Fallout 4 + DLC:
Fallout
4: The Fall and Rise of the Commonwealth
Fallout 4: Traveling the Wastes of Massachusetts and Bethesda
Fallout
Far Harbor: Malevolence in the Outdoors
Time to Beat:
Fallout 4: 50 Hours
Far Harbor DLC: 15 Hours
I bought Fallout 4 for the sole reason that it was set in Boston. As long as the DLC Far Harbor was on sale, and well reviewed, I might as well get it too. Remember these facts during this review of Bethesda's second foray into the Fallout universe.
The only Fallout game I've played (aside from an hour or two of Fallout and Fallout Tactics) is Fallout New Vegas. I didn't care for that game (I played 29 hours), though the public considers New Vegas the best in series since Bethesda turned the Fallout series into a first person shooter. The slow transformation from isometric RPG to FPS required a number of gameplay and mechanical alterations that Bethesda never implemented. Fallout 4 features these errors that can't be propped up by a unsatisfactory story. The feature that nearly redeemed it was the setting of eastern Massachusetts, my home.
Before the player takes control,
Fallout 4 forces them to sit through an extended
exposition. The player watches the history of a world like the
current one, but with an alternate history. Instead of fighting the
Cold War, the United States became a technological utopia after World
War II. The over-consumption necessary to sustain the utopia led to
a global conflict for resources. The world managed to trundle along
until 2077. On that year the protagonist returns home to his family
from a distant.
Some day in the unknown future, scavengers break into the vault. They unfreeze the prisoners, but only open the protagonist's spouse shell. They kill her and take the boy. Why did they come here, and why take the child? Eventually Fallout 4 reveals an answer which is not stellar, but is at least satisfactory. The protagonist is refrozen. An undefined amount of time later he is unfrozen again, and this time the machine opens, allowing him to escape.
The Vault the protagonist escapes into
is a wreck. Records on the remaining functional computers explain
that Vault Tech originally intended to unfreeze their guests, but the
damage above ground was so devastating, the remaining radiation so
expansive, that they could never return. Eventually their resources
failed, they died, and the Vault began to fall apart.
From these events the player begins their quest to recover their son. But wait! The protagonist is dumb, or naively optimistic. He intends to rescue his baby son, but perhaps you've already seen the obvious flaw with his plan. With the time spent in the cryotank, Shawn (the son) could be any age. He could be dead (though he isn't) or he might be unrecognizable even if the protagonist discovers him. The latter would have been preferable to the story Bethesda decides to tell. Imagine if Fallout 4 had the player frequently encountered another character, built a close relationship with them, only to have that person revealed as Shawn.
Sanctuary Hills is located in the upper
left corner of the map, just northwest of Concord, MA. Aside from
this intentional outlier on the developer's part, almost every other
city, town, or major location is a real place in 2016 Massachusetts.
Fallout 4 covers a square of Massachusetts that
stretches from Concord in the Northwest, to Salem in the Northeast,
Quincy in the Southeast, and the Glowing Sea (!) in the Southwest.
Massachusetts, referred to exclusively as The
Commonwealth features real
world locations like Fenway (now the capital, renamed Diamond City),
the T (though the player can't travel along the subway lines), the
Bunker Hill Monument, the Old State House, Walden Pond, and MIT. The
map includes the circle Route 95 makes of Boston, including locations
just outside its reach. The area is condensed to fit the massive
real life expanse into a reasonable in game size. Despite this
concentration, and the awkwardness of many famous buildings sitting
nearly on top of each other, the area in game is still immense.
