Every now and then I'll start playing a game, in this case Fallout 4, one that potentially offers dozens of hours of stories, quests, adventure, and excitement. And I'll say, essentially: "Nah. What else you got?" That's why when I climbed out of Vault 111 and arrived in Sanctuary, the first settlement area in the game, I decided to simply stay there. No exploring, no wandering, just staying put. I've now been there for roughly ten hours.
My other characters haven't done much with settlements yet, so I thought I'd see if I could build a healthy community and enjoy myself without ever once stepping outside the settlement itself. This new character, perhaps descended from a long line of cowardly dopes who were also completely uninterested in adventure, certainly doesn't look the type who would go out battling supermutants and monsters when he could just hang around the house.
He definitely doesn't have the tools for it. I've not given him much in the way of strength and endurance, mainly storing his points in Charisma (for settler-attracting reasons) and Intelligence (high INT means more XP).
I leave the vault and arrive in the ruins of Sanctuary, where I have to begin with little bit of cheating, or at least some gaming of the game. To attract settlers (or new neighbors, as I want to think of them), I need to build a radio beacon. Beacons require a couple of crystals, a crafting component that can be a bit hard to come by if you happen to be dumb enough to play your entire game without leaving the starter town. Crystals are typically found in cameras, microscopes, and laser tripmines, none of which I've found in Sanctuary or Vault 111. There is another possibility, however.
There's an easy-to-miss root cellar in Sanctuary behind one of the houses, and it contains an advanced safe, a first-aid container, a toolbox, and a wooden crate. Since loot spawns when you enter a new area, and loot is randomized, there might be a chance of the crate spawning a microscope or camera (I'm not skilled enough to pick the safe's lock, and probably won't be for some time). If I save before I enter the cellar, and then reload that save and enter again, maybe one of those crystal-bearing items will turn up eventually.
I do this for, like, twenty solid minutes. Entering, checking the crate, then reloading and repeating, and while I see a variety of medical and junk items appear in the crate I never roll a camera or microscope. I'm about to give up on the entire endeavor and spend my time on a less stupid activity, when something interesting does finally appear in the box: a crystal liquor decanter.
Can I break that down into crystals for the beacon? Yes! In fact, the decanter has four crystals so I have a couple to spare. Excellent. Now I can get going, by which I mean not going anywhere.
I build my beacon, and a generator, and wire them together, then head into the house to build a bed for myself. Just as I plop it one the floor, someone suddenly walks right by the window, scaring the butt right off me. I have a new neighbor! Startlingly! Already! Either that beacon really works fast or she's been crouching in the bushes all day. I put her to work tending the melon patch behind the house and build a water pump. We've got food and water, which means I need to increase the town's defense rating. I build two turrets and plop them in the street next to my precious beacon.
Day two brings a radiation storm, so I go back to bed until day three, when a second neighbor arrives and I put her work tending the scavenging bench I've built, which means she'll amble around finding additional junk items to add to my stash. There's a lot to scrap in Sanctuary—trees, logs, cars, fences, furniture, even entire ruined houses—but it's not going to last forever.
Between scrapping expeditions, I explore the grounds. Sanctuary is an island, sorta—the river flows around it on both sides, and I figure anything inside the riverbanks is technically part of Sanctuary, even though the buildable area doesn't cover the whole island. Down by a small dock to the north, I shoot a couple of bloatflies. While I'm carefully picking their remains out of the river, I'm shocked to look down and see a large dog slowly walking through the water, staring at me. He's not attacking, he's just looking. Uhhh. Hello? Who's a good boy? Are you?
He is not a good boy and after some more staring he abruptly attacks me and I shoot him down. While I'm gathering meat from the dog, I hear some noises that sound suspiciously like bullets whistling past my ears. It's a raider, and presumably the dog's owner. He's a mile away, near a distant shack in the woods, firing at me from behind cover. I retreat and he eventually gives chase. Once he's crossed the river, I gun him down as well. Heading back to town, I greet my third settler, who I'm pleased to see has brought a mutant cow with him. I build a trough so he'll stick around (the cow, not the settler). Like my grandaddy said, a town ain't a town without a revolting mutated two-headed cow. My little neighborhood is growing!
