Fallout 4 Review Fallout 4 Review
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Bethesda

Tag: Bethesda

Fallout 4 Review

War never changes. With all the hype that Bethesda piled on (with no small amount of help thanks to the media as well), expectations were sky high for this returning smash hit series. Set in a retro-futuristic apocolyptia that takes place in an alternate timeline branched off from WW II, Fallout 4 continues the series this time in the ruins of Boston. Does it live up to the hype?

This is another game that I got ahold of after the series’ third iteration. (See Morrowind review) The past two were a classic isometric RPG from Black Isle Studios, gaining a true cult following with its rich, unique game world. FO3, and later New Vegas (Obsidian Entertainment, not Bethesda) were a vast departure, taking the game into a beautiful 3D action RPG with a large open world. As I write this review, I will try to keep the spoilers to the minimum. That said, most of what I say can be gathered within the first few hours of gameplay and anything that I mention that happens later, I talk about extremely vaguely, so it should be spoiler safe.

Fallout 4 seeks to stick to the incredibly deep and interesting backstory; one I find absolutely awesome. The alternate timeline in which Fallout takes place involves the U.S. and China in a Cold War after World War II, where the development of technology is different. Instead of the miniaturization of electronics and the microchip transistor, their world developed nuclear technology much further and faster, eventually harnessing fusion power. However, the neverending Cold War culminates in a nuclear holocaust as the world is consumed in fire. This destroyed retro 50’s style futuristic world is the world you emerge to, when you step from your Vault, which kept you safe underground.

A true signature of the series, and one of my favorite features is the true open-endedness that the game takes on. Different factions to side with create different quests that ultimately lead you to a unique ending. You really end up feeling like you shaped the world, rather than played out a predetermined story. Both FO3 and FO New Vegas had many cool endings culminating with distinct videos that go with what you’ve accomplished and how you chose to make your mark on the wasteland. Some clips would show how you saved someone, referencing a quest you might’ve accomplished, others maybe not.


Gameplay – 12/20
There’s several huge steps forward here for the Fallout Series but also quite a few steps back for RPG games in general. Most obvious is the vast improvements to the FPS elements. It feels a lot more like a shooter, which was missing in 3 and NV. Better weapon feel, aiming and gun mechanics all contribute to this. Customization is no small thing either, with weapon customization offering loads of options, provided you spend your perks properly. I’d probably have liked to see really rare loot also contribute to this as well. For example, some extremely rare loot (only maybe 3 available in the wasteland) is needed to craft specialized parts for higher damage or better ROF instead of skills.

On the customization subject, the settlements feature is really cool but I almost consider it a bit basic and look forward to it’s growth in mods soon. Despite this, it offers great options and some fun things to do when not roaming the wasteland. The management though is a bit weary and gets downright annoying as you have to almost babysit settlements endlessly for the Minutemen.

A major downside to this game was the omitting of proper RPG-like factions and how the player is within them. Almost ALL (if not all) Bethesda RPGs, past Fallout games were no exception, allowed you to join factions at your own will, where you’d obviously start at the bottom of the totem pole, and do quests to rank up, usually until you got to the top as a guild master (or what have you). This game is a vast departure from this tried and true aspect, sadly. Not only are faction standings basically non-existent, but the player starts out as the general of the minutemen, you already have power armor, and with the completion of a quest early on, you can easily become a knight in the brotherhood, which is no minor rank. Not to mention there are many less factions
than compared to previous Fallout games. I’d have loved to see other factions joinable, especially to see your standings plummet with others. Being able to join the Gunners and take assassination quests, or perhaps take the FEV and join the various warbands of super mutants.

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I’ll also mention that there is no real Karma type-system either. Behind the scenes there’s something going on that will determine how much your companions like or dislike you and your actions but it did not seem to affect my gameplay in the slightest. I liked in Fallout 3 that NPCs viewed me and talked to me based on my standing.

The dialog can go either way, some aren’t a fan of the simplified responses and would rather see the entire response. It doesn’t bother me too much, but I will say that it was nice to see charisma get more use, as it was a very minor, specialized skill in previous games. Though I miss having the specialized dialog options, for example, if my Intelligence was extremely high, I might have an option to fix something I otherwise couldn’t have. This is still present in FO4 but it is very minor now. The simplification of skills and specializations is ever-present here, sadly.