Before leaving Concord, the Minutemen alert the protagonist to a suit of Power Armor. It rests on top of the Concord Museum, abandoned but still functional. Awarding the player one of the most powerful pieces of equipment in the beginning of the game is a grave error. Power Armor provides huge bonuses to defense. It greatly increases the player's carrying capacity (once the player upgrades it). It includes these overwhelming bonuses and minor features (the player can play tapes without a computer), but for some reason the player can't sit down. This design decision forces the player at certain story points to clamber out of their armor, walk around for a few minutes, then reenter. Boston features a couple varieties of Power Armor, and though the one in Concord is the worst, it renders the player effectively invincible to all weapons except explosives. Power Armor runs on fusion cores. These cores are abundant, and can be purchased at almost any shop. Plugging one in provides an amount of energy indicated on the HUD. Energy is supposedly only expended when the player uses Action Points (AP); V.A.T.S., holding breath while using a sniper rifle, running, or activating the jetpack. Yet the the battery seems to drain gradually over time.
The jetpack upgrade sounds awesome, but
the design is severely limited. I had beaten the main quest (50
hours), and was part way through the Far Harbor DLC before I could
built it. Once built the jetpack also has several limitations. It
consumes fusion core energy quickly. Also it overheats after three
seconds of sustained use. Both of these limitations mean the jetpack
can't propel the player for long distant travel, or even fly from the
ground to the roof of skyscrapers. It still would have been better
in Boston than it was in the woods of Maine.
To build the jetpack the player needs the Armorer perk. To unlock the first level of the Armorer perk the player needs three strength. The first point in Armorer allows the protagonist to create Rank 1 modifications (mods). Unfortunately the jetpack needs Rank 4 mods, so they need Armorer Rank 4. At a minimum the player needs to be level seven (three for three strength to unlock armorer, four for four levels of Armorer. Players start with 21 points to distribute across their seven attributes at the beginning of the game, so they likely already have three strength. But they need more than level seven anyways. Perks are level capped. The player can unlock Armorer rank one at level one, but the game mandates that they be level 13 before rank two of Armorer, and level 39 before being Armorer 4. Do all that, then the player realizes that they also need to be rank 4 in Science! That means six points of Intelligence, four points in Science! and at least level 41. 65 Hours got me to level 47. These level caps prevent specialization and force generalization. Whether they are reasonable or not they prevent the player from building the jetpack in a practical amount of time.
Power Armor is fantastic, extremely durable, and though the player can't build a jetpack until they've played at least fifty hours, once the player wears Power Armor for awhile they'll never go back.
With the Power Armor, or without it,
and with some clues about Shawn's whereabouts, the player explores
deeper into the Commonwealth.
The clues about Shawn lead to a man
named Kellog. Someone vaguely remembers him with a boy in Diamond
City. After defeating Kellog the player sifts through his memories
in the Goodneighbor location. The dive into Kellog's brain is a
tiresome waste of exposition. Though it lasts at least ten minutes
it has no gameplay. The brain includes a collection of interactive
scenes, as the player watches memories of an irrelevant, dead
character. The memories show Kellog caring for an eight year old
Shawn. The protagonist only learns two facts from this travesty.
One, the Institute has Shawn. The second “fact” is an attempt to
deceive the player. Kellog appears to be the same age in his
memories as he is when the player kills him. The player is supposed
to believe that Shawn is a pre-teen. Later the player learns that
the Institute gave Kellog an anti-aging formula allowing him to
appear the same age for the last forty years. With the knowledge in
Kellog's brain implant, Fallout 4 forces the player to
infiltrate the Institute.
Winning the game with the best ending is anti-climactic. Nothing in The Commonwealth changes, except for that gigantic hole in the ground. And the developers tried to bookend the game with a cliched theme about “war never changes” and “you can't go back.” The character is very dedicated to saying these two things at the beginning and the end, but they are conspicuously absent from the rest of the game. Two throwaway statements that are not anchored with context.
There's a plenty more review to go, but
I can say, and will repeat, that if Fallout 4 wasn't
set in Boston I would have quit after a few hours. If you've ever
driven on the double-decker highway of 93/1 north of Boston, Fallout 4
will let you gaze at its green, destroyed remains that still tower
above the ground. If you want to see the crumbling remains of The
City upon a Hill it's all there. If this holds no interest for you,
find another game, but still read the next article.
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