--Ediros--
Dull, boring, repetitive, and poorly balanced.
The guns all feel the same owing to the limited range of models, that being around 50 in all, and despite Bethesda pushing weapon mods as a new, major feature, the inclusion of bullet sponge enemies makes it all pointless because you’ll never want anything besides what deals the most damage the quickest.
Plus, most of the gameplay is shooting things, and the side quests rarely give an outcome that doesn't involve doing this, so you’ll never want anything but the best damage dealing arms at the ready. Even without Survival Mode as a factor, this gameplay set-up eclipses difficulty and prat falls into tedium.
Is there anything good about it? The shooting feels more responsive. That’s it.
--JO’Geran--
The shooting gameplay has improved alot since Fallout 3 and New Vegas with the changes to V.A.T.S., how enemies can now throw grenades, and etc., but with that improvement comes the pain of level scaling and bullet sponge enemies. The further south or east a player goes from Vault 111, the higher the base enemy levels climb, but once a player levels past that point, enemies will rise to match, which begs the question of whether this truly is an improvement.
Another issue Fallout 4 has, whether it’s in regard to quests, exploring, or encounters, is how often combat is the only way a player can respond to situations. It’s a stark contrast to previous games where skill checks were frequent and with the right build, a player could complete a task with an alternate solution, despite the combat centric nature of those same previous games.
Here’s a couple of examples: Using Science in Fallout 1 to help the residents of Shady Sands figure out more effective farming methods, and using Science, high Luck, or, funnily enough, low-Intelligence, to figure out the password to the upper floors of the REPCONN facility.
Because Skills no longer exist in Fallout 4, this previous variety in approaches went with them. Speech checks are the only approaches to alternate dialogue and outcomes, which is dependent on Charisma, with Lady Killer/Black Widow being the only way to affect the success chance. When this one stat isn't being used as a way to progress dialogues or, on rare occasions, getting a free pass on a combat situation, it’s being used to squeeze more caps out of whoever you’re talking to.
It all seems like an afterthought; while Skill Checks may have not been as entertaining as combat, they served a purpose for character building, as they allowed you to approach situations in different ways, based on the kind of character you were playing.
-- 0wing --
Among the notes Bethesda took from New Vegas was how long to make the intro to the game. While it is brief compared to the intro to Fallout 3, taking about ten to twenty minutes versus near an hour, it leaves little room for roleplaying, unless always saying ‘No’ only to get pushed into a result you can’t change counts.
The new dialogue system’s camera also has an issue with going off target and focusing on completely irrelevant things instead of, you know, the NPC you’re talking to. Bethesda’s touted multiple-NPCs-in-dialogue claim also doesn't get used very often, with just one time where it’s in any way meaningful. And then there’s cutting off dialogue by walking away, which works well, but then you get that one NPC who will break off even if they started the chat.
Classic “Is it a bug, or a feature” issue, but credit where it’s due otherwise.
However, the elephant in the room is not the glitchy camera or NPC AI, it’s the now infamous four-button dialogue system. There are those who remember this negatively from Mass Effect, and positively from Alpha Protocol, but Bethesda has learned nothing from either. There are always four responses maximum, and in turn, two different choices can lead to the same result.
While Mass Effect got away with this by putting options on a six section circle, taking away selections as needed, and hiding more options behind certain selections, Alpha Protocol, because of the timer on dialogue choices, gave a description brief enough to make a judgement call on.
In Fallout 4, the one to three word descriptions are often too vague, and sometimes can make the character say something completely different than what you think. Not only is this bad design, but Deus Ex: Human Revolution, a 2011 game, showed how to make this work. Put the descriptions on the left, and the textbox on the right, with your dialogue listed in full.
And then there’s the loss of Skills, which puts all the weight of dialogue checks on the Charisma SPECIAL stat. Perks are never put to use in dialogue where they could be, for example using Robotics Expert to shut down Ironsides, and the ones that do affect dialogue do not do so with direct effects. Just passives that improve the chance to succeed when a check comes up. What’s more, these dialogue checks are not shown with numbers, but colors, and they do not change even if you have Lady Killer/Black Widow maxed out.
In terms of the gunplay, Fallout 4 is a tremendous improvement compared to Fallout 3, though I can’t say I fully agree with this change. While there is a lot of flash in the gunplay with better animations, sounds, battle effects and the like, all that was really done was a toning down of randomness to bullet hit detection and the weight of stats on how good non-VATS aim is.