A few days pass without incident. I scrap more of Sanctuary and build a boxy two-story residence on an empty foundation and fill it with beds. I set up a couple guard posts, and start building walls around the general area we're living in. Unless we get a steady stream of raider invasions, building things and planting crops is pretty much the only way I can earn XP.
A fourth settler arrives, then a fifth. I start dressing them in different outfits, because they all show up wearing drab raggedy outfits and it's easy to forget who is assigned to what. I give one settler a green dress I found, and another a nice blue suit. I put one in my Vault 111 duds, and the dead raider's sack-mask goes on one of my farmers. The fifth neighbor I leave as-is because I'm pretty much out of clothing.
Speaking of running out of things, I'm starting to get a little worried because no traveling merchants have dropped by my shoddy little berg. I'd kind of hoped to see one by now. Traveling vendors are essential to making this work: I need to freshen my inventory and sell what I don't need, like these two wedding rings I have for some reason.
While I'm hanging paintings on the walls of our communal shack, the turret outside briefly burps. I run outside in time to see a figure slump over in the bushes. A single raider, coming from the direction of that shack in the woods across the river. The next day, another arrives from the same direction and meets the same fate. I stuff the bodies in an empty house so we don't have to look at them, and take their meager gear.
Days pass, and I'm still scrapping resources (seriously, there's a lot here to recycle). I'm also a bit restless, because apart from the two raider incursions nothing else is going on in my town. Bored, I craft a scope for my pipe pistol, build a series of connected staircases on the bridge at the edge of town, climb them, and peer through the scope. I can actually see Dogmeat over at the gas station, sniffing around and waiting to be met by a lone wanderer. I fire a few shots, thinking maybe he'll run over here instead. He doesn't notice. He's waiting for someone who is never going to arrive.
Down by the river over the next few days, I kill some bloodbugs and some wild mongrels, and I draw fire from four raiders who are walking around on the hillside across the stream. They won't cross the river no matter how much I try to lure them, though. The following day I shoot at a distant radscorpion, and he burrows into the ground and pops up right under my feet. Neat trick, tunneling under a river. I head back to town to greet my fifth settler. I spend time harvesting and replanting crops, netting me a little XP. Still, no merchants have come by.
We do have one visitor, however. I step outside one morning and see an Eyebot serenely hovering down the street. It's advertising job openings at a chemical lab. I listen for a bit, then shoot it down. I hate to be unfriendly to newcomers, but the bot has circuits I need to build an additional turret. It's good timing, too: the next day there's a big incursion of four raiders, perhaps those I exchanged fire with. The turrets, my neighbors, and even the normally dormant Codsworth pitch in to defeat them. I spend the rest of the day dragging bodies, and parts of bodies, into vacant houses. Just feels weird leaving them lying in the street. My settlers keep saying things to me like "You should have seen us fight off those raiders!" I did see it, I was right here. Do I need to cut some new eyeholes in your sack-mask, you idiot? Now get back to melon farming.
More days pass. I've scrapped just about everything there is, and my sixth new neighbor has arrived. I feel like this is a decent little town now, really, but I still haven't had a single merchant come by, and I'm worried the game might not actually spawn them until you meet one somewhere out in the world, the world I have no plans to ever visit. I have a last ditch plan: raise my level to 14, enough to unlock the second rank of the Local Leader perk, which lets me build a store (it's not a real store, it just generates income). Maybe if I have a fake store, and staff it with a settler, the game will spawn a traveling merchant for me? I'm not particularly hopeful, but it's all I can think of to do. Only thing is, stores need 300 caps to even be built and I've only got about 60. And I can't get more without selling stuff to a merchant. It's a Catch 22 of my own making.
I start level-grinding in earnest, building stacks of wooden floors and metal signs, scrapping them, then building them again. It's slow and about as dull as it sounds, but I do kick over a few levels. Scrapping only returns a portion of the materials, however, so it's not long before I've completely run out of metal and wood. I craft the few things I can, I cook and perform acts of chemistry, and I cover most of the town with crops. I'm midway through level 12, impressive considering I haven't left Sanctuary, but it's still not enough to build the fake store that probably won't attract the merchant I need to afford to build the fake store.
