It is surely interesting to see that "Fallout 76", Todd Howard E3, now reveals



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Photo of Christian Petersen / Getty ImagesGetty

Fallout 76 happened not only as a mediocre title in a legendary franchise, but perhaps as the most criticized version of the year. Of the last little years, in fact, with a current current of Metascore floating around Duc Nukem forever low levels-50, a sign of irony for Bethesda, who once gave up the Obsidian bonuses because Fall: New Vegas was a point below 85.

I post my own criticism yesterday, which did little to raise his average, and I thought it might be appropriate to go back to the point where it all started, to the 2018 E3 revelation of Fallout 76, where many were promised and many questions remained unanswered.

You can watch the full presentation video of more than 20 minutes below, but I pulled a few quotes from Todd Howard that seem particularly relevant at the moment.

Todd Howard"All new rendering, lighting and landscape technologies allow us to get 16 times more detail and even visualize far-end weather systems on the map."

While Fallout 76 can sometimes look decent, I'm not sure I've seen anything that looks sixteen times more detailed than in previous Bethesda games, and many times it feels like it might be a step in back visually. I have, however, seen some of these new whimsical lights shine randomly on the side of the cliffs rather than on the sun. And even if you can see the weather systems from miles away, it does not seem to prevent objects that are about ten feet away from constantly sinking into the frame.

Todd Howard"We have always wanted to tell this story what it would be like for you and the other characters who were the first to leave the coffers. But there is a big difference with this game, each of these characters is a real person. (audience cheers) Fallout 76 is completely online. "

Here is where things started to get confused. There was actually a huge audience when it was announced that Fallout 76 would be in line with the multiplayer mode, but I think the automatic assumption at that time was that F76 was either a Fallout MMO or a traditional Fallout game with co-op, two exciting ideas in their own right. But it's obviously not either, which was not specified, and it was not clear either that "each of these characters is a real person" meant "we totally removed the human NPCs from the game".

Todd Howard: "Of course, you can play this solo. But like so many of you, we wanted to see what our style of play could be in multiplayer. "

This one actually because it is possible to play Fallout 76 solo, although this is rather disadvantageous because of the lack of a backup system similar to traditional Fallout titles, and many games seem balanced for the teams. And yes, the players wanted to know what Fallout was like in multiplayer, but again, it was mainly a request for cooperation as part of the existing Fallout game structure.

Todd Howard: "It's more a softcore survival". Death never means losing progress or your character. You will be in a world with dozens of other players, not thousands. "

Dozens of players ended up being exactly two dozen, or 24 players, which means that the vast majority of the map is not populated by players at any given time. And the death penalty is so insignificant that you can actually die and use it to heal and keep fighting, especially during PvP encounters. But abuse that too and all your equipment will break. It's a weird system from start to finish.

Photo by Charley Gallay / Getty Images for Bethesda SoftworksGetty

Todd Howard: "When we think of games, we think of the worlds and choices you can make, the stories you create and tell yourself. We have a game, more than any other game we've ever done, where the choices are yours, where you decide what will happen. You will decide heroes and villains. "

Traditionally, the choices of Fallout have had serious consequences in the world, but here, with hindsight, it's clear that Howard is talking about your choice to attack or help the players, creating "heroes and bad guys". But the player has no real effect on the PvE story, no real choice to make for the most part because of the purity of this content. And I do not think you can call her multiplayer aspects "choice" either, because deciding whether or not to kill that guy who supports my studio has no lasting impact on the game. When the workshops, basics and players are erased and redistributed each time you log in, nothing matters, there is no permanence, no "choice" alleged.

Todd Howard: "We have a beta version. The early test application Break-It. Apparently, these online games are difficult, they may have some problems, I read on the internet that our games had some bugs. "

Ha ha, good. And a few months later, they had a beta several days before the launch, have not had time to change anything and have released a game so full of bugs and server problems that it can often be unplayable.

I do not do this solely to nest Bethesda or beat a dead horse further, but feel that it's important to recognize the mismatch between what can happen or be involved in shows like this and the reality of the exit. The gap is usually not this wide, and I think a lot of red flags were present at first, but looking at it all in hindsight is really something, given the events of last week.

