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Fallout 76Bethesda

What is the right moment to review a deeply flawed and clearly unfinished game?

Is it when more bugs are fixed? When are the servers stabilizing? When does the player population become more engaged? When the content is reinforced by enough novelties to bring the world to life?

Maybe, so maybe a week and 35-40 hours with Fallout 76 That's not enough, but I think the line has to be traced somewhere regarding the state of the new games at launch. I draw here.

Fallout 76 feels like a shell of a game. It looks, looks and acts like a Fallout title, but underneath it's an endless void, an empty space in which it feels like a game. Assumed go, but all we have is the base, the map itself and the cumbersome work, a series of missions and activities deeply devoid of substance.

But Fallout 76The sins are deeper than that. It's not fair that the game seems unfinished. The flip side is that what is We're sacrificing a bunch of traditional Fallout mechanics to make it a live, multiplayer title only. The end result is a game that eliminates some of the most iconic and necessary aspects of Fallout games, while providing players with a multiplayer system that is at best satisfying or frustrating at worst.

Fallout 76Bethesda

Fallout 76 throws players into the wilderness of West Virginia with little ostentation or circumstance and will quickly train you to the basics of fighting and building your base camp (CAMP, Fallout vernacular), as well as management tutorials of now mandatory survival aspects of constantly needing food and drink.

You will see many other players at the beginning of this adventure since everyone is invited to do the same starting quests. At this point, no one has a sufficient level to perform a meaningful function, or even engage in a fight, but you will already begin to see trouble, such as how you can not use a worktable.

Soon, however, you will begin to expand. And what I did not expect Fallout 76 was just how many times I would not see other people, which was sort of the opposite of what I feared. I thought the spawn was killed and stolen frequently, but that's not my experience at all. Rather, probably for 95% of the game, I play alone with no one else in sight, not even at public events supposed to bring players together wisely. 24 players per server on a map of this size means that you will not meet other people very often, unless you voluntarily seek them. I teamed up with a player to shoot down a Super Mutant outpost once and I killed another player who was trying to take over my studio and … it was pretty much nearly all my experience with hikers after more than 30 hours of play, which seems a bit odd for a game that has effectively designed all the experience around online multiplayer.

So, it was pretty positive for me because it was like, I could play this solo and make it look vaguely like a more traditional Fallout game. And for a moment, it did me good. I love the map of West Virginia, which produces beautiful landscapes, despite the aging of the game Bethesda. Explorer is always fun, and I found interesting places and surprises that caught me off guard, as Bethesda still excels in environmental storytelling.

Fallout 76Bethesda

But what Fallout 76 do not excel at is real narration. A breathtaking decision Fallout 76 did is to completely remove the human NPCs from the game. The vast majority of the story, including most of the central plot where you follow your former Vault 76 supervisor through the campaign, is told at through holotapes you remove corpses, holotapes that are often difficult to listen to because of everything that happens in the game while you try to hear what is being said. The only NPCs in the game are robots, and most of them have no more than a few pre-recorded lines, and only a few are real characters. I met a Super Mutant salesman who had nothing to say, but at least he did not try to kill me.

The absence of human NPCs makes the entire game incredibly lifeless. Like a white No Man's Sky world where you roam a dead planet alone. Bethesda did a great show of trying to launch the idea that others players were the humans of the story, and yet, in practice, you barely meet anyone else or, if you are, they are sure not to act like Fallout NPCs when they nibble potato chips or scream their kids in the background. as the microphone picks it up

But the desire to make this game a "storytelling game" also takes place at the expense of the game in different ways. VATS, the mark of the fight of Fallout, has been seriously modified to work with a live server. It can not slow down time, because of the laws of physics in what has to be an ever-alive game, and the result is that it just turns into a very stupid aimbot. You can still target parts of the body, the percentages always appear, but everything happens in real time, which means that the percentages can drop from 95% to 5% in a fraction of a second, and that it n & # 39; There is no super "action" movie that accompanies traditional VATS kills. Strangely, the barrel of your weapon does not follow the target when you are in the VATS, and if you instinctively try to move your barrel anyway, it is the instrument to select different parts of the body in one of the countless disconcerting decisions of 76.

It takes a few hours to get used to the new VATS, which becomes bearable at some point, usually at half-way meetings, and yet the system is never as close, as useful, useful, or intuitive as sluggish VATS, it's a big loss for what has always been a relatively fragile combat system at first.