This stinks. I think I'm screwed. I've simply run out of things to do, and there's still no traveling merchant in sight. That's where I'm at, right now. Waiting in Sanctuary. Waiting for someone who will probably never arrive.
I love underwater areas in videogames. I don't like drowning in them, which inevitably happens from time to time, but exploring the ultimate "off the beaten path" areas is legitimately exciting, not least because game designers often hide good stuff there. An accidental fall into the drink by Redditor FiveStarFacial, and the Imgur album that resulted, suggests that Fallout 4 is a case in point.
The undersea journey only led to the discovery of one lootable item, a simple pot, but he also stumbled across some great flora, and a structure that looks a bit like a pumphouse. He couldn't get inside, but it did have a working light attached to it that attracted his attention. The obvious question is, why is it there? Why is all this stuff there, unless it bears some sort of in-game significance? And let us not forget the secret Fallout 4 harpoon gun that was discovered last week. Why have a weapon designed specifically for use underwater if you're not going to... go underwater?
In a later trip, for which he was better prepared, he discovered more structures, including a huge pipeline, some of which he could enter. Could there be more? There could be! Even if there isn't, there's some quality sightseeing down there, and whether you want to uncover secrets or just wander around, it's easy to do: The power armor has its own air supply, but it's slow and cumbersome; Mirelurk cakes (mmm, mirelurk) will give you the ability to breathe underwater temporarily, and if you're a serious swimmer, there's also an Aquaboy perk that will give you the ability permanently.
Thanks, VG247.
My habit in Fallout is to avoid companions, because companions are generally noisy, stumbling clods who attract far more trouble than they're worth. But I might have to make an exception for this guy. Lightyear, he calls himself. Buzz Lightyear. I haven't seen him in action yet, but boy, he's a snappy dresser.
Buzz Lightyear is actually Danse, a Paladin of the Brotherhood of Steel and possible Fallout 4 companion. With the Buzz Lightyear Paladin Danse mod installed, you can give him this impressively detailed Buzz Lightyear armor (which you'll have to find separately, apparently there's a set on the Prydwen) to wear instead of his usual BoS duds. It won't actually make him more interesting or fun at parties, but it is a pretty great look.
The mod maker, Sorenova, says Danse can't be made to wear the new armor by default because he has his own unique set, and it's not accessible without the Fallout 4 Creation Kit, which isn't expected to be released until early 2016. Once that happens, the mod will be updated to give Danse the new hotness right from the get-go.
Check out more ways to customize your wasteland wandering experience in our roundup of the best Fallout 4 mods, and then check out the weirdest ones.
This week on Ye Olde Mod Roundup, massive meteors fall like rain thanks to GTA 5's finest mod-maker. Meanwhile, another clever modder uncovers a hidden harpoon gun in Fallout 4. Also, a popular Europa Universalis mod makes its way to Crusader Kings 2, and a Cities: Skylines mod lets you name all of your roads.
Here are the most promising mods we've seen this week.
This is interesting. Modder xxdeathknight72xx (I'm not sure how to pronounce that unless all the X's are silent) has uncovered a harpoon gun in Fallout 4 which looks to have been part of the game at some point, but was never officially implemented. The video above by Tyrannicon shows it off. The harpoon even trails bubbles, indicating it was intended for underwater use. Now you can have access to it. Find the mod here.
JulioNIB, maker of some of the best GTA mods, is back with a new script, one that summons a massive and deadly storm of flaming meteors into Los Santos. The video above is awesome, showing the burning space-rocks entering the atmosphere and exploding all over the place. You can find the download links and instructions at the GTA X Scripting site.
I don't know why this seems so incredibly exciting to me—perhaps it's that it could lend some much-needed personalization to my Skylines cities, which tend to wind up looking and feeling a bit same-y. At any rate, it's very cool. You can name your roads, and the text snaps right into them. Very cool, especially if it gets Cimtographer integration, which is planned. It's in the Steam Workshop.