One great thing they did right is how the Power Armor functions. Some might complain about it no longer functioning just like armor, but in the lore, it was always seen as a replacement for tanks, and it does not disappoint. It should feel like something you need to use only in the most extreme cases, never something you wander around with throughout the entirety of the game.

The overall storyline is good, so that’s all I’ll say about that. Nothing to complain about, but nothing extremely great, either.

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Graphics & Sound – 17/20
A great deal of noise was made about the quality of the graphics and Fallout’s unremarkable engine. I’ve always been along the school of thought that without great gameplay, shiny graphics and effects are worthless. Still it isn’t anything that pushes the boundaries here, and sometimes it is disappointing. Overall though I was happy with the visual experience, it was engaging and fun, a lot more colorful and a lot less dreary than Fallout 3’s famous atmosphere. Take that for what you will.

On the audio side, the soundtrack is great in typical Fallout fashion. I detract a bit because there’s a fair amount shared between FO4 and FO3, but there are new classics that go with FO4 that set the atmosphere perfectly. Would like to see even more, as the radio gets pretty trite, and it could be me but seems a lot more repetitive than Galaxy News Radio from FO3. You just gotta miss Three Dog but there’s FO4 smartly created it’s own personal touch.

Ambient noise leaves something to be desired. Despite the gameworld now featuring birds and other “friendlier” animals, there’s almost no living feeling. Settlement ambient noise is sadly lost almost entirely, especially in what are supposed to be larger hubs like Diamond City. It just doesn’t sound and feel like the biggest colony in the Commonwealth.

Controls & UI – 15/15
No complaints at all here. There is a bit of awkward feeling with some of the FPS-type elements, for example, grenade throwing is primitive and a bit sloppy, but the control scheme is flawless, works very well and the UI is marvelous. I’m a stickler for UI’s and the layout, design and overlook is not just useful but extremely iconic and great looking. I even have my phone looking like a pip-boy.

Replayability – 11/15

Unfortunately this score takes a bit of a hit, which is a departure from previous Fallout games. I mentioned why a bit earlier, especially pertaining to the videos and differing endings. This severely affects it, but still it will leave you wanting to go through at least one or two more times to see how things play out. Could use plenty of improvement here, though.


Immersion – 10/10

Can’t stress how incredibly rich the world is, from the opening credits onward. The Fallout Series in general lends itself to a great backstory full of interesting tidbits and awesome lore. It’s not absolutely ridiculous to think that this alternate history was very possible. Despite being an apocalyptic mess of a world, it is one that is extremely appealing to live in (as appealing as it can be) with it’s 50’s retro future style and mentality. The sort of innocent curiosity that inhabited the US when the dangers of nuclear fallout was unknown and disregarded. The story to Vault-Tec is a bit less believable but still incredibly intriguing and gets you thinking.


Challenge Level – 5/10

Huge letdown here but I can’t say I didn’t expect it. Somewhat. Sure there’s a difficulty slider, with a few different settings to choose from to suit your fancy. That’s about it. I didn’t find the game challenging, and despite bumping the difficulty up two to three times during my first playthrough, I still didn’t feel like I was under duress very much. To reference my Morrowind post again, I attribute this low score to the dumbing down of modern RPGs and games in general. Every positive point in my Morrowind review applies here inversely. The major issue here is enemy and item leveling. I also absolutely hate the built-in mechanic where somehow the further you travel south from Vault 111, the more difficult and dangerous it is.

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There’s also New Vegas’ cool hardcore mode that was implemented thanks to a highly successful FO3 mod. The mode featured stimpaks and radaways that heal over time, and introduced basic needs, the need to drink, eat and sleep. I can’t say I’m not sad something of the sort didn’t make it into FO4, though some things like hunger and such would be difficult to reproduce in this newest iteration of the series, as it introduced many new things like growable food and such.

I love the balance of the perk system, it works pretty well, with a few holes. Again I also enjoyed the interesting balance power armor has brought. Also love that the level cap was removed, allowing you to play to your heart’s content and be rewarded for it. Because isn’t that what every player wants? Character building is great, as always, albeit a bit over-simplified.


