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Here at PCWorld, I try to meet a simple standard when reviewing games. I finish the game or the game ends me – a.k.a after long hours gone frustrated, I find it unplayable. Fallout 76 is not strictly unplayable, but after about thirty hours lost in this West Virginia desert, I call it. Time of death, around 2 am, November 19, when I logged in to find half of my quest journal mysteriously erased, as if I had never started half a dozen different missions.
It was the last bug that undermined motivation for a long time, long cavalcade, and so I'm typing. Fallout 76 would not be a good game even if it worked properly. And in its output state? It's worse.
I want to fire this world
Let's just tell the bugs, are we going? It started with the Tourism Bureau, a mission that only takes a few hours in the game. If you were one of the many unlucky players, you could never finish a mission. An object with which you had to interact would not allow interaction, which would completely break the quest. Bethesda arranged this quest with this week's patch, so it's unfair to talk about it too much. On the other hand, it was a quest that people noticed broke. in the betabecause, as I said, it may be four or five hours after the start of the match. When I finally met him, several Reddit discussions debated the problem. It took nearly a month in Bethesda to repair.
And it's not even the only failed quest! Another previous example, "Personal Matters", concludes by forcing you to kill a specific enemy in a specific basement. I entered the basement – and the enemy was already dead. Yes, we came back to the days of EverQuest and early World of Warcraft, queuing to complete the quest steps.
I disconnected and reconnected to a new server. Dead. I came back the next day. Dead. I came back the next day. Dead. Finally, after leaving the restaurant for dinner and then back home, I was lucky enough to find a waiter where this cursed ghoul was alive, to throw him a bullet in the head through a window and finish the quest. It took me three real days to complete a quest that should have taken three minutes.
By playing the beta a few weeks ago, I've already complained about Bethesda's slavish adherence to the real-world logic versus the gaming logic. If someone uses a craft station, you can not use it before you have finished. Why? I guess because you have to watch your character sit down and brew a saucepan or hit a hammer in a bench again and again while you browse the menus. The same goes for the merchants. Does anyone else negotiate with the only merchant robot in town? You'd better hope that they do not take too much time because you are stuck in the wait.
The lack of instantiation in the quests is however irreproachable. Hell, even The division-a game launched in one way or another in a state where players could stand on the doors and prevent others from going out – understood that the campaign should not be affected by the shenanigans of others. In complete security, in your unique case, you can take into account the story (or what happened for a story in The division) in peace. Not here!
Since there is little or no instantiation, Bethesda also considers each environment as a live fire zone at all times. And if another player enters the building? There must be enemies to fight, right? And then, what happens is that you'll be plunged into a desolate ruin, looking for garbage, when suddenly the 20 or 30 enemies meticulously killed will just reappear and start attacking you again. That's what happened to me just five minutes after the end of the fight, rummaging through a desk drawer, then plunging into a prolonged battle for my life.
This does not mean that there are many reasons to explore. Quest? Almost all boring. There are no human NPCs in Fallout 76. Bethesda has made it clear several times before his release. I always thought it left the door open to Ghoul NPCs, but no! Not after what I saw. And even robots are not really NPCs as much as quest distributors. They do not speak with you, they speak at you. There is no dialogue system in the game, and therefore no real opportunity for role play. Either you finish a mission or you do not do it.
same Elder Scrolls Online, a bare version of the bone of a Old parchments The game comes at least as an RPG with basic dialogue trees and other attributes of the series. Fallout 76 dispensation from any pretense.
And stripped of this semblance, most Fallout 76The quests fall flat. It's a lot of "finding that object" or "killing that enemy" without the motivation that usually comes from a well-written adventure. You are not trying to save Nick Valentine to get ahead of your son, nor to speed up the growth of a tree-man to reforest the Capitol Desert. In Fallout 76 you are only chasing ghosts, and finding them only creates more ghosts.
The post-nuclear West Virginia is filled with collectible terminals and holotapes, but none of them seems important or even particularly interesting. They are well written and the holotapes well played, but that does not replace a real conversation.
The saving grace is FallThe talent for environmental storytelling, but even here, the game falters. Some locations are prominent Fall, including an abandoned water park, a state capital adorned for Christmas, the Mothman Museum and a re-enactment of the Green Bank telescope. These are largely generic, Nuka Cola plant retreaders or Mama Dolce or other.
previous FallThere were also such areas, but they were a counterpoint to the current one. You have plunged into the past to build a better future. Fallout 76 is all gone. There is no future, and there is nothing to work for except your own survival.
For this purpose, most of your time in Fallout 76 went to pick up garbage. In appearance, the goal is to make a base similar to Fallout 4The rules. This time, you can build just about anywhere, courtesy of your C.A.M.P. or Mobile platform of construction and assembly. You can even move your base into a new area if you find a particularly scenic lookout.
