You know me. I'm that hardcore, NMA-card-carrying RPG enthusiast with several mods for Fallout 2 and New Vegas under my belt, and the box art for Planescape: Torment as my desktop wallpaper. I hate Bethesda for everything they have done to my most beloved series. When Fallout 3 came out I played it for six hours and ragequitted with the fire of a thousand suns. I've tried to get back in it numerous times since then, but I can't. I hate it.
But I can't bring myself to hate Fallout 4.
There is one other game that has occupied as much of my time as Fallout 2 over the years, and that is Skyrim. Borderlands comes as a close second, but Skyrim is my number one time-waster. I have over 900 hours in that game, most of them with Requiem of course, but still, I've clocked in almost a thousand hours in a Bethesda game, knowing full well it's made by the same guys who are responsible for the spontaneous abortion that is Fallout 3. I don't know why I like it so much. Maybe it's because I'm Norwegian, speak Icelandic and am really into Nordic folklore. Maybe it's the werewolf mechanic and the Dawnguard questline (I also like gothic stuff). I honestly don't know.
But I do know that Fallout 4 feels more like Skyrim than like Fallout 3. I am hesitant to call Fallout 4 a true RPG, but then again I won't call unmodded Skyrim one either. Skyrim is, to me, a fantasy hack-and-slash with crafting elements thrown in, a fun, light-hearted romp through the forest, where quests and dialogue are much less significant than combat and world exploration - in short, the sum of all the things that Bethesda does really well. And to me, Fallout 4 feels like that. It feels like a game that manages to do the "Bethesda formula" really well, rather than try to be a Fallout game or even a serious RPG, and fail miserably at it.
With this in mind, that is, treating Fallout 4 like it's completely unrelated to the Fallout franchise, here are the things I feel Bethesda have actually succeeded at this time, either because of careful research or simply by a tremendous amount of luck:
1. No repair system.
Oh good lord. I didn't realize how much I hated Fallout 3 and New Vegas' weapon repair system until it was gone. When I first picked up the Laser Musket my instinctive response was "better not use this too much, it'll break in ten shots and then I'll have to find another one to repair it with." That is not how you should feel when picking up an awesome new weapon. Fallout 1 and 2 knew that. You did not feel that way when you broke into the Sierra Army Depot and came out of it carrying an enormous Plasma Rifle. In fact, that Plasma Rifle never left your active slot since. You used it to melt puppies, children, raiders, fire geckoes and anyone who looked at you funny, with no discrimination or concern for ammo. Then you took it to New Reno and upgraded it to a TURBO Plasma Rifle and then you installed F2WR so it fired even faster. A Fallout game is one where you love your weapons, and Fallout 4 makes it easier to do so, in no small part because they don't break all the time, but also because of...
2. Weapon mods galore
Hell yes. This was the only part of Fallout 4's E3 keynote that I actually felt good about, and so far it has not disappointed (although I wish installing better receivers came with a visible change). I have modded my 10mm pistol into a huge, unwieldy hunk of metal with a scope on, and named it Humungus. It uses cheap and plentiful ammo, and kills things a mile away. My other gun is a shabby-looking fully automatic .38 cal pipe rifle with a bayonet on it, named Plinky, and I have a bladed tire iron for emergencies. I love searching for junk to make new and crazy weapon mods (far more than using it in the settlement building system which I'm ambivalent to at this point, although I did spend all yesterday planting melons). This is partly because:
3. Loot is more meaningful
Remember in Fallout 3 when you'd break open a 75 skill level locked chest hidden away in a fortified bunker protected by angry turrets and landmines, to reveal the following princely treasure:
Vacuum Cleaner
Clipboard
Teddy bear
32 10mm ammo
Cup
121 Bottle Caps
.38 Revolver
Shittiest game in the world. Now, I'm not saying that random loot is a good thing, because I don't believe it is, but at least more of it is useful now, and going on scavenging runs makes more sense. In Fallout 4 the above loot would at least have given you materials for crafting, which encourages you to raid houses and check out new places. New Vegas had a similar selling point with the need for materials to build Repair Kits, it gave me a little leap of joy whenever I found Wrenches or Duct Tape and not to mention Fission Batteries for my Hoverboard. Whereas in both Fallout 3 and Skyrim you are never actively looking for something, you just sweep up whatever is salable, dump it off at the nearest merchant and buy the stuff you actually need (which isn't much). I have yet to find more than one merchant in Fallout 4, and the one I found didn't have what I needed, which is duct tape and more duct tape. I had to go snooping around the houses in Concord to find that. And what else did I find in Concord, but a suit of...