By all accounts, it’s a modern FPS. A very basic one though because of the loss of special ammo, among other things. It wouldn’t have been hard to put this feature into the game, not just for immersion but for dealing with the still present bullet sponge enemies. There’s also no prone state, just a crouch and a ‘Hold Breath’ function for steady iron-sight aim.
The new leveling system also adds issues to the gunplay, with automatic weapons, even huge ones like the Minigun, stuck with low per-shot damage until several points are invested in their respective Perks; the melee combat, working off Skyrim’s animations, feels a touch better thanks to the animations.
In terms of enemy AI, it’s a step up, but not far enough of one. While enemies have new moves and attacks -- Deathclaws will bob and weave, as well as throw environment clutter, mole rats and radscorpions dig underground then pop up when at low health, and humans will now use cover and throw grenades to flush players out of hiding -- in practice, it only works half the time. Enemies can still get stuck thanks to pathfinding or other issues, and melee enemies will always charge your position, even if you've riddled them with bullets/energy as they did so, as though they know it’s their destiny to get left-clicked to death.
The same applies to Super Mutants and Synths, the former of which have a new type: Kamikaze Mutants. Just like melee enemies, they’ll charge right at you, completely self-aware of their destiny, hoping they take you down with them. I’d like to know who thought this was a good idea, even if it works in the player’s favor when a successful hit on the bomb they carry is made. Lore-wise, it’s a contradiction.
And then there are the flying enemies. They’re smarter than the ones in New Vegas, sure, but if you get any sort of lag while fighting them, the stronger types will deplete your health in seconds. In turn, VATS becomes the best way to counter their speed and hit them.
--CT Phipps--
The dramatic changes to gameplay are the next most troublesome element after the blandness of exploration. The addition of a voice actor should have been a big boon, but the majority of the lines lack emotion and are blandly written. Worse, there's no real way to affect the outcome of events save through Speech checks; there are Intelligence checks in the US Constitution quest, but these are exceptions to the rule.
Much like Skyrim, all we get is a chart of Perks tied to Attribute requirements, which is much less interesting roleplaying-wise. Worse, the more interesting ones are toned down in use or gone entirely; the social effects of Lady Killer are little more than a better chance to succeed at Speech checks, and its cousin, Confirmed Bachelor, is gone. This is upsetting as part of the appeal of Fallout has always been doing it your way.
Combat is slightly improved from the previous games with Stimpacks and other healing items no longer instantaneously taking effect. Better still, the amount of radiation you have detracts from your maximum number of Hit Points. This is genius and really brings home the dangers of radiation in the Post-War world.
Enemies also level with you, which has its upsides, though “Legendary” enemies are really just ones with more than one health bar. My one real complaint aside from the loss of Skills are the Ghouls. Yes they run, which should be terrifying, but unlike the zombies they’re made to imitate, they can’t kill you in one hit, so what results is a giant slap fight.
The settlement system is one of the more controversial elements of the game and honestly it feels like the developers found it significantly more interesting than I and many others did. You’re given two and a half dozen locations to build and populate, and the DLCs are mostly focused on this as well. While I had fun building up Sanctuary Hills, if this is where the majority of development time went, I think this game would've been better served as a spin-off in the vein of Tactics, something like "Fallout: Rebuild" or the like, rather than an official numbered release.
-- Adam G. --
Before I get into this segment of the review, let me first reiterate what I said in our website podcast about how I got into Fallout. I started with Fallout 3, which had ARPG type shooting, not STALKER type shooting. When I heard about ID Software's involvement in Fallout 4, I went back to STALKER for a while to relive why I loved those games so much.
What happened when Fallout 4 came out? While the game does allow me to play the sniper and assassin archetypes that I love in shooters, it rubs me into the problem I've had with the game's overhaul to Skills ever since I heard the news about it. That you're dependent on Perks to build your character, unlike Skills of past games where you could specialize in a few and make yourself very good at one thing very quickly, with Perks to round out the rest.
This arbitrary restriction placed on game mechanics means that until I'm at the right level, or have the right SPECIAL stat, I'm hamstrung in how I can build my character. Moreover, this proves how little Bethesda understood about what made SPECIAL, Perks and Skills separate yet versatile things for character building when they took the approach they did for this game.
