Fallout 4 Doesn’t Feel Like Fallout (And That’s Okay)
I was 14 years old when I played the original Fallout for the first time. I had just finished Star Wars: Knights of the Old Republic, which I guess was what you’d call my first true RPG experience, and hungered for something like that. I spent hours in forums searching for recommendations and both Fallout and Arcanum: Of Steamworks and Magick Obscura were the games that kept popping up, so I had my parents drive me to the closest Best Buy—two hours away—and I plopped down fifty bucks for a CD compilation of the first two Fallout games and Arcanum, both games deeply discounted and hidden behind more recent titles.
I didn’t take to Fallout immediately. By 2003 it was already an old game, it looked ugly and was difficult to play, but I liked the ideas in it: the Mad Max-inspired fantasy of surviving in a Wasteland inhabited by bandits and mutants, the S.P.E.C.I.A.L. system, the Bloody Mess trait that caused enemies to transform into a pile of organs and finger bones upon death. It took me a second attempt years later to fall in love with both those games and I fell hard. The freedom offered to players was astonishing then and still dwarfs pretty much anything released these days, including Fallout 3 and Fallout 4. I spent hours scavenging the desert for a water chip to save my home, Vault 13, only to shoot the leader of the place when he exiled me for being too transformed by my exploration of the surface (proving his point in the end, I guess). In Fallout 2, I went from town to town, helping folks in exchange for ammo and bottle caps to buy shiny new weapons. I partook in a sting that took down a crime boss. I got married. I became a porn star. I saved the world but everyone loathed me because I accidently shot a child in a showdown with a gunthug.
When Fallout 3 was released, I sympathized with the people who hated how simplistic it was in comparison to the depth offered by the previous games. The series had been transformed into an action, shootery type game with elements of RPG. It was louder, dumber and had a slew of problems involving repetitive environments and occasionally awful writing. However, it also had remarkable action set-pieces, like when you team up with the Brotherhood of Steel to fight a giant monster outside of a radio station, and genuinely great side-quests that are far more interesting than the ho-hum main quest about saving the world and solving your character’s daddy issues. I loved the game though. I thought V.A.T.S. in first-person was one of the coolest things I’d ever seen and solving the mystery of Andale and helping Harkness find out about his past are still some of the best sequences I’ve ever played in a game.
Fallout 4 continues the streamlining of the series, dumbing down the dialogue system to ape Mass Effect’s conversation wheel and packing the world with an endless supply of quests that, while repetitive, guarantee you’ll always have something to shoot or hunt. Fallout 4 actually reminded me more of Destiny than anything else while I played except that it was Destiny done right. The combat is a huge improvement over Fallout 3/New Vegas, to the point that it almost actually feels like a first-person shooter rather than a poor imitation of one. In the 60 hours I’ve played of the game, I’ve found myself so absorbed in the game’s core loop of exploring and clearing out locations filled with raiders and ghouls that by the time I actually got to tackling the main quest, I was hilariously overpowered and utterly destroyed everything the questline threw at me with a couple of blasts from a high-powered rifle (including the dreaded Deathclaws).
It’s a bit of a shame that almost nothing outside of that loop is noteworthy or nearly as enjoyable. A lot of my friends keep building massive and impressive looking settlements throughout the Wasteland but I was so put off by the terrible user interface that I’ve rarely bothered with it outside of the missions that force you to build power generators and towers. The main quest in the game, casting you as a parent looking for their child, is particularly terrible because every facet of it is at odds with the gameplay that Fallout actively encourages, pushing you in the direction of ho-hum sidequests and bombed out buildings to explore. The wandering aspect of Fallout just does not work with the emotional urgency that that plot tries to instill in you (or maybe I’d just be a terrible parent, which is probably true).