Follow me on Twitter, Facebook and Instagram. Read my new detective science fiction novel Herokiller, now available in print and online. I have also written The trilogy born of the earth.

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Photo of Christian Petersen / Getty ImagesGetty

Fallout 76 happened not only as a mediocre title in a legendary franchise, but perhaps as the most criticized version of the year. Of the last little years, in fact, with a current current of Metascore floating around Duc Nukem forever low levels-50, a sign of irony for Bethesda, who once gave up the Obsidian bonuses because Fall: New Vegas was a point below 85.

I post my own criticism yesterday, which did little to raise his average, and I thought it might be appropriate to go back to the point where it all started, to the 2018 E3 revelation of Fallout 76, where many were promised and many questions remained unanswered.

You can watch the full presentation video of more than 20 minutes below, but I pulled a few quotes from Todd Howard that seem particularly relevant at the moment.

Todd Howard"All new rendering, lighting and landscape technologies allow us to get 16 times more detail and even visualize far-end weather systems on the map."

While Fallout 76 can sometimes look decent, I'm not sure I've seen anything that looks sixteen times more detailed than in previous Bethesda games, and many times it feels like it might be a step in back visually. I have, however, seen some of these new whimsical lights shine randomly on the side of the cliffs rather than on the sun. And even if you can see the weather systems from miles away, it does not seem to prevent objects that are about ten feet away from constantly sinking into the frame.

Todd Howard"We have always wanted to tell this story what it would be like for you and the other characters who were the first to leave the coffers. But there is a big difference with this game, each of these characters is a real person. (audience cheers) Fallout 76 is completely online. "

Here is where things started to get confused. There was actually a huge audience when it was announced that Fallout 76 would be in line with the multiplayer mode, but I think the automatic assumption at that time was that F76 was either a Fallout MMO or a traditional Fallout game with co-op, two exciting ideas in their own right. But it's obviously not either, which was not specified, and it was not clear either that "each of these characters is a real person" meant "we totally removed the human NPCs from the game".

Todd Howard: "Of course, you can play this solo. But like so many of you, we wanted to see what our style of play could be in multiplayer. "

This one actually because it is possible to play Fallout 76 solo, although this is rather disadvantageous because of the lack of a backup system similar to traditional Fallout titles, and many games seem balanced for the teams. And yes, the players wanted to know what Fallout was like in multiplayer, but again, it was mainly a request for cooperation as part of the existing Fallout game structure.

Todd Howard: "It's more a softcore survival". Death never means losing progress or your character. You will be in a world with dozens of other players, not thousands. "

Dozens of players ended up being exactly two dozen, or 24 players, which means that the vast majority of the map is not populated by players at any given time. And the death penalty is so insignificant that you can actually die and use it to heal and keep fighting, especially during PvP encounters. But abuse that too and all your equipment will break. It's a weird system from start to finish.

Photo by Charley Gallay / Getty Images for Bethesda SoftworksGetty

Todd Howard: "When we think of games, we think of the worlds and choices you can make, the stories you create and tell yourself. We have a game, more than any other game we've ever done, where the choices are yours, where you decide what will happen. You will decide heroes and villains. "

Traditionally, the choices of Fallout have had serious consequences in the world, but here, with hindsight, it's clear that Howard is talking about your choice to attack or help the players, creating "heroes and bad guys". But the player has no real effect on the PvE story, no real choice to make for the most part because of the purity of this content. And I do not think you can call her multiplayer aspects "choice" either, because deciding whether or not to kill that guy who supports my studio has no lasting impact on the game. When the workshops, basics and players are erased and redistributed each time you log in, nothing matters, there is no permanence, no "choice" alleged.

Todd Howard: "We have a beta version. The early test application Break-It. Apparently, these online games are difficult, they may have some problems, I read on the internet that our games had some bugs. "

Ha ha, good. And a few months later, they had a beta several days before the launch, have not had time to change anything and have released a game so full of bugs and server problems that it can often be unplayable.

I do not do this solely to nest Bethesda or beat a dead horse further, but feel that it's important to recognize the mismatch between what can happen or be involved in shows like this and the reality of the exit. The gap is usually not this wide, and I think a lot of red flags were present at first, but looking at it all in hindsight is really something, given the events of last week.

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