement system has one of the worst UIs I have ever seen in a videogame. The Perk system overhaul is similarly ugly as sin, giving the illusion of depth but none of the functionality. Perhaps the Skill point system wasn’t all that much better, but at least each level felt like it had tangible progress towards a goal.
The voice-acting is extremely good, but the dialog itself (and the choices given) all seem rather bad. Indeed, this was the first Fallout game I have played in which the main story quest felt inconsequential, incomplete. Several times I had to look up what the main quest even was, as the “find your son” narrative receded into the background radiation of the wasteland.
All told, I played Fallout 4 for 95 hours and still ended up skipping a tremendous amount of the game. In all that time, I never got around to doing any quests for the Brotherhood of Steel, or visiting Salem, or even really poking around the bottom-right part of the map. There is so much more that can be done… and I’m unlikely to muster the drive to see it through. Does this indicate the game is deficient in some (many) ways? Perhaps. On the other hand, what right do I really have to complain about a game that generated 95 hours of entertainment?
The bottom line is that Fallout 4 is a game worth playing, whether you are a fan of the series or if this is your first Fallout title. I don’t think Fallout 4 is possible to become anyone’s favorite game, but there is more here than in 99% of the other games you could be playing.
Fallout 4: Actual Impressions
I want to go back to playing, so let’s do this stream of consciousness style.
I’ve experienced very few, if any bugs. Or at least, I’m so used to Bethesda’s janky game engine that most things don’t register as bugs anymore. The only “game stopping” bug I’ve encountered has been when my Pip-Boy stopped showing up; it was technically there (I could hear the beeps) but it would not render. Saved my game, exited, and it was there upon my return.
Beyond that, I’ve seen Dogmeat fall off ledges, some enemies get stuck, and the AI act goofy in the thousands of ways you put up with in Skyrim for years.
Considering I was fully bracing for the Fallout: New Vegas-esque “download a fan hack to be able to even play the game,” this is one of the smoothest Fallout releases, ever. The bar is laying on the floor, but still.
It’s Fallout 3/New Vegas.
…in fact, I’m almost concerned. I played those games so much, nearly everything about them is a known quantity. It’s like quitting WoW for a few years and then resubbing for the expansion – things have changed here and there, but you fall into your old habits pretty quickly. Fallout 4 is going to have to do a lot to surprise me in any way. Not that it has to necessarily, but it can’t rely on novelty to get me in the mood.
By the way, I know it’s largely a thematic issue and all, but it would it kill them to not reuse all the posters and even radio songs from Fallout 3? The asset recycling got so bad in New Vegas that the entire game ended up feeling like an expansion to Fallout 3 rather than its own game. Thus far, Fallout 4 is getting a pass from me (voiced main character adds a little… character, to the story), but it’s a tiny bit disappointing just the same.
The crafting system in Fallout 4 reminds me of exactly how garbage-tier The Witcher 3’s crafting is. I’ll have to make another post on this topic, as I feel a rant coming on.
In Fallout 4’s case, the crafting system is both robust and perhaps too clever for its own good. As you may have heard, now everything is useful. Which is great! And miserably awful. Here is an example:
Rather than require discrete units of a particular item – such as Wonderglue in Fallouts past – nearly every goddamn thing in the game world can be broken down into crafting components. This is pretty cool, as it was a giant pain in the ass in prior games when you unlocked a weapon blueprint and then spent the next two hours desperately looking for that one specific item in all the junk of the world.
The downsides… are many, unfortunately. First, when everything is useful, you tend to want to grab everything. There was never any reason to hoard telephones and hotplates and all the random bullshit debris in abandoned buildings before, but now there is. Right now, screws in particular seem almost more important than purified water. I love how you can “Tag for Search” specific components though, as it will tag items you are looking at with a magnifying glass icon to remind you that you need to grab that specific thing without having to double-check some crafting spreadsheet.