4. Power Armor is on point
Besides the aforementioned Plasma Rifle and similar endgame guns, there was one huge equipment goodie in Fallout 1 and 2, and that was power armor. This is one point where Fallout 3 and New Vegas really shit the bed, what with the bullshit requirement for training before you can use it, and rubbish stats when you do. Power Armor is supposed to give you an intense feeling of joy and, well, power, and in Fallout 4 it does exactly that. It gives me a massive, servo-assisted, steelclad boner. The HUD sends shivers of glee down my spine when I look at it, the sound is perfect, the clunky animation is amazing... I cannot find a single fault with it. The fact that you find it so early is balanced by how rare fusion cores are, and you can still upgrade it afterwards, so they're not giving us the final armor tier 2 hours into the game. Speaking of fusion cores, there's a reason why I gave my character such a high Intelligence, and that is...
5. Perks make sense
Get a load of this: I am glad that the skills are gone. This is not because I feel that skills are an inherently bad mechanic, but because Bethesda don't know how to use it properly, and never have. In fact, neither did Black Isle or Interplay. Let's be honest, when was the last time in Fallout 2 that you leveled Barter, First Aid, Gambling, Sneak, Throwing or Traps (apart from assassinating Bishop, which I admit is a valid reason)? And even when you did level one of the useful skills, what part of that was enjoyable aside from seeing a number go up? Leveling a weapon skill just gives you an increased chance to hit, but taking a perk related to that skill makes something interesting happen, like doing bleed damage with axes, or getting armor penetration effects with shotguns, or increasing your armor when unarmed. I feel that perks are a better way to represent your character's specializations and aptitudes than just a number that gradually increases to 100. In Fallout 2 the large majority of perks were useless, and few of them were related to your skills. In Fallout 3 there were more skill-related perks, but all they did was give you skillpoints. In New Vegas they finally put in loads of perks that affected the way you use a skill, and now I feel we've reached a good place where your character is defined almost solely by their perks, all of which have significant effects when you take them and determine how the game plays.
I could go on about how good the game looks even on my potato of a computer that can barely run it at low settings, or how much more cohesive the world feels (finally, people need farms in order to survive). I could also complain about bad animations and lipsync (which I don't care about, because I play it first-person and only read the subtitles), and somewhat iffy combat (which doesn't bother me because I use VATS all the time), but I'll stop here. Fallout 4 is a much better game than Fallout 3, not because it tries to be a better RPG (it is hardly an RPG at all, and the king of RPGs is still Fallout 2), but because it has finally figured out who it is.
But I can't bring myself to hate Fallout 4.
There is one other game that has occupied as much of my time as Fallout 2 over the years, and that is Skyrim. Borderlands comes as a close second, but Skyrim is my number one time-waster. I have over 900 hours in that game, most of them with Requiem of course, but still, I've clocked in almost a thousand hours in a Bethesda game, knowing full well it's made by the same guys who are responsible for the spontaneous abortion that is Fallout 3. I don't know why I like it so much. Maybe it's because I'm Norwegian, speak Icelandic and am really into Nordic folklore. Maybe it's the werewolf mechanic and the Dawnguard questline (I also like gothic stuff). I honestly don't know.
But I do know that Fallout 4 feels more like Skyrim than like Fallout 3. I am hesitant to call Fallout 4 a true RPG, but then again I won't call unmodded Skyrim one either. Skyrim is, to me, a fantasy hack-and-slash with crafting elements thrown in, a fun, light-hearted romp through the forest, where quests and dialogue are much less significant than combat and world exploration - in short, the sum of all the things that Bethesda does really well. And to me, Fallout 4 feels like that. It feels like a game that manages to do the "Bethesda formula" really well, rather than try to be a Fallout game or even a serious RPG, and fail miserably at it.
With this in mind, that is, treating Fallout 4 like it's completely unrelated to the Fallout franchise, here are the things I feel Bethesda have actually succeeded at this time, either because of careful research or simply by a tremendous amount of luck:
1. No repair system.
Oh good lord. I didn't realize how much I hated Fallout 3 and New Vegas' weapon repair system until it was gone. When I first picked up the Laser Musket my instinctive response was "better not use this too much, it'll break in ten shots and then I'll have to find another one to repair it with." That is not how you should feel when picking up an awesome new weapon. Fallout 1 and 2 knew that. You did not feel that way when you broke into the Sierra Army Depot and came out of it carrying an enormous Plasma Rifle. In fact, that Plasma Rifle never left your active slot since. You used it to melt puppies, children, raiders, fire geckoes and anyone who looked at you funny, with no discrimination or concern for ammo. Then you took it to New Reno and upgraded it to a TURBO Plasma Rifle and then you installed F2WR so it fired even faster. A Fallout game is one where you love your weapons, and Fallout 4 makes it easier to do so, in no small part because they don't break all the time, but also because of...