Fallout 76Bethesda

Another, and perhaps most important, sacrifice is that players are no longer able to save or manually load their games. As this is an active server, the best you can hope for is the possibility of reborn rather than reloading. This poses minor problems, such as how you will have to trace your steps instead of appearing exactly where you want to be, but there are also more important issues.

The main problem of the respawn system is related to the survival aspects of Fallout 76, a game that constantly forces you to look for ammo and healing items, but now also food and drink, as well as the durability of weapons and armor has also returned. In practice, this means that more difficult encounters can be roughly Punish and completely erase your life savings from things if you are not careful. A hard boss fight, for example, can almost completely empty your ammo and your care in one go, but if you die, the boss will often have a busy life, while your weapons and supply will be empty. . And even if you have enough ammo to keep, the durability of the items will mean that the shots or shots of your weapon will break them (very fast, often), and again, when you reappear, the damage remains. Before attempting the meeting, you will need to recover the necessary equipment to repair it. Oh, and did I mention when you die you drop all the materials that let you repair anything if you did not stock them at the camp, so you will have to go directly to the den of this boss to try to recover them?

Some players may appreciate this "challenge", but it just looks like a tedious job in a complex game. already to make you look constantly. I do not mind handling ammo, rads and healing in previous games, but add food, drink and durability to the objects on top of that. without a backup / load system is too much. Oh, and if it was not obvious, it's a game you can not suspend. If you slow down everywhere, you will attract enemies who will break your equipment and kill you. Otherwise, you will return to your game to find your empty hunger and thirst bars, even if you have not moved a muscle.

To take the air a minute, a thing that fascinates me Fallout 76 is its bonus card system, which may not be better than previous versions of SPECIAL, but I liked collecting cards and improving them, then finding new and exciting new benefits indefinitely, and allowing you to use different " versions "according to your current task or type. battle to come. The fact that you periodically receive "packs" of cards makes me fear the potential monetization of this system, but for the moment all that Bethesda sells is made up of a handful of easily flammable cosmetics in a showcase, so that the waters are calm for the moment. front.

The new system in which you can develop mutations if you are exposed to enough rads is neat, and my favorites include systems that have granted me an exceptional reload / reload speed or the ability to shock enemies when they are affected. Speaking of mutations, I must say that Fallout 76The creature drawings are wildfrom lazy giants to lava toads, to hermit crabs, using a camping caravan as a shell. There are some really cool things here, and I just wish it was in a better match.

Fallout 76Bethesda

One of the things I have not really encountered is that all the bugs in my 76 version, which I know, have not been experienced by many other players and critics. I had about two hard crashes and half a dozen server disconnections, but annoying like these, it was not overwhelming, and I had no "you" can not complete this quest "or" your character is stuck in the "scenery." I do not know if it's maybe because I play Xbox One X where things are better, or if I just was lucky, but I was a little surprised not to have done more, although I would say that the game does not run very well from one moment to the next between the problems of the game. internal attachment and pop-in and external server problems.

In the end, I have to go back to the inevitable conclusion that this is just not a very good video game. Some would say that my experience is tainted because I mostly tried to play solo rather than with friends, and yet I do not buy this modern and consistent gaming story that says things are "best with friends". Of course, the games are better. with friends. All is better with friends. That's how friends work. You can see a shitty movie or go to an awful restaurant with friends and it will probably be a better experience than it would be alone, and yet that does not mean that the thing in question is not always bad . And Fallout 76 is bad.

Fallout 76 is just not a complete video game and I do not think it will ever be. The loss of traditional VATS and quick backup, combined with many forced survival elements, makes gambling a chore. Adding other players, although sometimes amusing, is not worth all that has been lost for this to happen. And yet, even though it was a fully solo, solo experienceis an open world game devoid of any interesting story and passed beyond a neat holotape, an empty and dead world, populated with things that want to kill you and some robots that will barely recognize your existence (and will also sometimes want to kill you). It's like watching a movie where a narrator only talks about shootings and fight scenes and you're supposed to try to follow the plot.

Admittedly, I was skeptical about the concept of Fallout 76 to enter is even worse than expected. But not even for the reasons I thought! This experience is not spoiled by other players lurking or harassing me, nor by breaking the immersion, it is ruined by the mere concept of being on a live server, and by the fact that it was thrown before captivating history elements could be designed to populate this map. This is a huge, rare and total failure of Bethesda, and although the weather has improved, I can only judge it from the hours I have lost so far.

Fallout 76 (2018)

Platform: Playstation 4, Xbox One, PC

developer: Bethesda

Editor: Bethesda

Release date: November 14, 2018

Price: $ 59.99

Goal: 5/10

A retail copy of this game was purchased by the author for review.

