My First Day Out Of The Vault



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Screenshot: Kotaku (Fallout 76)

Fallout 76 is out today, three years after the last game in the series, Fallout 4. Unlike its predecessor it is not a single-player open world role-playing game, but an online multiplayer one. It also went through a lengthy beta period, with players progressing today. As a result, the game's official release seems to be more like a milestone. The more I explore the far corners of the map, trying to decode mysterious radio signals and collect better Power Armor Fallout 76 for its stockpile of small frustrations or to love it in spite of them.

After 15 hours with the game across its beta and today 's release, I' ve gotten my feelings on the game to come into a stronger focus, but it 's been the opposite. While it feels like like Fallout 4.5 with multiplayer, I'm not sure about what the implications of that might be. Is the fact that another player can try to kill me at any moment of distraction from the rest of the game or one of the most important factors undergirding it? It's still too early to say.

Here's something I've experienced in the game more than once. The sun's just gone down and it's dark out. I can barely make out what's in front of me on the mountain path I'm following my next objective marker. Then a howl, followed by a second and third. All of the sudden I'm surrounded by wounded dogs I can not really see. I try to shoot them, but the game's hard controls make it impossible. I am in the same position, but it is supposed to be in my favor. AP in exchange for auto-aiming, but now I am suffering from hunger and I do not have any points left.

The edges of Fallout 76's map constantly taunt you with questions about what lies just over the horizon and how fast it will kill you.
Screenshot: Kotaku (Fallout 76)

I search my inventory, but they are all busted because I'm still missing. So I try to karate the dogs with the butt of my 10mm. Repeatedly and haphazardly I smash the right shoulder button. But often nothing happens, or the attack occurs on a delay. A minute goes by and I've only killed one of the dogs. Finally, after much frantic flailing and two stempacks later, they're dead.

I can not afford to buy food and get rid of my hunger. The game says I can not stay there. I look for them. Nothing. Listen for them, still nothing. I am looking forward to seeing these people. Nothing. Finally, after walking halfway to my camp, the game says the coast is clear and let me teleport.

This is just one example of the nonsense Fallout 76. Of course, there's been similar nonsense in the previous Fallout games, but here there is no quicksave, pausing, or magical V.A.T system to help grease things along. It is more likely that it is more likely to play a solitary game than a traditional skill tree.

While it's early days for the full game of Fallout 76, a lot of people have already made up their minds. Some people are in the middle of the game on Metacritic, writing things like "Basically it's an asset flip of Fallout 4, minus real quests, plus multiplayer." Others were pitched against Fallout 76 the big single-player legacy, Bethesda was planning to flog it for microtransaction cash by turning into a battle royal-esque online shooter. Reactions from vocal minorities are not new, but they feel especially ill-suited to a game with so many different sides of it still in its infancy.

You run into people infrequently enough in Fallout 76 that when it does happen, at least for now, usually stop and try to connect in some way.
Screenshot: Kotaku (Fallout 76)

At times Fallout 76 feels like any other modern fallout, just with random strangers with weird names There are audio logs to find, mutants to kill, and computer terminals to hack, most of which can be done without any dealing with another human being. There are only 24 players to a server, and since the map is roughly Fallout 4'S, the game can feel surprisingly but refreshingly lonely at times.

Some of my favorite moments with the game so far exploring a dilapidated house or factory building alone, picking through containers while the game's soundtrack of beautiful forlorn violins hum softly in the background. At times Fallout 76 has the emotional resonance and narrative slow burn of a walking simulator, in which environmental storytelling through the objects and audio recordings of the bulk of the heavy lifting.

At the same time, the concessions are made to order to accommodate multiple humans are hard to ignore, even if other players are rarely present. Vault dwellers in the hopes of getting the best of your survival depends on. This is a case of fending off a horde of enemies together, which even when repetitive, fosters a slight sense of flourishing together or not at all. Most of the time, questions are made by robots and pre-recorded tapes hooked up to automated machinery. In this regard the world is more like a post-apocalyptic fun home to a world of living, breathing world, but there are still small but vibrant pockets of civilization humming along.

Narratively, Fallout 76 takes place before the rest of the series. Set in the beginning of the 22nd century, not long after the bombs fell, the game's players are supposed to take over the role of homesteaders taking back the wasteland. One consequence of this design choice is that Fallout 76 bridging the narrative, cultural subtleties, and violent confrontations fallout game.

Screenshot: Kotaku (Fallout 76)

That means that while you can play Fallout 76 like a single-player game, you will not get fallout experience unless you go out of your way to be social. So far, most people have been busy looking for their first gun or just trying to find the right food. That means most of the multiplayer storylines, but it does not have to be done.

However, a small but noticeable subset of the game is more important to win the game. Reclamation Day, the day when residents of Vault 76 left to find fame and fortune in the land, by helping brand new players out. Some players have provided a useful starting point or simply said that by adding a beer to their inventory. I want to trade. I have had a number of people. It's early enough in the game's life, but it's more than enough, I've exchanged various types of ammunition, just for the hell of it. If nothing else, it is a testament to how eager players are to create meaningful human interactions where they are not fabricated in the game itself.

These types of interactions are what I'm interested in developing, especially as they become augmented by end-game activities. Throughout my journey so far, everything I've already done player vs. player faction wars, raid-like co-op moguls, and nuclear code arms races. Fallout 76 might have released today, but it still does not feel like it's gotten completely started yet.

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