Fallout 76 is today three years after the last game in the series, Fallout 4. Unlike his predecessor, this is not a one-sided open role for a game in the world, but an online multiplayer. It also went through a long beta period, with players progressing from those sessions that took place today for official release. The result is that the official edition of the game is most similar to another milestone on a challenging journey to announce what the game will become. I explore the far corners of the map more closely, I try to decode mysterious radio signals and collect better pieces of Power Armor, while avoiding the danger of danger, I am more indifferent or hate Fallout 76 for your own stock of little frustration, or that you love them anyway.
After 15 hours of playing through her beta and today's release, I expected that my feelings about the game would become stronger, but it was the opposite. While it's getting better Fallout 4.5 with more players, I am more and more confident about what the consequences might be. Is the fact that another player can try to kill me at any moment from the rest of the game or one of the most important factors that affect me? It's still too early to say.
Here is something I've experienced in the game more than once. The sun just descended and it was dark. I can barely find out what's ahead of me on a mountain route, which I am following with the next goal. Then he turns, follows the second and third. Suddenly, surrounded by wounded dogs I can not see. I'm trying to shoot them, but they do not make a sharp control of the game. I really use V.A.T. a system that would allow me to spend AP in return for auto-targeting, but now I suffer from thirst and hunger and I have no points.
I am looking for my inventory, while I am repeatedly bored in the hope that I will find a good blast weapon, but they are all destroyed, because one of the four components still missing are needed in any case to repair them. So I'm trying to cut the dogs from my 10mm assholes. I repeatedly ripped the right shoulder of the rubber. But often nothing happens, or the attack happens with a delay. I'm gone a minute and I killed only one dog. Last but not least, after the dead, they started to die, and later they died.
I love the meat and decide that it is now time to quickly return to my camp so that I can cook some food and get rid of hunger. The game says I can not because they are still enemies. I'm looking for them. Nothing. Listen to them, still nothing. I'm dying to find my compass for any signs of red dots that represent those enemies. Nothing. Finally, after walking half way to my camp, the game says that the coast is clear and allows me to teleport.
This is just one case of nonsense in Fallout 76. Of course, in previous Fallout games, they were similarly absurd, but here there is no slippery, paused, or magical V.A.T. a system that helps to stuff things together. Instead, there is even more friction, with the management and processing of management mechanics, as well as with the ugly perk system, which feels more like playing solitaire spiders than navigating the traditional knowledge tree.
While it's early days for a full game Fallout 76, many people have already decided. Some have spent most of this morning review of the bombardment of the game on Metacritic, writing things like "In fact, the property is a flip Fallout 4, a minus real kew, plus a multiplayer." Others were opposed Fallout 76 as soon as it was announced it seemed Bethesda instead of building on the enormous Enolian legacy of the series, planned to break it with cash for microtransaction, so that it became a battle royal shooter. The reactions of vocal minorities such as this are not new, but they seem particularly unsuitable for playing with so many different pages that are still in their infancy.
Sometimes Fallout 76 feels like any other modern Fallout, only with random aliens with strange names overhead, which they occasionally run. There are audio search logs, killing mutations, and computer chimes for sleeping, most of which can be done without any engagement with another person. There are only 24 players on the server and because the map is approximately four times larger than Fallout 4The game can be heard surprisingly, but refreshingly isolated.
Some of my favorite moments of the game have so far simply explored the collapsed house or factory building itself, picking up the containers, while there is a backdrop of beautiful backward violins in the background. Sometimes Fallout 76 has emotional resonance and narrative slow burns of the walking simulator, in which the environmental storytelling of stories with sounds and sound recordings makes the bulk of heavy lifting.
At the same time, the concessions that the game makes for accepting more people are difficult to ignore, even if other players are rarely present. Regulated events appear on the map at regular intervals and drag you to some remote corner of the map to unite with other Vault residents in the hope of acquiring the resources for which your livelihood depends. Usually this means fighting an enemy of enemies, which, although repeatedly, promotes a slight flowering together or not at all. Most of the time quests are determined by robots and pre-recorded tapes are connected to automated machines. In this regard, the world is more like a post-apocalyptic fun house, which is revealed as a living, respiratory world, but it is still a small but vibrant pocket of civilization.
More specifically, Fallout 76 before the rest of the series. At the beginning of the 22nd century, shortly after the bombs were dropped, the actors of the games assumed the role of the locals who returned the desert. One of the consequences of this design choice is this Fallout 76 relies on the players of each server to provide stories, cultural tanks and violent confrontations that usually run an arc Fallout game.
This means that while you can play Fallout 76 like playing with one player, you will not get Fallout experience, if you do not go to your social path. So far, most people have been employed by searching for the first gun or simply trying to find enough food and water to permanently starve. This means that most of the multiplayer histories did not have enough time to properly appear, and probably will not be a few more days, if not weeks.
However, a small but noticeable subgroup of the veteran players of the game decided to celebrate the day of advertising, the day the Vault 76 residents will leave to find fame and wealth in the upper land by helping new players. Some players have useful startup equipment or simply say if you add beer to your inventory. During my travels I came to many people and greeted me with my thumb up before I asked if I wanted to trade. In the life of the game, it's early enough that none of us have much to offer the other, but I have often replaced different types of ammunition, just for the devil. If nothing else, this is proof that eager players create meaningful human interactions, where none is invented in the game itself.
These kinds of interactions are what I am interested in developing, especially since they increase with the final activities. Up until now, everything I have achieved is more and more felt like a tutorial for something bigger: the final carnival players and players, bosses similar to attacks, and nuclear weapons codes. Fallout 76 she could relax today, but she still does not feel like she's already started completely.