This is the CK2 version of the mod of the same name for Europa Universalis IV. It presents a more accurate map of the world—in this case, it contains the entire world, not just the playable countries of CK2—while resizing certain areas and adjusting the relative positions of others. This will definitely be useful for other modders looking to expand the world's playable areas, but it might be cool to check out even if you're just a fan of the game or nice, accurate maps. It's in the Steam Workshop.
You could just cheat and use Fallout 4's console commands to enjoy an unlimited bounty of rare guns, but that's not as fun as finding them legitimately. Well, semi-legitimately, because we're going to tell you exactly where they are with a good old fashioned rare weapons guide. Spoilers, obviously, for the locations of these unique guns. (For the spoiler-free version of this article, look at the ceiling while scrolling.)
On this first page, we go over firearms, with energy weapons on page two, and melee weapons on page three. For each we've included screenshots of their locations—click the little arrows in the upper right-hand corner of the images to enlarge them. There are a few more we haven't covered here (these are our favorites), so if you don't find the specific one you're looking for, you might check the Wikia page.
A modified Fat Man nuke launcher. If you can afford it, Big Boy packs the biggest punch of any gun in the game.
Special Power: Shoots two mini nukes per shot while expending only one piece of ammo.
Where to find it: The Big Boy is refreshingly easy to find. Head to Arturo s stall in Diamond City. Be ready to pay out the nose for it.
Look out for: Credit card debt.
This powerful combat shotgun has a real chip on its shoulder: with a name like Justice, you know it s got something to prove.
Special Power: Chance to stagger targets on contact.
Where to find it: Head to Covenant, a perfect little town with perfect people where everyone smiles a little too wide. After you convince the door guard to let you in, look for Penny in the general goods shop. She ll hook you up.
Look out for: Stepford Wives.
This monstrous shotgun is so powerful, the world s leaders held a summit and agreed that it should be locked away in a secure location forever. Nah, just kidding. Some raider leaves it on a box.
Special Power: Extra 25% limb damage, huge recoil.
Where to find it: The coastal raider camp known as Libertalia is a bunch of boats, some more boat-shaped than others, all nailed together to form a city. Fight your way through every pirate raider until you reach the captain s quarters at the top of the sunken container ship. Walk in, and The Terrible Shotgun will be sitting on a box nearby.
Look out for: Don t wear power armor on the platforms. You will almost certainly end up in the water at some point, and you don t want to sink like a brick.
A powerful hunting rifle chambered in .50 caliber.
Special Power: 50% extra damage to Mirelurks and bugs.
Where to find it: Once in the town of Salem, you ll find a heavily fortified house belonging to the Rook family. Barney Rook will need your help killing a few Mirelurks. Once you ve gained his trust, he ll let you inside the house. Inside, you ll find Barney and his favorite rifle, Reba. In a back room, you ll find Reba II. You ll have to kill Barney or pickpocket him for the key, then steal Reba II.
Look out for: Feeling a bit guilty about poor Barney.
The Partystarter is a gross misnomer.
Special Power: 50% extra damage to all humans.
Where to find it: The charming settlement of Goodneighbor is in the dense urban sprawl to the southeast of Diamond City. Walk right in, try not to get on the wrong side of the take-no-bullshit local mayor, and talk to KL-E-0, the saucy robot storekeeper. She ll gladly sell you a missile launcher that kills all humans, for some reason.
Look out for: A thug nearby tries to extort you for protection money. Tell him to piss off.
The futuristic space pistol can be found in the hands of a wounded UFO pilot. It does exceptional damage, but its ammo is a bit rare.
Special Power: Its sleek good looks.
Where to find it: While adventuring, you will randomly see a streak of fire in the sky and a UFO come crashing into the ground. Track its crater to the woods between Vault 81 and Oberland Station. Splashes of Vulcan-green blood will lead to a small cave. The alien pilot is inside, where you can make first contact by putting a bullet in him.
Look out for: The Prime Directive.
