15.1.16


Today’s Feature: Fallout 4 (Bethesda)

                For all the years of pestering that long-time fans pelted Bethesda with, and the enormous gap between Fallout 3 and 4, the announcement and subsequent release of Fallout 4 seemed to come out of nowhere.  Fallout 3 debuted in October 2008, and once its DLC cycle was through, fans would have to wait until November 2015 for the next Bethesda entry in the Fallout series, though there was no hint about that release date until early 2015, six and a half years after the last entry.  In the meantime, Obsidian Entertainment released Fallout: New Vegas in 2010, temporarily whetting everyone’s Fallout appetites, but by the end of the DLC cycle for New Vegas in 2011 with Lonesome Road, we had three and a half more years of radio silence regarding the series. By the time Fallout 4 was officially announced (and subsequently showcased at E3), we’d seen countless internet hoaxes and theories in circulation, and hype was at an all-time high.

                When gamers finally took control of the Sole Survivor from Vault 111 on 11/11, they found the game to be uniquely polarizing for a Fallout title. Despite instantly becoming the most successful launch in the history of video gaming, when people realized what they’d bought, some were disappointed. Some were downright furious.

Let’s make one thing perfectly clear: When you buy an RPG, you’re buying it for the story.  If you went into Fallout looking for a sophisticated shooter with mind-blowing enemy AI that presents a unique tactical challenge with every gunfight, you were shopping in the wrong section of the games aisle. The Fallout series began as a turn-based, point-and-click, stat-based role playing game, and every iteration since then has put more control into the hands of the player, so let’s keep that in perspective. You don’t buy Call of Duty for a cerebral plotline, nor do you buy Mario Kart for a realistic physics engine.  No one game can be all things to all people, let’s get that out of the way first.


                It may sound like I’m about to berate Fallout 4’s detractors, but that’s not true. I wrote all of the above to frame my absolute surprise that the central plot of Fallout 4 is one of its weakest features. The first two acts of the game serve as a series of not-very-clever misdirections and difficult-to-justify plot devices, all leading towards what I’m sure Bethesda thought was a brilliant twist, which in my opinion fell rather flat. It felt torn right out of the M. Night Shaymalan script writing handbook; Once the twist was revealed, the pieces of information that I’d amassed throughout the first and second acts didn’t fall into place for that perfectly assembled puzzle that we love in twist endings, but rather just served to confuse me further.  I stumbled around the start of the third act just trying to make sense of where the plot had gone, and was still wondering if I believed what I’d been told despite the game dropping a great many hints that I really shouldn’t be obsessing over the ambiguities. In game ABOUT ambiguities.

Among the game’s many third-act sins came the realization that I was being railroaded (no pun intended) by dialogue options. Given the supposed connection between my character and another in the game (and carefully wording this to avoid spoilers), I found myself confused by the interactions between them. Specifically, the thought constantly going through my head was “Okay if this guy is who he says he is, why the absolute FUCK is he talking to me like this? I [the female character] have a god damn LAW DEGREE, killed my way across this entire Wasteland to get to this point, and a couple of other spoiler-ey factors that you’d think would earn me a modicum of respect, but this guy is a complete ASSHOLE to me! Constantly!” Despite this (in my opinion) completely justified indignation I felt that my character should be experiencing, no dialogue option was ever offered to allow me to say “Look, buddy, watch your fucking mouth. You might be the big man in charge around here but I’ve got enough heavy ordinance to level this entire place, and that’s just what I’ve got ON ME.”


                No matter what route you seem to go, everyone else seems to have a scorched-earth policy when it comes to political relations with other factions in the Commonwealth.  The railroad won’t let you continue on with them if you’re still allied with the Minutemen. The Brotherhood hate… pretty much everybody.  The Minutemen aren’t on great terms with the Brotherhood. And the Institute… well… let’s just say it’s not on working terms with everybody else. I feel like an intelligent diplomat could have gotten at least a couple of the factions to work together, but you’re simply not given the option to try and settle the differences with nuanced approaches- a mistake New Vegas  hadn’t made five years previously.

                While I consider these gripes perfectly valid, I don’t find them surprising. Bethesda has demonstrated a lack of proficiency with the source material for the Fallout series, making a series of explained, but canonically frustrating decisions throughout development. You need look no farther than Fallout 3 to see the evidence:  The inexplicably benevolent, and uncharacteristically social Brotherhood of Steel sect headed by Elder Lyons in D.C., A whole generation of mentally deficient Super Mutants, the widespread proliferation of bolt-action hunting rifles that for some reason shoot .38 pistol ammo, and a slew of other lore-snubbing contributions that assuredly can be listed off by devotees of the franchise since the beginning.  Fallout 4 is no different. Gone are the G3 and AK-47 styled assault rifles of Fallout 3, replaced with the most bland assortment of handmade weapons I’ve ever seen for the lion’s share of the game. Later, we get the steampunk-esque Assault Rifle, which looks like what you’d get if you showed an adolescent a picture of an assault rifle and then asked him to draw you one of his own.