But why? Those who were in Fallout 4The building of the base could take a kick. I find this extremely tedious, especially because the interface is still clumsy on PC. WASD to move, Z and X to change category, the Directional keys to edit items, then the mouse to rotate and place an item? Yeah, very intuitive.
Unlocking the elements to build is also very slow. After more than 30 hours, I've unlocked maybe a fifth of the possible items, none of them very entertaining or interesting. And none of this has a functional function beyond the various craft benches and the player's reserve. For a long time, I moved my base every 10 or 15 minutes, placed a craft table and stockpile, and then unloaded my accumulated garbage. This is another annoying aspect: if you move your base, you have to rebuild it. Bethesda allows you to "draw" your drawing and place it in a big block, but I had moments where the plan could not be built in the space I had chosen – and so none of my tables confection was not accessible. Finally, I just created duplicate tables to work around the problem.
At this point, I mostly build things to free up space on my reserve. The limit of your reserve is comically low, at 400 pounds in play. Those who played any match of Bethesda Fall The games know that you can complete this task in about an hour and that it does not go far. At this point, I have a power armor, two weapons, a handful of Stimpaks, bobbleheads and a bunch of craft stuffs in my stash. That's all. I started throwing fusion hearts, missiles and other precious but heavy objects to save space, and I estimate that I spend about a quarter of my time Fallout 76 in the menus, trying to empty the weight.
But if the loot is bad, the lack is even worse. During the first half of the game, I grumbled about the collection of unwanted material, vacuuming the lead pipes, Abrexo Cleaner and other alarm clocks, to break them down into components. # 39; crafts. Then I exploited my stock to the fullest and realized that, aside from garbage collection, there is not much to do in this world. Just the missions, and these (as we have already said) are not very attractive either. Without impulse to explore, no single particularly important or important element to find, there are even fewer reasons to enter the different generic buildings that dot the landscape. You go directly to the goal of the mission, take the holotape or read the terminal, and then quit, again and again.
And of course, hope that someone else has not already interrupted the quest.
Bugs. Let's get back to talking about bugs. At least four or five servers have been disconnected. Each time, I lost a package of progress when I reconnected and found myself one kilometer from the place where I had been abandoned. One of my quests was reset to an earlier step when I stalled, losing half an hour of work. I never went back to finish it. I logged in once to find myself trapped in someone else 's base, all the outlets requiring a higher picklock skill than mine, which meant I was stuck forever or until I log out and log in to another server. Another time, a wolf appeared underground. He could attack me, but I could not attack, so I'm dead. Once, I took a comic and the texture file was apparently missing.
The performances are abominable, but inconsistently. Sometimes you'll hum at a steady 60 frames per second, and then without warning, you fight at frame rates below 30, your weapon swinging wildly when you try to shoot a pearl on the ghouls. I did not have so many swear I shot you! "Moments in more than a decade, some of my bullets passing through enemies with, I have to assume, the magic of the bad netcode. A thick, petrolatum-like smear makes everything more than 100 feet fuzzy, but the pop-in object is still ubiquitous. And my favorite is enemy pop-in, where a corridor seems deserted until three bad guys suddenly appear.
These meetings are particularly frustrating because Fallout 76The fight is terrible. I mean, everything modern FallThey have had some poor shooter games, but they have already worked around this problem with V.A.T.S., the pseudo-turn-based targeting system that slowed down the action and allowed you to unleash many targeted shots. Fallout 76being an online game, you can not stop or slow down, so V.A.T.S. is a glorified automatic goal with a hitting percentage modifier that fluctuates wildly. On PC, it is much easier to take out a shotgun and destroy everything.
No pause also means that all menu navigation is done live, which is even more frustrating. Have fun trying to equip grenades while shooting at them.
And then there is the leveling system. Fallout 76 abandons the traditional system of awarding points for some sort of benefit arrangement based on cards. After more than 30 hours of work, I still did not understand how it worked and who I talked to. I think every card you buy gives you a matching skill point, except that sometimes it's not true? Or at least sometimes I bought a card and found that I could not use it anymore. So yes, add "Unintended Leveling System" to the list of complaints.
Bottom line
I must finish on this question, although I could talk a lot more about it. I've talked about it partly in the beta, as voice chat is always on and automatically turned on, so you're stuck listening to people chatting about "My controller's batteries just died!" above holotapes and other key rhythms. Other aspects are only annoying quality of life problems, such as requests from friends who are not friend requests. You must add each other, otherwise any "friendship" is one way.
I could talk about the total lack of reason for interaction between players, which begs the question of why Fallout 76 is a multiplayer game to start.
But let's finish here and close this chapter. I'm done with Fallout 76. Maybe like Elder Scrolls OnlineBethesda can make a decent contribution to this foundation in a year or two. This will require lively discussions about what Fon all 76 want to be however, and what players want out of a multiplayer mode Fall game, because I do not think that's it. We'll see if Bethesda can do the pivot.
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