It s a flamethrower, but it makes things cold instead of hot.
Special Power: Theoretically, it could be used to cryogenically freeze unwilling subjects from several yards away.
Where to find it: Every Fallout 4 player passes it in the first half-hour. Inside Vault 111, the Vault Overseer office has a secure lockup. Inside, the Cryolator sits inside a sealed case.
Look out for: It s master-level lock, so level up your lockpicking before you make that return trip to the old shivering grounds.
This special laser pistol is great for sneaky characters or anyone who wants to go into a fight punching hard. Because it multiplies damage to uninjured enemies, a sneaking character can make a first strike of up to 4x damage. Old Faithful is fully moddable, so it s possible to turn it into the greatest laser sniper rifle in the Commonwealth.
Special Power: Double damage to enemies at full health.
Where to find it: Rob several banks, then head to Arturo in Diamond City.
Look out for: A sobbing, broken wallet.
This experimental laser rifle has an unlimited clip, so it never has to be reloaded. Equipping it, the ammo count shows whatever your total stock of ammo is. You can keep blasting until you run out.
Special Power: Will make your stock of Fusion Cells disappear.
Where to find it: Inside University Point, pick your way past dozens of Synths to find the Student Union. A door to the side leads to a bank. Cracking it leads to a vault door. Cracking that leads to a room full of safes. Cracking a safe leads to a button. Pressing the button leads to the gun.
Look out for: Most of these locks and terminals are quite easy to bypass, but the safe holding the button is a master-level lock.
A high-ranking, but no-longer-active, Brotherhood of Steel Paladin keeps this laser pistol close. And you can see why: it s a fully automatic laser scattergun. At close quarters, this thing will fry raiders like a cracked microwave.
Special Power: Does more damage the lower your health is.
Where to find it: After meeting the Brotherhood of Steel recon team in the Cambridge Police building, keep working until you get dispatched on The Lost Patrol. A few dozens missions, several miles, and 20 super mutants later, you ll end up at Recon Bunker Theta. Talk to Paladin Brandis, and he may give you the gun. If he doesn t, kill that old geezer and bounce.
Look out for: Brandis loves to put landmines in doorways. Watch your step.
Head to the next page for melee weapons...
This bat is a relic of the 2076 World Series. It looks just like every other baseball bat, except for a shiny logo.
Special Power: Has a chance of making an excellent crack noise and flinging your target into orbit.
Where to find it: The small town of Jamaica Plain. Head to the town hall and look for the basement. Once there, you ll need to get past ghouls, robots, and a few dozen traps. Find the museum display celebrating Jamaica Plain s town heritage, then steal that heritage and bash noggins with it.
Look out for: Two Protectrons.
This sturdy pipe wrench is a must-have for busy settlement builders. There s no way to manage tricky plumbing repairs without a proper wrench. Oh, and you can smack punks in the knee with it.
Special Power: Every hit has a 20% chance of crippling a target s leg.
Where to find it: Travel to picturesque Walden Pond. Admire its gentle glow, and head to the gift shop. The backroom door in the gift shop leads to an underground tunnel network crawling with raiders.
Look out for: The gift shop is fully stocked with improvised mines. It s the thought that counts.
The Chinese officer s sword is ubiquitous in the Commonwealth, but General Chao s Revenge is a fast-slashing powerhouse. Melee players won t find a better sword anywhere.
Special Power: 50% extra damage to robots.
Where to find it: Stop by the Drumlin Diner for a milkshake, burger, and a drug dealer intervention. Once you help Trudy out, she ll sell you the sword.
Look out for: Pushy drug dealers with pipe revolvers.
Grognak the Barbarian s adventures are enjoyed by radioactive nerds all over the wasteland. No surprise that a bunch of comic book fans would hold onto a full-size sharpened replica of Grognak s signature weapon.
Special Power: Staggers target, target takes bleeding damage.
Where to find it: Hubris Comics in the outskirts of the Diamond City area is a popular spot. Walk right in, wave hello to several dozen ghouls, and head behind the front counter. Opposite the cash registers, a special locked case holds the axe.