A portion of the Fallout fanbase now harbors the opinion that Bethesda’s gone completely off the rails at this point with their Fallout content, and it’s hard to argue with that. Unless you’ve just started playing Post Fallout 3, Bethesda’s entries into the series don’ carry that same Fallout feel- reminiscent of the world we’ve come to know and love, but certainly not the same.  Fallout 4 feels more like fanfiction: An artist’s impression of what they think Fallout was supposed to be, and a misguided embodiment of everything they thought fans wanted to see, rather like a Star Wars prequel. One need look no further than Fallout: New Vegas to arrive at that conclusion, by contrast. New Vegas felt much more like the continuation of the established canon, built upon the historical politics and conflicts depicted throughout the first two games, its story deeply rooted in its history. Even at its silliest, New Vegas  remained faithful to its roots, and felt like an honest entry into the series, whereas Fallout 4 could have easily been a standalone, brand-new IP all on its own with just a few tweaks. I’m not alone in this, it’s already practically reached meme status that Fallout 4 could just be titled “Blade Runner: The Game”.

                I’d be remiss to say that Fallout 4’s writing fails on all fronts. I’ve said it before, and I’ll say it again: the modern Fallout games really shine when you get off the beaten path. Wandering the wasteland, finding hidden caches and carefully constructed vaults and dungeons, each with their own stories is where you’re going to get your best value.  Fallout 3,4, and even New Vegas take on a totally different character altogether when you stop thinking that the story is about you, and start thinking about it as a series of vignettes that you are just there to witness, and even contribute to. If you start a new character in any of those three, I recommend thinking like you had a double major in anthropology and archaeology, and see how that changes your perspective of the world. You’re not the One True Hero, you’re Indiana Jones uncovering history for history’s sake. You’re a historian watching the world destroy and rebuild itself, again, and again. You’re Mad Max in Fury Road: you’re there, you’re a participant, but the story is not about you.  Fallout then becomes a collection of short stories about people, living and dead, just trying to make their way after the death of the world, for better or worse. Some of Fallout 4’s most compelling stories are Companion quests, each one more intriguing, philosophically challenging, or heartbreaking than the last. The Vaults are often ghost towns, inhabited with nothing but the artifacts of those that lived and died there, and the story of their steady decent into madness, centuries in the making. My advice is to walk out of Vault 111, forget about Shaun, pick a direction, and start walking. You’d be surprised how much more fun you’ll have in that unstructured play-through than you were ever going to have in the main storyline.

                Besides, the ending of the main plot just leaves me feeling like we started a lot more shit than we finished, and the hurried feel of it, with the lack of real closure, is a total dick-punch. You’ll be left with the feeling that you’ve just plunged the Commonwealth into chaos, a necessary wildfire that would allow its residents to rebuild it anew after a long campaign of inevitable violence that naturally precedes the formation of a new, unified nation-state. That would have been an EXCELLENT way for the game to continue, and framed that way, it feels like we were given only half of the game. While it pretends that it’s granted you closure, there is still such a long way to go before the Commonwealth reaches its potential. This leaves me feeling that Bethesda has sold us the first part of the game, and is going to sell us the rest of the story in four separate downloadable parts at $15 apiece. That’s not a great feeling, especially with the excellent DLC cycles I’ve come to expect from Fallout 3 and Vegas, which felt like I was getting more than my money’s worth, by far.




                Graphically, it’s what we’ve honestly come to expect from Bethesda, especially given that if you went into college when Fallout 3 was released, you could have finished Grad school before Fallout 4 debuted. Still, the gaming community at large didn’t let that slide, especially considering that the other Open world RPG behemoth series (The Witcher) saw two installments in shorter order, with remarkably better graphics and a considerably lower amount of technical glitches. While the studio’s devotees have come to accept Bethesda’s regular assortment of glitches to be a kind of quaint staple of their games collection, those of us who remember the days before online content patching find it discouraging that while so many companies are tightening quality controls in response to backlash from the gaming community over sloppy coding, Bethesda can’t seem to iron out the wrinkles in a single-player RPG that took them seven years to develop, or simply don’t care to. Despite ditching the ever-flawed C++-based “Gamebryo” engine from The Elder Scrolls IV: Oblivion and Fallout 3, apparently, Bethesda put little effort into making sure they didn’t recreate the mistakes of the past.

                For how much the pacing, difficulty, and feel of combat has changed in Fallout 4, to the point of feeling like real progress, I was disappointed at Bethesda’s choice to rip their encounter system straight from the Borderlands series. I felt myself experiencing déjà vu as I watched the inadequate AI employ tactics halfheartedly coded by what I can only assume were bleary-eyed developers, the encounter difficulties indicated by enemy title suffixes and mutating “legendary” enemies. I could almost see the development process unfold before me as I played, seeing the developers implement the features from every major release that beat Fallout 4 to market. Minecraft’s resource gathering and building aspects, Borderlands’ combat (and attitude that beefing up stats somehow convinces us that the challenge has somehow changed instead of simply scaled), New Vegas’  expanded item crafting system, Mass Effect’s dialogue wheel,  and the repetitiveness and fetch quests of… well, everything else all paint the image of the dev team constantly going back to the drawing boards every time a new game release makes a splash on the industry and spawns a dozen clones. Fallout 4 tries to be everything, to everyone, and so lacks the focus that could have made a truly great game. It avoids being the clone of any particular game by instead being a test-tube baby combining the DNA of every major game release in the last decade, being a jack of all trades and a master of none, when all it really needed to be was a good Fallout game.

Ball’s in your court, Obsidian. Don’t let us down.


Tl;dr:

Fallout 4 is a flawed, but not horrible entry into the franchise, which falls flat on its focal points, but rewards motivated explorers as typical in the series. It seems to suffer from Duke Nukem syndrome, and can’t seem to decide what kind of game it wants to be. If you don’t already own it, I’d say wait for Bethesda and its modding community to sort out all the issues and release the DLC, then buy it as a complete edition in the 2018 Steam Winter sale. 

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