2. Weapon mods galore
Hell yes. This was the only part of Fallout 4's E3 keynote that I actually felt good about, and so far it has not disappointed (although I wish installing better receivers came with a visible change). I have modded my 10mm pistol into a huge, unwieldy hunk of metal with a scope on, and named it Humungus. It uses cheap and plentiful ammo, and kills things a mile away. My other gun is a shabby-looking fully automatic .38 cal pipe rifle with a bayonet on it, named Plinky, and I have a bladed tire iron for emergencies. I love searching for junk to make new and crazy weapon mods (far more than using it in the settlement building system which I'm ambivalent to at this point, although I did spend all yesterday planting melons). This is partly because:
3. Loot is more meaningful
Remember in Fallout 3 when you'd break open a 75 skill level locked chest hidden away in a fortified bunker protected by angry turrets and landmines, to reveal the following princely treasure:
Vacuum Cleaner
Clipboard
Teddy bear
32 10mm ammo
Cup
121 Bottle Caps
.38 Revolver
Shittiest game in the world. Now, I'm not saying that random loot is a good thing, because I don't believe it is, but at least more of it is useful now, and going on scavenging runs makes more sense. In Fallout 4 the above loot would at least have given you materials for crafting, which encourages you to raid houses and check out new places. New Vegas had a similar selling point with the need for materials to build Repair Kits, it gave me a little leap of joy whenever I found Wrenches or Duct Tape and not to mention Fission Batteries for my Hoverboard. Whereas in both Fallout 3 and Skyrim you are never actively looking for something, you just sweep up whatever is salable, dump it off at the nearest merchant and buy the stuff you actually need (which isn't much). I have yet to find more than one merchant in Fallout 4, and the one I found didn't have what I needed, which is duct tape and more duct tape. I had to go snooping around the houses in Concord to find that. And what else did I find in Concord, but a suit of...
4. Power Armor is on point
Besides the aforementioned Plasma Rifle and similar endgame guns, there was one huge equipment goodie in Fallout 1 and 2, and that was power armor. This is one point where Fallout 3 and New Vegas really shit the bed, what with the bullshit requirement for training before you can use it, and rubbish stats when you do. Power Armor is supposed to give you an intense feeling of joy and, well, power, and in Fallout 4 it does exactly that. It gives me a massive, servo-assisted, steelclad boner. The HUD sends shivers of glee down my spine when I look at it, the sound is perfect, the clunky animation is amazing... I cannot find a single fault with it. The fact that you find it so early is balanced by how rare fusion cores are, and you can still upgrade it afterwards, so they're not giving us the final armor tier 2 hours into the game. Speaking of fusion cores, there's a reason why I gave my character such a high Intelligence, and that is...
5. Perks make sense
Get a load of this: I am glad that the skills are gone. This is not because I feel that skills are an inherently bad mechanic, but because Bethesda don't know how to use it properly, and never have. In fact, neither did Black Isle or Interplay. Let's be honest, when was the last time in Fallout 2 that you leveled Barter, First Aid, Gambling, Sneak, Throwing or Traps (apart from assassinating Bishop, which I admit is a valid reason)? And even when you did level one of the useful skills, what part of that was enjoyable aside from seeing a number go up? Leveling a weapon skill just gives you an increased chance to hit, but taking a perk related to that skill makes something interesting happen, like doing bleed damage with axes, or getting armor penetration effects with shotguns, or increasing your armor when unarmed. I feel that perks are a better way to represent your character's specializations and aptitudes than just a number that gradually increases to 100. In Fallout 2 the large majority of perks were useless, and few of them were related to your skills. In Fallout 3 there were more skill-related perks, but all they did was give you skillpoints. In New Vegas they finally put in loads of perks that affected the way you use a skill, and now I feel we've reached a good place where your character is defined almost solely by their perks, all of which have significant effects when you take them and determine how the game plays.
I could go on about how good the game looks even on my potato of a computer that can barely run it at low settings, or how much more cohesive the world feels (finally, people need farms in order to survive). I could also complain about bad animations and lipsync (which I don't care about, because I play it first-person and only read the subtitles), and somewhat iffy combat (which doesn't bother me because I use VATS all the time), but I'll stop here. Fallout 4 is a much better game than Fallout 3, not because it tries to be a better RPG (it is hardly an RPG at all, and the king of RPGs is still Fallout 2), but because it has finally figured out who it is.
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