Look out for: The skeletal remains of Comic Book Guy. Worst. Tibia. Ever.
This nasty little molerat-sticker is found on a sacrificial altar deep underground. Dark rumblings sound in the distance. Slowly, Cthulu rises from the depths...and realizes he s 200 years late to end the world. Cthulu knocks off early for a pint.
Special Power: Target takes bleeding damage and poison damage.
Where to find it: The open-pit quarry at Dunwich Borers holds a lot of mysteries, some supernatural weirdness, and an army of raiders. Fight your way through them to a flooded mine shaft. Dive in, swim to the bottom, swim through a side tunnel, and find Kremvh s Tooth on a wooden altar with two mini-nukes.
Look out for: The Sneak bobblehead is on a table in the same tunnel section.
Fallout 4 is best on the PC, not just because it just looks and runs best, but because console commands let you role-play a superhero, stage massive monster battles, or let you experiment with fashion no matter where you are. Problem is, typing in every command every time you boot up the game can take a bit of time. Luckily, there s a super easy way to expedite the process by making simple batch files.
First, you ll need to make a new .txt file using whatever program floats your boat. I m a Notepad++ man myself. Type all the console commands you d like to execute at once on separate lines in the text file, name it something simple you ll remember, and then save it directly to your primary Fallout 4 directory.
Once you re in game, hit the tilde key to open the console as normal, and then type bat [file name] to execute all of the file s commands at once. I ve yet to really stretch the limits of creativity with batch files, but I ve been using them to do a few things with quite a bit less typing. Here s a few examples.
Off by default and difficult to change in the .ini files, making a batch file to take care of enabling CPU multithreading is a cinch. Some players have reported that it helps with hitchiness and framerate issues, so it might be worth giving a shot.
The information behind the slashes just denotes what that command does. They re completely unnecessary, but if you end up making some complex batch files, it might be worth denoting what is what. Save the text file to your Fallout 4 directory, open the game, enter the console, type "bat juiceme" (or whatever name you chose).
Enabling god mode and setting player scale are pretty simple, but it can be hard to memorize every command or lookup item IDs each time you need to spawn something. Make breaking the game easy by throwing them all in a batch file. In this one, it enables god mode, gives me a Fat Man, makes me massive, and able to jump with the power of 200 Jordans. Entering the batch command feels like pressing the Fun Button. Throw something like this into a text file.
Press the tilde key, enter "bat smash" (or whatever you named it) and let the power flow through you. Make sure you go into third person and click on yourself so the batch knows what object to apply the scale settings to.
Batch files let you assign behaviors and spawn specific amounts of NPCs into the world all at once. Phil gave us a detailed tutorial on how to make it work, so let s expedite the process. First, I made the battlechill batch file, which just spawns a few behemoths and raiders on my location, turns off their aggressive AI, and gives me god mode. (Be careful though, if you use multiple batch files that have redundant commands, you might be turning things on and off without realizing it.) Here's an example to work with:
They'll spawn right on you, so you might have to turn on no clip (tcl) to get through.
The next batch file is just the on switch, which returns the NPCs their normal behaviors. Name it whatever you like (battlekill in my example), hit it, and watch the mess unfold.
Or just turn the tide of the battle yourself. Just be sure you don't lose yourself.
These are just a few examples of how to lump together console commands. Used for chaos or convenience, they save a good amount of pecking out abstract commands and researching obscure object ID numbers. Feel free to share your own batch files in the comments.
I m loving Fallout 4. Wandering the wasteland, poking around in abandoned buildings, listening to chirpy 50s pop, fighting mutants. It s a great game to lose yourself in on a cold winter s evening. But as a role-playing experience I m finding it disappointingly weak—to the point where I wouldn t even call it an RPG. An open-world action game with role-playing elements would be a more accurate description.
The same could be applied to other Bethesda games, which are often described as being as broad as an ocean and as deep as a puddle. But Fallout 4 feels like their most restrictive game yet in terms of customisation, choice, and dialogue. The protagonist doesn t feel like my character. The things I say don t seem to matter. My high charisma is used to squeeze a few extra caps out of quest-givers and little else.