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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What is the right moment to review a deeply flawed and clearly unfinished game?

Is it when more bugs are fixed? When are the servers stabilizing? When does the player population become more engaged? When the content is reinforced by enough novelties to bring the world to life?

Maybe, so maybe a week and 35-40 hours with Fallout 76 That's not enough, but I think the line has to be traced somewhere regarding the state of the new games at launch. I draw here.

Fallout 76 feels like a shell of a game. It looks, looks and acts like a Fallout title, but underneath it's an endless void, an empty space in which it feels like a game. Assumed go, but all we have is the base, the map itself and the cumbersome work, a series of missions and activities deeply devoid of substance.

But Fallout 76The sins are deeper than that. It's not fair that the game seems unfinished. The flip side is that what is We're sacrificing a bunch of traditional Fallout mechanics to make it a live, multiplayer title only. The end result is a game that eliminates some of the most iconic and necessary aspects of Fallout games, while providing players with a multiplayer system that is at best satisfying or frustrating at worst.

Fallout 76 throws players into the wilderness of West Virginia with little ostentation or circumstance and will quickly train you to the basics of fighting and building your base camp (CAMP, Fallout vernacular), as well as management tutorials of now mandatory survival aspects of constantly needing food and drink.

You will see many other players at the beginning of this adventure since everyone is invited to do the same starting quests. At this point, no one has a sufficient level to perform a meaningful function, or even engage in a fight, but you will already begin to see trouble, such as how you can not use a worktable.

Soon, however, you will begin to expand. And what I did not expect Fallout 76 was just how many times I would not see other people, which was sort of the opposite of what I feared. I thought the spawn was killed and stolen frequently, but that's not my experience at all. Rather, probably for 95% of the game, I play alone with no one else in sight, not even at public events supposed to bring players together wisely. 24 players per server on a map of this size means that you will not meet other people very often, unless you voluntarily seek them. I teamed up with a player to shoot down a Super Mutant outpost once and I killed another player who was trying to take over my studio and … it was pretty much nearly all my experience with hikers after more than 30 hours of play, which seems a bit odd for a game that has effectively designed all the experience around online multiplayer.

So, it was pretty positive for me because it was like, I could play this solo and make it look vaguely like a more traditional Fallout game. And for a moment, it did me good. I love the map of West Virginia, which produces beautiful landscapes, despite the aging of the game Bethesda. Explorer is always fun, and I found interesting places and surprises that caught me off guard, as Bethesda still excels in environmental storytelling.

But what Fallout 76 do not excel at is real narration. A breathtaking decision Fallout 76 did is to completely remove the human NPCs from the game. The vast majority of the story, including most of the central plot where you follow your former Vault 76 supervisor through the campaign, is told at through holotapes you remove corpses, holotapes that are often difficult to listen to because of everything that happens in the game while you try to hear what is being said. The only NPCs in the game are robots, and most of them have no more than a few pre-recorded lines, and only a few are real characters. I met a Super Mutant salesman who had nothing to say, but at least he did not try to kill me.

The absence of human NPCs makes the entire game incredibly lifeless. Like a white No Man's Sky world where you roam a dead planet alone. Bethesda did a great show of trying to launch the idea that others players were the humans of the story, and yet, in practice, you barely meet anyone else or, if you are, they are sure not to act like Fallout NPCs when they nibble potato chips or scream their kids in the background. as the microphone picks it up

But the desire to make this game a "storytelling game" also takes place at the expense of the game in different ways. VATS, the mark of the fight of Fallout, has been seriously modified to work with a live server. It can not slow down time, because of the laws of physics in what has to be an ever-alive game, and the result is that it just turns into a very stupid aimbot. You can still target parts of the body, the percentages always appear, but everything happens in real time, which means that the percentages can drop from 95% to 5% in a fraction of a second, and that it n & # 39; There is no super "action" movie that accompanies traditional VATS kills. Strangely, the barrel of your weapon does not follow the target when you are in the VATS, and if you instinctively try to move your barrel anyway, it is the instrument to select different parts of the body in one of the countless disconcerting decisions of 76.

It takes a few hours to get used to the new VATS, which becomes bearable at some point, usually at half-way meetings, and yet the system is never as close, as useful, useful, or intuitive as sluggish VATS, it's a big loss for what has always been a relatively fragile combat system at first.