Mods & Modability – 9/10

This section is a bit premature but there’s still a fair amount of mods to judge this on already. Without the GECK kit (Bethesda’s modding software) there’s still a lot to be hopeful for. The GECK is slated to release early 2016 and many modders are waiting, drooling for a chance to play with it, but many more have just went ahead and created plenty of good content already. Some of it limited in scope but I have no doubt when the GECK hits, we’ll see some great overhauls, graphics enhancements and more. I honestly can’t wait.

OVERALL SCORE – 79

I’ve looked forward to this game for years; after I finished Fallout 3 and especially when rumors began to spread about Bethesda poking around locations in Boston, possibly making the setting for Fallout 4. It’s hard not to expect the best game of the year, especially with the hype that Bethesda built up at E3 2015 and the months that followed, leading up to the release. But it’s hard not to see the shortcomings either. This is a game that I do not regret buying; it’s great and I really recommend it. Despite my complaints about this and that there’s no doubt that I’ll pick it up and play it again in the coming months as well. My score of 79 suits the game real well great but not an all time-great and personally I’m holding out for mods to really address some of the misses.

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TES: Morrowind Review

The Elder Scrolls III: Morrowind is a game I see as the true launch of the Elder Scrolls Franchise. For me, it’s where it really began and without a such a huge success, we would never have had Oblivion or Skyrim, much less other great releases from Bethesda like the Fallout Series. This far-reaching open world RPG set the tone for all future RPGs, it is believed to have influenced soon-to-be MMOs with it’s broad scope, and I believe we’ll never see it’s like again.

Now to back up for a minute, this game is old. It released in 2002… I played it with one of those old, massive original Xbox controllers! But I’m going through a number of reviews so I thought it would be fun to go back to a classic, something I revere as possibly the greatest video game of all time, and see how it stacks up against my current reviews. I played this a lot, and replayed it a lot when I found out there was still a mod called Morrowind Rebirth keeping this alive and (somewhat) updated as far as graphics and gameplay is concerned.

I mentioned that Morrowind is partially credited with the shift to MMORPGs and their popularity, because the scope of the game was so vast that normal RPGs just could not compare. An open world game the like of Morrowind was a first, with its deep world with many quests and hidden locations. This made exploration a true, challenging yet fun task that you spent hours and hours on. The plethora of weapons and armor, to say nothing of the artifacts that you could earn and find kept you engaged and always on the look out for more. The game world was incredibly profound and complex, with a record breaking amount of text in game (whether through dialog or books you could pick up and read) that kept you engaged for days.

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The game takes place on the island of Vvardenfell, which with its centrally located volcano, isn’t the most scenic province of Tamriel. With a setting that is a vast departure from the previous (and future) Elder Scrolls games, not to mention most fantasy games, it marks itself as a unique anomaly. The Dunmer (dark elf) province has it’s own legacy, it’s own styling and breadth of life that makes it fresh and special, in the series and as a whole. A nearly uncountable variety of diverse plant and animal life (whether friend or foe) along with it’s own signature architecture and styling help shape it’s one-of-a-kind world.

As a prisonor arrived from somewhere in Tamriel via a ship, the player starts of in the quaint town of Seyda Neen, establishing their character in what was an incredibly unique, highly praised way. The level of cusomization open to the new player was astounding, and finally, after beaurcratically being released as a free person to the Dark Elves’ land, you begin your journey into the world. A world where blight storms plague the lands, warring houses and factions fracture the island and the deity Dagoth Ur seeks to become immortal and all powerful and destroy everything. You learn that you may be the prophetic incarnation of Nerevar, and as The Nerevarine, you learn you must unite the island and their quarrelling houses and save the world.

Gameplay – 20/20
While the action RPG wasn’t exactly a new concept, Bethesda nailed it here. The great depth of skills really meant you could take any path you wanted, be it a hard-hitting Redguard with a massive hammer or claymore, a sneaky thief of a Wood Elf, a skilled High Elf Mage, or any combination in between. The combination of the different races, classes and skills meant a million different possibilities. There always were bonuses and drawbacks; perhaps not being able to repairs arms and armor, or the inability to cast decent spells. Unlike in future TES games, magicka doesn’t regen as quickly so it required careful thought as to how you’d deal with foes.