The term RPG is pretty loose. We could argue for days about what is and what isn t. But for me, an important part of any good RPG is being able to create and shape a character that s unique to you. My Fallout 4 vault dweller, however, is vaguely the same as everyone else s—he just wears a different hat. I mean, it s a really nice hat. An ushanka I found in a bin. But it s not enough. There s no feeling of ownership.
The restrictions of the new dialogue wheel and the addition of a voiced protagonist have stripped away any chance to give your character a distinct personality. They re either a good guy, or a sarcastic good guy. The single voice on offer is so obviously tailored to fit a generic-looking white guy—like the one they used in the E3 demo—that it sounds weird coming out of anyone else. These limitations feel out of place in a game that offers so much freedom elsewhere. I feel more attached to the rickety old shack I built in Sanctuary than the boring, unfunny dude I m playing as.
And these frustrating restrictions extend beyond your appearance. Previous Fallout games let you set traits, perks, skills, and tag skills on top of your base SPECIAL stats: Fallout 4 has perks, SPECIAL, and nothing else. This new system might be more streamlined and elegant—and I like some things about it—but it s yet another example of Bethesda reducing the ways in which you can fine-tune your character.
I m sure they had their reasons. Fallout is a mega-selling mainstream series now, and they obviously want to make it more accessible. Not everyone wants a super deep RPG. But the consequence of that is making that puddle even shallower. Fallout 4 has all the hallmarks of an RPG—quests, experience points, towns, trading, companions—but it s all pretty superficial. It s like a tribute act to an RPG: fine at first glance, but look a little closer and you realise that Elvis is actually a guy in a cheap wig.
The quests are just as bad. After 30 hours of play, I can t think of a single one that offered me the option to avoid, charm, or otherwise think my way out of combat. Maybe I ve just been unlucky and all the rich, branching, interesting quests are still out there waiting to be discovered, but I doubt it. While Phil was reviewing it for us, every time I turned around to look at his monitor he was firing a gun.
You occasionally get the option to hack a turret, but that s about as rich as its systems get. Some of the level design feels more like an FPS than an RPG: a series of rooms linked with corridors, filled with enemies waiting patiently for you to kill them. There s the odd terminal which fills in the backstory of your surroundings, and some environmental storytelling, but it s not enough to mask the fact that many of these places are just, when you really boil it down, elaborate shooting galleries.
It's more like an FPS than an RPG: a series of rooms linked with corridors, filled with enemies waiting patiently for you to kill them.
For a resource-starved post-apocalyptic wasteland, guns and ammo are everywhere. You can t walk five feet without lasers or bullets whizzing past your head. Within a few minutes of being unfrozen in the intro sequence you find a pistol and a stash of bullets. Bethesda obviously love designing guns, but perhaps they should have dedicated that energy to making characters that don t look like sentient shop mannequins or writing dialogue that isn t so stilted and lifeless.
Even after all that, I still can t wait to get home and play Fallout 4 tonight. The sense of discovery—of picking a direction, wandering, and wondering what beautiful scenery, bizarre creature, or weird little story you ll run into—is as fun as it s been since I first played Morrowind. But it s disheartening to see Fallout s RPG foundations slowly ebb away. I m sure Bethesda could make a really rich, complex game like the originals if they wanted, but they don t have to. Fallout 4 sold 1.2 million copies in 24 hours. Why break the formula? But that doesn t mean I have to like it.
Bethesda said last Wednesday that the first Fallout 4 patch would be released to Steam this week, and right on schedule (and a little bit quicker than I expected), here it is.
The patch, technically Beta Update 1.2.33, makes the following changes:
New Features
Fixes
Because it's a beta, Bethesda recommends (and so do I) that you back up your saves before updating. You'll also need to be opted in to the beta program in order to access it: Right-click on Fallout 4 in your Steam library, select Settings, then Betas, and then choose "Beta Update" from the drop-down menu. Then, patience while the wheels turn; when the process is complete, the game will appear as Fallout 4 [beta] in your library, and the world will be your oyster.