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Reviews<br />
£35 inc VAT<br />
GAME<br />
Fallout 4<br />
Contact<br />
• fallout4.com<br />
System requirements<br />
<strong>PC</strong>; Sony PlayStation 4;<br />
Microsoft Xbox One<br />
If you want to know what Fallout 4<br />
gets right, look no further than its<br />
predecessor. Or any Bethesda game,<br />
really, but Fallout 3 is the most<br />
pertinent. As you emerge from Vault<br />
111 for the first time, momentarily<br />
blinded by the harsh sunlight and<br />
clad in familiar blue-and-yellow<br />
jumpsuit, there’s that familiar sense<br />
of possibility. You check the map,<br />
walk for a minute, check the map<br />
again, and then you estimate how<br />
long it would take to walk across<br />
the whole thing.<br />
It’s an intoxicating feeling, and<br />
makes up for a burdensome main<br />
story. Fallout 4 has some interesting<br />
ideas, but it’s mostly a convoluted<br />
mess. There’s a chance, if you<br />
join more than one of the game’s<br />
factions, that you’ll find yourself on<br />
missions where everyone is shooting<br />
everyone – except you. For some<br />
reason they all assume you’re on<br />
their side, playing double- and even<br />
triple-agent. Even if you’re in the<br />
process of explicitly betraying one<br />
group. This isn’t a one-time thing.<br />
It happens repeatedly.<br />
Fallout’s slice of 1950s suburbia<br />
is more than just a backdrop – it’s<br />
a character. It tells you stories, if<br />
you’re paying attention, such as two<br />
skeletons, holding hands on a bed<br />
with a 10mm pistol lying between,<br />
or office memos and earnings<br />
reports that, when pieced together,<br />
form a compelling thriller about<br />
surreptitious backroom dealings<br />
and corporate espionage. You<br />
basically play a post-apocalyptic<br />
archaeologist, who is trying to<br />
piece together an idea of who<br />
must have lived there, before the<br />
bombs fell, while Bing Crosby<br />
croons at you in the background.<br />
Huge world to explore<br />
Although Fallout 4 is much bigger<br />
game than its predecessor that<br />
doesn’t make it better. In Fallout<br />
3 there are around 150 named<br />
locations in the entire game,<br />
most separated by expanses of<br />
wilderness. And nearly every<br />
location (minus the subways) existed<br />
for some reason, be it a quest or a<br />
unique piece of loot. In Fallout 4,<br />
however, only around half of the<br />
locales have some sort of interesting<br />
facet to them. The rest are repetitive<br />
combat arenas and glorified postapocalyptic<br />
spelunking.<br />
We could direct blame at a<br />
number of new features. The sheer<br />
scale of the game, for example.<br />
It’s big and padded with ‘Content’,<br />
meaning a lot of locations seem to<br />
exist just to exist – to let you shoot<br />
a few more ghouls and pick up some<br />
hair pins and other extras.<br />
But that points to another issue:<br />
the lack of unique loot. There are<br />
very few unique weapons in Fallout<br />
4 – after nearly 10 hours of play we<br />
found a grand total of five. Even<br />
boss enemies, who you’d expect to<br />
have a unique weapon or armour,<br />
often reward you with trash items.<br />
This was done, we suppose, to<br />
convince players to use the new<br />
Crafting system. Found a totally<br />
boring, generic 10mm pistol? Now<br />
you can break down all the trash<br />
items in the game into components,<br />
which allows you to add a scope, a<br />
larger magazine or what-have-you<br />
on to basic weapons. And then you<br />
can name it and make your own<br />
custom weapon.<br />
There are some unique pieces<br />
of gear in the game, but far less<br />
than before, and as a result there<br />
are entire locations in Fallout 4<br />
that exist solely to replenish your<br />
supplies of RadAway and Stimpaks.<br />
Crafting also has the unintended<br />
consequence of forcing you to use<br />
the same weapons and armour.<br />
This then is Fallout 4 – a bunch<br />
of systems that seem interesting<br />
at the beginning, but kill the<br />
experience stretched over 100<br />
hours. You’ll take over Settlements,<br />
for instance. These are custom bases<br />
of operation, where you can put on<br />
your carpenter hat and build new<br />
houses, furniture, fences, and so on.<br />
Initially, we spent an hour early on<br />
in the game building a fence around<br />
our first settlement. But then Fallout<br />
4 unlocked two settlements. Then<br />
three. Then a dozen. And with each<br />
unlock, we became less and less<br />
64 www.pcadvisor.co.uk/reviews February 2016