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First, the incredible amount of weapons, armor and spells does nothing but amaze. Especially as you look forward in the series, you see everything get simpler and simpler. You don’t see claymores or other specialized weapons as much if at all, the armor gets extremely simplified and lots of interesting spells dissapear entirely. In Morrowind, you need to armor your character with a cuirass, helm, left and right pauldrons, left and right gauntlets / bracers, greaves and boots (as well as shields). In Oblivion, pauldrons are eliminated and gauntlets are simplified (into a set of two, rather than indiviually). In Skyrim, armor is further dumbed-down to elimnate greaves so you’re left with “armor”, helmet, shields, gauntlets and boots. Then to speak of all the spells (custom or otherwise) that never saw the light of day in future games like levitate.

As I said the sheer amount of possibilities is staggering. But all of it wouldn’t be possible with a rich gameworld with plenty to do. With all the quests (which I’ll go into detail about later) and factions ensure there’s always something to do and somewhere to go. Ranking up and being promoted through each faction is an Elder Scrolls staple, and Morrowind is certainly no exception.

I will say that combat is a bit one-dimensional, a bit more of a hack-and-slash style than future games but for it’s time it was great so it’s hard to detract from this. I say the same thing about the lockpicking, as a tumbler-system introduced in Oblivion was not yet heard of.

With novels and novels worth of text to read through, you do spend a lot of time reading. The dialog isn’t voiced so be prepared for that. Nonetheless it doesn’t leave you wanting. Between dialog options, books and your own journal you have many options to go through.

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The huge game world is probably one of the biggest contributors to it’s high score, and it doesn’t feel tightly packed like newer games where you can easily walk from one marker to the next nearby within a minute. There are tons of interesting things to see and visit and plenty of secrets to uncover. Morrowind’s fast travel system, which does not feature direct fast travel but rather a few systems that allow you to travel between cities or other established points of interest (for example, via boat between coastal cities, or teleportation pads, between mage guilds). In my opinion this is absoltely perfect and something we’ll never see again in RPG games of this era. I’ll touch more on this and a few other similar things below in Challenge Level.

Last I’ll touch on a few things that really (unfortunetly) dropped off in later TES games. The repair system of maintaining arms and armor was never to be seen again,

Graphics & Sound – 18/20
The graphics were, for the time, one of the best. Although there were stunning visuals, one of the distingishing features is the draw distance. Being atop a mountain or a large building and being able to make out vast stretches of land really made you feel even more on a huge island.

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I touched a bit on the art style and how it’s big change contributed to the nostalgia I feel today when I play. Too many fantasy games to count, including just about every other TES game have that familiar European-style to it. This exception cements the gameworld with unforgettable and unmistakable character. This applies from the architecture of the large manors and floating cantons of Vivec trickling all the way down to the beastly-looking armor and weapons.

I took some points off here mainly due to the sound. The music is as unforgettable as the aforementioned graphical styling, however the ambient sounds, especially spells and miscellanious combat sounds don’t do the game justice and are a bit flat.

Controls & UI – 13/15
This also gets a bit off the score because the controls aren’t anything groundbreaking. Hack and slash style, with only a few ways to strike an opponent, and a block, don’t really do the game justice. The UI is good but hard to manage on a console. For it’s time the UI is great, as you’ll see games of it’s time period with much bigger, clunkier UIs. That being said, inventory management can be a pain and downright awful when it comes to potions.

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Replayability – 13/15
I’m a testament to the game’s replayability but I’m probably not the norm, as I love the game so much. The game has very memorable quests. Unfortunetly it came before the concept of dynamic, different endings that were featured in games like Fallout: New Vegas as I would die to be able to see differing endings and being able to side with different factions. The fact that you’ll get bad standing with some factions ensures it will require you to think carefully about whose side you choose.

Immersion – 10/10
Probably one of the best sense of immersion I’ve ever felt in a game. The game world feels extremely complete and fleshed out. So many places to explore, so much to do, so many things to collect. It’s very rare I feel like I’m tediously playing a video game, aside from managing inventory and loading screens.