The second issue is that it appears Bethesda really, really wants everyone to have Charisma 6 for the first rank of the Local Leader perk. Without that perk, all of the Workshops you encounter in the world aren’t connected, e.g. they are not a shared stash. Which doesn’t sound too bad until you realize that you can easily grab 100 lbs of random garbage in any given building. Can you Fast Travel back to your whatever settlement you decide is your main base? Yep. Is it annoying to sit through those load screens just to unload your bags every 15 minutes? Yep.
The last thing that’s annoying feels like something that will get addressed with a fan mod eventually, but it’s still annoying right now. Basically, there’s no prioritization when it comes to breaking down “Junk” for crafting components. In the picture above, you’ll notice how one of the items being broke down is the Giddyup Buttercup Body. I actually already collected various pieces of this item (which is a little wooden horse toy), and I imagine that there may be some kind of trick or achievement to reconstruct it. Or would have been, had I not scavenged it for screws. Same deal with Deathclaw Hands: if you aren’t careful, those will be scrapped for generic leather, of all things. Not sure if there are craftable Deathclaw Gauntlets this time around, but for sure there are Baseball Grenades that require intact baseballs, and the game won’t stop you from breaking those down into leather either.
So the bottom line is that you have to be particularly vigilant when crafting lest you scrap an item you’ll need intact later. Which is a pain in the ass, considering Workshops have a “Transfer All Junk” button that’s too convenient not to use. I have taken to transferring everything over, then manually picking out what I suspect will be useful and placing those in a separate container.
Revamped Perk/Leveling System
I don’t know how I feel about it.
Actually, that’s a lie. Right now, I don’t like it. Back in the day, Skill Points were really like the old WoW talents in that there is really no “choice” in the matter (after you chose your direction) and the tiny incremental improvements didn’t feel that impactful either. That said, their absence leaves a void. For example, Sneak (Rank 1) makes you 25% harder to detect. Uh… 25% more than what? What’s the baseline? Another example are the gun perks, which gives a given weapon type (rifle, pistol, etc) +20% extra damage. There are level requirements to most Perks, so you can’t just get +80% damage with rifles right off the bat, but the difference between that first rank and not having one is immense.
I mean… okay… 20% immense, but still.
Amusingly, the way the game is set up, you can get at least a stat or two up to 10 right off the bat, granting you access to the “top tier” Perks straight away. Further ranks are gated by levels, but it’s an interesting approach. Want to be a level 2 character with Grim Reaper’s Sprint? Go for it.
The tricky part is that after character creation, the only way to access deeper Perks is to spend your Perk point from leveling up to raise the SPECIAL stat it corresponds to. Want to just start playing the game like a normal person? Fuck you, newbie, now you gotta spend the next four levels getting nothing of value. This is the situation I’m in with the whole Local Leader perk – in order to get one rank in Local Leader, I’ll need to dump three points into Charisma to unlock it (I only had Charisma set to 3 at the beginning). At the moment, I’m thinking that I don’t actually need that perk that bad, but it still sucks knowing that I could have “fixed” things at the beginning had I not, you know, started playing the game.
Skip “optimizing the fun out of the game” one time, and this is what happens. Lesson learned.
Yes. Despite the negatives above, I have a burning desire to get back to playing. And I shall do so.
Fallout 4: Day 1
It’s been a while since I played a game for seven hours straight. On a weekday.
I’ll have more to say about Fallout 4 when I feel like typing instead of scavenging for supplies.
Getting a Little Worried About Fallout 4
I must admit that I am getting a little worried about Fallout 4.
Everyone already knows there will be crippling, game-breaking bugs on Day 1. It took Bethesda nearly two weeks to make Fallout: New Vegas playable in an official capacity last time around, although there was a fan patch around Day 3. Bugs and such are not what I’m worried about. What I’m worried about is this:
It almost doesn’t even matter what Bethesda was going for anymore – this is on the level of “Press F to Pay Respects.” The T-shirts have already been made:
[Edited for clarity:]
It’s possible this “dialog diamond” has been known for a while, but this is the first I’ve seen of it. And I’m not sure I like it. Dialog has always been a big deal in the Fallout series, and I’m sure I am not the only one who has changed what they were going to say simply because a different response sounded better/was more humorous. Since the main character is voiced, perhaps this simplification was inevitable. But just look at your prior options in Fallout. Maybe your character will still say those things, but you may not know they will.