Another, and perhaps most important, sacrifice is that players are no longer able to save or manually load their games. As this is an active server, the best you can hope for is the possibility of reborn rather than reloading. This poses minor problems, such as how you will have to trace your steps instead of appearing exactly where you want to be, but there are also more important issues.

The main problem of the respawn system is related to the survival aspects of Fallout 76, a game that constantly forces you to look for ammo and healing items, but now also food and drink, as well as the durability of weapons and armor has also returned. In practice, this means that more difficult encounters can be roughly Punish and completely erase your life savings from things if you are not careful. A hard boss fight, for example, can almost completely empty your ammo and your care in one go, but if you die, the boss will often have a busy life, while your weapons and supply will be empty. . And even if you have enough ammo to keep, the durability of the items will mean that the shots or shots of your weapon will break them (very fast, often), and again, when you reappear, the damage remains. Before attempting the meeting, you will need to recover the necessary equipment to repair it. Oh, and did I mention when you die you drop all the materials that let you repair anything if you did not stock them at the camp, so you will have to go directly to the den of this boss to try to recover them?

Some players may appreciate this "challenge", but it just looks like a tedious job in a complex game. already to make you look constantly. I do not mind handling ammo, rads and healing in previous games, but add food, drink and durability to the objects on top of that. without a backup / load system is too much. Oh, and if it was not obvious, it's a game you can not suspend. If you slow down everywhere, you will attract enemies who will break your equipment and kill you. Otherwise, you will return to your game to find your empty hunger and thirst bars, even if you have not moved a muscle.

To take the air a minute, a thing that fascinates me Fallout 76 is its bonus card system, which may not be better than previous versions of SPECIAL, but I liked collecting cards and improving them, then finding new and exciting new benefits indefinitely, and allowing you to use different " versions "according to your current task or type. battle to come. The fact that you periodically receive "packs" of cards makes me fear the potential monetization of this system, but for the moment all that Bethesda sells is made up of a handful of easily flammable cosmetics in a showcase, so that the waters are calm for the moment. front.

The new system in which you can develop mutations if you are exposed to enough rads is neat, and my favorites include systems that have granted me an exceptional reload / reload speed or the ability to shock enemies when they are affected. Speaking of mutations, I must say that Fallout 76The creature drawings are wildfrom lazy giants to lava toads, to hermit crabs, using a camping caravan as a shell. There are some really cool things here, and I just wish it was in a better match.

One of the things I have not really encountered is that all the bugs in my 76 version, which I know, have not been experienced by many other players and critics. I had about two hard crashes and half a dozen server disconnections, but annoying like these, it was not overwhelming, and I had no "you" can not complete this quest "or" your character is stuck in the "scenery." I do not know if it's maybe because I play Xbox One X where things are better, or if I just was lucky, but I was a little surprised not to have done more, although I would say that the game does not run very well from one moment to the next between the problems of the game. internal attachment and pop-in and external server problems.

In the end, I have to go back to the inevitable conclusion that this is just not a very good video game. Some would say that my experience is tainted because I mostly tried to play solo rather than with friends, and yet I do not buy this modern and consistent gaming story that says things are "best with friends". Of course, the games are better. with friends. All is better with friends. That's how friends work. You can see a shitty movie or go to an awful restaurant with friends and it will probably be a better experience than it would be alone, and yet that does not mean that the thing in question is not always bad . And Fallout 76 is bad.

Fallout 76 is just not a complete video game and I do not think it will ever be. The loss of the traditional VATS and the fast backup, combined with many elements of forced survival, make the game a chore. Adding other players, although sometimes amusing, is not worth all that has been lost for this to happen. And yet, even though it was a fully solo, solo experienceis an open world game devoid of any interesting story and passed beyond a neat holotape, an empty and dead world, populated with things that want to kill you and some robots that will barely recognize your existence (and will also sometimes want to kill you). It's like watching a movie where a narrator only talks about shootings and fight scenes and you're supposed to try to follow the plot.

Admittedly, I was skeptical about the concept of Fallout 76 to enter is even worse than expected. But not even for the reasons I thought! This experience is not spoiled by other players lurking or harassing me, nor by breaking the immersion, it is ruined by the mere concept of being on a live server, and by the fact that it was thrown before captivating history elements could be designed to populate this map. This is a huge, rare and total failure of Bethesda, and although the weather has improved, I can only judge it from the hours I have lost so far.

Fallout 76 (2018)

Platform: Playstation 4, Xbox One, PC

developer: Bethesda

Editor: Bethesda

Release date: November 14, 2018

Price: $ 59.99

Goal: 5/10

A retail copy of this game was purchased by the author for review.

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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