I spoke to the sheer amount of plant, animal life. The game world is full of it. So many things you can make from it, as it all has a use. The larger cities feel like they’re larger cities, something that is hard to really hit home, and really missed the mark in Oblivion and sometimes Skyrim. A major or somewhat major city might only actually feature 3-4 buildings.

Challenge Level – 10/10
This is where Morrowind shines. I love the open world and everything in it, but it would be nothing without the challenge that Morrowind presents you with. I’ll give you the reasons what puts this game over the top and they are what you’ll likely never see in video games again.

–No Hold-your-hand Quest System – The biggest factor for in me in my opinion. There’s no quest marker on your map telling you where to go. There’s no simplified walkthrough of quests. In order to finish them, you need to work through them and use your *gasp* brain. You take notes in your journal to relevant quests. And when you have the classic “go find this in this cave” quest, guess what, you have to walk there and actually LOOK. In new RPGs, despite being told to FIND an item, all you have to do is travel to the cave then the quest marker will take you RIGHT to it. You don’t even really need to look, you just follow the compass. This easy-mode, dumbing down of video games is an extreme shame and something I’ve harped on for years. You just don’t see it anymore. Morrowind quests are challenging and offer a true test to you as a character.
–Lack of Modern-type Fast Travel – Touched on this just above. This system is perfect and allows you to get to the major points of interest fast. There’s also a set and recall type option (a spell) that allows you to cast a set spell and then you can use recall to fast travel back to that spot. That’s it; that’s the only methods of fast travel. Otherwise you have to hoof it. And why would you want to fast travel and miss the wonderful game world?
–Secrets of the world – There are a lot of worldly secrets that are very tough to find. I distictly recall a shrine that lays pretty far off the coast that is completely submerged, not a few feet deep but at least thirty foot deep. It was far from easy to get to, let alone how you found it…
–Map – This goes somewhat alongside the previous point. But the overworld map in Skyrim, I’m sure you all recall, is extremely detailed. It’s hard to get lost. You could almost see NPCs from your god-like view. With Morrowind though you had a very vague map… extremely vague. The only real help came from a poster that shipped with the game, which was a true work of art.
–Enemy Scaling – This (and the following point) are big things that you probably won’t see again either. There was NO ememy scaling in Morrowind. If you happened to stumble upon someone (or something) you could not beat, tough luck for you. In Skyrim (and even worse in Oblivion) enemies scaled with you, so you’d never see difficult enemies at the beginning, nor easy ones near the end of your leveling.
–Item Scaling – Related to the above, except with items and loot. In Morrowind, if you knew where certain items were, you could go get them straight away. Random loot did level, which I think works well.
–Crime & Bounty – The whole system is a lot more realistic than future itereations of TES. Stolen items are not marked as such so it’s up to you to remember which you’ve swiped. When you commit an act, you aren’t informed of such. In Skyrim, you can look in an NPC’s inventory (pickpocket them, but not take anything) without committing a crime!
Mods & Modability – 9/10
Morrowind has some great mods and the one that stands out the most is the one that is still being worked on. Morrowind Rebirth has added loads to the game. Cities have been expanded and are larger with more shops, npcs and more. There’s new weapons and armor. Graphics has been given a boost. It’s a great all-in-one mod that helps keep Morrowind somewhat up to date.

There’s more than a fair share of other graphics and sounds overhaul mods, not to mention complete game overhauls, balance fixes and more. Even one that allows you to grow your own Telvanni Towers.
OVERALL SCORE – 93
You can tell this game holds a special place in my heart. I mark it as one of the last in an era where games have been simplified and less challenging before, making overall sacrifices for the sake of a broader-reaching fanbase. I hate to admit it, because I love Bethesda, but their latest games, Skyrim and Fallout 4, are obviously examples of this.

From lore to the spanning game world that is unforgettable, Morrowind is a classic game that will stand the test of time, especially as it is continually updated with fresh mods. Unforunetly it has been pushed aside and almost forgotten by most, and newcomers to TEs might disregard it as antiquited, but what a mistake it would be.

Has anyone had a great experience playing this game? Remember it well? Was there another game that you feel like is something you won’t see another game like it again?

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