Now, Mass Effect more or less had the same deal and it turned out fine. More than fine, really, despite having this occasionally:
Regardless, the whole thing makes me nervous.
By the way, reading these Fallout 4 threads on Reddit have really opened my eyes to the apparent hilarity of LA Noir, which had a similar dialog style with sometimes shocking results.
What is somewhat more disconcerting though, are the lip syncing issues. I can’t actually link you the videos I was watching showing the lip syncing (or lack thereof), as they were taken down due to being leaks of unreleased content. I can, however, link to the official launch trailer. Which is perhaps the first launch trailer I have seen from any game that has had almost the complete opposite effect as what it should.
I say “almost” because I’m a huge sucker for post-apoc in general, and Fallout specifically. The series has always been one of the few that allows me to express my true desires to scavenge and hoard shiny things. In any other game, the idea of finding a random abandoned shack and having to search it for items I’m not likely to ever need simply sounds exhausting. In Fallout 3? That’s basically what I spent the entire game doing. And I loved it.
So… I’m conflicted. And probably better off hunkering down in a Vault for the next five days or so.
On Thursday, I popped The Last of Us (TLoU) into the PS3 just to see if I needed to do some sort of lengthy install, but ended up playing for 5 hours straight. The game, simply put, is quite amazing thus far. However, I am experiencing some game design tropes that are grating on me to a higher degree than normal, perhaps precisely because everything else is so good.
Early on, you are basically told that while you can treat the game like a cover-based shooter to some extent, sneaking around is likely the best method given the chronic lack of supplies. That’s fine, sure. What is less fine is when you silently take down an entire warehouse full of guys very clearly armed with guns, and only happen to scrounge up 3 bullets of ammo from nearly a dozen corpses. Were the guns just for show? The last two guys were fine with shooting the conveniently-placed, waist-high obstruction I was hiding behind for almost a full minute, but in a moment of extreme bad luck, must have been killed right after they fired their last bullet.
I understand that this is One of Those Things in gaming in which we are supposed to suspend disbelief. I remember running a D&D campaign a few years ago in which I decided early on that I was going to rebel against gaming tropes and having the party’s human opponents drop everything they were carrying. In retrospect, it ended up being a perfectly foretold disaster: the party became understandably obsessed with looting each body clean and making frequent trips to Ye Olde Item Shoppe to peddle their warez. If I were able to loot full clips of ammo from each enemy I downed in TLoU, it would likely ruin the resource-tight mood by the end of the first hour of gameplay.
I am finding myself less sympathetic towards two other semi-related aspects that are not exactly TLoU’s fault but nevertheless somewhat jarring. First, the game is not and has never appeared to be an open-world sandbox or anything of the sort, which is fine. However, I feel subtly punished for exploring when the designers take the time to add in secret caches of goods in off-the-path locations. See, the issue is that I do not ever know if this “secret” door I’m opening isn’t actually the trigger for a cutscene or the path to the next area. I want to explore every nook and cranny of the game world! And yet I feel like I can’t, because I’m paranoid about inadvertently moving the story forward and being unable to backtrack. I’m seriously starting to miss the “Chrono Footsteps” feature from Singularity which highlighted the exact path you should take, so you know for certain which areas you could explore safely.
Compounding this issue is when I’m in the opposite scenario in which the game is clearly telling me where those story triggers are. “Oh, you want me to hurry up and walk over to that door? Good, now I know I can explore this whole half of the city instead.” The game is not Fallout, has never pretended to be Fallout, but I simply can’t help myself from treating every open building as an opportunity to scavenge for supplies. It’s the post-apocalypse! Let me spend hours combing the area for scrap metal and duct tape! I do this shit for fun.