(Take note of the various stats on offer, as well as the choices of Skills. This is what Bethesda sacrificed on the ARPG altar.
https://i.ytimg.com/vi/gFerNt8_OCg/maxresdefault.jpg)
Things that are Skills like Lockpicking and Hacking should not be restricted to Perks, because they are not unique bonuses, just as Sneak, Unarmed, Barter and the like should not be dependent on SPECIAL stats with no way to improve them outside of SPECIAL increases and Perks, because these are not inherent abilities.
By restricting Skills to Perks, Bethesda bloated the Perks system and subsequently took away some of its appeal. Gaining levels no longer feels special because all you’re given is a single Perk point versus a pool of Skill points, and in fact, you can let your points pile up before using them, just as you could in Skyrim. It’s the kind of progression system I expect from Action-RPGs, not Fallout.
And then there's a lot of Skyrim Syndrome on display with this system. By this I mean there are a lot of parallels to the inefficient design of Skyrim's "Perk Trees", and the style of benefits a player gets for their point investments.
If you go back to Skyrim right now and look at the first Perks available for any of the 18 trees, what do you find? 12 that are percentage increases to effectiveness, 5 that reduce Magicka costs for certain spells, and one that allows new Armor creation. All of these are bog-standard upgrades for an ARPG, with the Armor one being little more than a key to unlock something that could work independent of the avatar you choose. And then you climb the trees and notice something else: You're forced to drop points into things you may not want to reach things you likely will.
(You can see this in the Enchanting tree, but rest assured, there are many more examples of this.
http://www.gameranx.com/img/11-Nov/enchanting.jpg)
In Fallout 4, this problem is present in another way. Around 60% of the Perks on display are little more than increases in effectiveness or stat/chance totals, and eight are little more than keys to unlock things independent of the avatar, which leaves 20 Perks that actually feel like Perks.
As for the rest, the real game changing effects are often not put to use until several points have been invested in individual Perks, and all of those are locked behind levels, so if you want to specialize your character, you have no choice but to wait out the levels you need before making the investment you want.
As a double example of this, let's look at Local Leader, a Perk I took for every character. Its Rank 1 unlock allows Supply Lines between settlements, something that could just as easily be done by dedicated settlers, caravans, or even your Companions when you're not using them and they're hanging out at one of the settlements. Remember, this is a game where you can have two Companions and five settlers ready within the first few Main Quest missions, one of which is your Mr. Handy that is still functioning 210 years after the Great War.
Local Leader’s Level 23 Rank 2 unlock is the ability to build certain things within settlements, specifically stores and workbenches. While I assume the latter is meant as a response to how the first two settlement locations have every kind of crafting station ready to go, the stores one sounds like it would be better served as an unlock for locations with a certain number of settlers, not something a simple Perk point would allow.
In fact, much of Fallout 4 seems geared around the feel of Minecraft meets Far Cry meets Elder Scrolls, with the Fallout theme painted over all of it for flavor. The lore changes don't help this feeling, many of which are blatant disregards for the canon of the series up to this point, and show what Emil actually meant when he said in the "Making of Fallout 3" video that Bethesda didn't want to step over Black Isle's work.
(Here’s the video link, set to the proper starting point.
)
Trust me, we’ll get to all that later.
Once I realized what a Skinner Box Fallout 4 was, I couldn't push myself to play it for any length of time. Even with the addition of Survival Mode, something that Bethesda added well over eight months post-launch instead of planning to include with the game at launch like Obsidian did.
And then there's the gunplay. ID Software's hand is well displayed here with the animations involved, though everything else about it makes me wonder what Bethesda's goal was with making the shooting so similar to RAGE and FarCry. If it was to address the people who felt the shooting in Fallout 3 was bad, they failed on that front. Numbers are still the deciding factor in whether or not a stealth headshot with a rifle will drop an enemy in one hit, which is the reason why anyone would consider using a sniper rifle.
The loss of special ammo is also felt with this system in use; though I'm not a gun expert, even I know that changing the receiver on a weapon is not enough to allow it to use bigger or smaller caliber rounds, nor would changing the mechanism to full auto suddenly make loaded ammo into AP rounds.
There's a reason why special ammo was so loved in New Vegas, and the Fallout 4 crafting system, which requires the player to keep two guns in order to have the same capability as one box of normal and AP ammo, puts it all on display.