Finally, Naughty Dog, really? I have a hunting rifle, shotgun, bow, two pistols, three Med Kits, a metal pipe with scissors taped to the end, three Molotov cocktails, a few proximity mine-like explosives, and a goddamn brick in my backpack… but I can’t carry more than 7 rifle rounds? Or more than four pairs of scissors? Inventory management is one thing, but limiting ammo to this degree is so overtly gamey that it sucks me right out of the narrative and back into optimization mode. “Hmm, if I use the shotgun to clear this next room instead of sneaking through, I can double-back and pick up those shells I left behind.”
Although I am complaining quite a bit, I need you to understand that it is only because these (ultimately minor) issues stand out in brilliant contrast to an otherwise amazing game. This isn’t so much a fly in the ointment as it is a hangnail the day after a big promotion. You know, minor, almost trivial annoyances that you nevertheless can’t quite stop thinking about.
Posted by Azuriel
The big news is that Bethesda teased the next Fallout entry: Fallout 76.
People were understandably confused by the naming convention. “What happened to Fallouts 5-75?” The mirth turned to trepidation when Jason Schreier from Kotaku tweeted:
Well, as of this afternoon, Jason tightened the thumbscrews further with this article:
This could be a total disaster. An unmitigated, unrelenting disaster.
…or this could be the best thing of all time. Either/or.
No, but seriously, it’s difficult to assess the firestorm going on in my head right now. Am I disappointed that we’re not seeing a straight-up Fallout 5 right now? Sure. But take a moment and remember back to Fallout 4 and Fallout 3 (and New Vegas for that matter) and ask yourself: how important was the main story, really? Conversely, what were the best parts of this series for you?
For me, it was precisely the post-apocalyptic exploration bits that I love; the mini-vignettes in the form of skeletons or computer logs; the hoarding of thousands of pounds of tin cans and bottle caps; looking at my map, seeing the quest marker, and decidedly going in the opposite direction. While there were never many traditional survival elements to the Fallouts – baring the New Vegas option, which did not change much mechanically – the game setting just had a certain… je ne sais quoi which led me to ransacking every ramshackle shack in the wasteland, in spite of it being totally unnecessarily. Fallout 4’s base-building components were… well, also unnecessary, but at least gave those thousands of pieces of debris a purpose.
So, in short, my body is ready for this.
In fact, I have never been more ready. The only reason why I don’t own Metal Gear: Survive or Conan: Exiles is because they haven’t been bundled/deeply discounted yet. I only uninstalled ARK because it takes up 100+ GB on my limited SSD. I only stopped playing 7 Days to Die because I didn’t want to burn all of my interest until at least patch A17 is released (which is apparently in July). I don’t really advertise it, but my own personal dream game elevator pitch is “Fallout 3 meets Silent Hill – post-apoc psychological survival FPS.”
Now, it’s entirely possible that the devs won’t be able to thread all the needles:
How exactly does one have both survival multiplayer and quests? Is this going to be a stripped-down The Elder Scrolls Online? Jason mentioned in the comments that “Yeah I’ve also heard people who know the game make comparisons to Ark, fwiw,” so I could imagine it being… well, ARK with quests. But are they going to all be radiant quests ala Skyrim? Can people kill the quest-givers? Can you create your own private (single-player) servers? Will there be modding available?
Details will emerge in the next few weeks, for sure. In the meantime, I’m loving it. Even if Fallout 76 is a total disaster, it has solidified in me the understanding of something I wasn’t quite able to express. Namely, that I want a Fallout ARK. The RPG elements and VATS and such are traditional features that help define the narrative a bit, but I don’t view them as essential anymore. And maybe they never were. I just love that setting, and that gameplay loop of exploring the wasteland.
War never changes, but perhaps our appreciation of it can.
Posted in Commentary
Tags: Ark, Fallout, Fallout 76, My Body is Ready, Post-Apocalypse, Survival