“Fallout 4” review – in progress

By Chris Krauss

Editorial Editor

@reigningpandas

 The death of everything we know and love has never been as appealing as it is in “Fallout 4.”

Recently released on PlayStation 4, Xbox One and PC, “Fallout 4” has received almost nothing but praise and fame.

“I’ve played the game probably 400 hours, and I’m still finding stuff that I haven’t seen yet,” lead producer of Bethesda Games Jeff Gardiner said.

IGN has already reported that within the first 15 hours of the game being released, PC users have cumulatively played over 4.5 million hours, meaning that the lead producer would have to play his 400 hours, 11,250 more times in order to equal the same amount spent playing.

→The following is a review of a separate part of the game by Mike Beverley

updated 11/19

Mike Beverley @TheMikeBeverley

I. The First Two Hours When booting up “Fallout 4” for the first time a quick introductory cinematic steals the screen, which sets the tone, and gives the player some background information if they are new to the series.

Once the cinematic is over, which thankfully is not too long, the player will get to make a character, and his or her significant other.

“Fallout 4’s” character creation is different than most games; Instead of adjusting sliders and selecting body parts to edit from a list, the player moves their cursor to highlight parts of the character’s face, and use the analog stick to adjust and move the parts around.

It is not exactly user friendly, as the game does not tell the player exactly what parts they can and cannot edit, but once it is learned, it allows for deeper customization than most other games.

Once the player is done with their character they will get to see Pre-Nuclear Apocalypse Boston where the main protagonist happily lives with his wife (or husband), baby and robot butler, Codsworth.

One of the coolest parts of “Fallout 4’s” opening is that Codsworth’s voice actor, Stephen Russell, read a variety of common names, and some not so common, for his dialogue. Hearing a character call you by your character’s actual name was an extremely pleasant surprise.

Due to some events in the story, that we will not spoil here, the main character is sent 200 years into the future, and the events that led up to this happening were actually very interesting.

The new voice acting for the main character, which is a first for the series, actually lent to the drama very well. The reasoning behind Bethesda making the change to a voiced protagonist makes sense here.

After this the player’s character is dumped into Post-Nuclear Fallout Boston, like other Fallout games, they can run in any direction they want, but where they are supposed to go for the main story is pretty obvious.

If the player follows the main story they will find their favorite robot butler, who will point them in the direction of the next town. It is here they will get to experience their first big fight against multiple enemies, and a Deathclaw, which is about as dangerous as the name sounds.

This fight is a giant set piece where the game gives you a huge mini-gun and lets you go at it. It is a fun and brutal fight that is supposed to hook the player, and it works.

“Fallout 4” opens and digs its claws into you, and does exactly what it is designed to do, make you want to play more “Fallout.”

 

  1. Town Building and Weapon Crafting

The sheer amount of content in the town building and weapon crafting systems alone is enough to last months. Before beginning, it is important to note that the two are completely optional and the player suffers no consequences for not participating in one.

However, if the player does decide to partake, they will enjoy a feature that is enough to build an entirely separate game on.

Town building is almost immediately available in the game, thrust upon the player with very little explanation and although this is frustrating at first, it is quickly remedied by the amazing open ended possibilities.

Players are able to clear entire structures from the world within a certain radius of the town/base and then are able to build what they want on top of this newly claimed ground.

Materials are gained from literally almost everything in the world, as everything you pick up or see can be broken down into raw materials to then be used to create new structures, furniture or defenses.

After building structures around the creation zone, players are able to assign residents that are in the town to specific jobs whether that be harvesting food or defending the town. A town will initially start with two residents, but building a radio communication tower quickly allows for players to gain more.

The game allows for the player to be as detailed or dull as they want in the creation process, giving the player the option to decorate with posters, colored lights and electronics or build one large building with nothing inside of it.

After the player progresses far enough into the side quests concerning town building, they acquire the ability to send caravans between their bases via trade routes and even be attacked by waves of raiders.

This unpredictability and customization is what makes the base building so much fun to play and each base gives the player a different setting to build something new.

The feature is amazing, although it does not come without its bugs. Often placed walls will have troubles snapping together, leaving awkward gaps between walls and the floor. The overall process can be overwhelming, even after getting used to it and for those that are perfectionist will spend days trying to make sure every base is aesthetically pleasing and secure.

The weapon crafting system offers a similar problem to the town building, as the entire process is incredibly in-depth, but by doing so creates an overwhelming sensation. However, the game attempts to aid the player in a few different ways.

Weapons that are owned, all of which can be modified, are placed into a weapon bench and individually sectioned off into specific groups (grips, sights, barrels, etc.). Each portion of the gun can be upgraded to fit the play style of the player, meaning something as random as a scope can be put onto a shotgun or sniper rifle’s barrel onto a pistol.

“Fallout 4” allows for almost infinite possibilities and mixes in a single gun, and caters to anyone that wants to edit the basic weapons even a little bit.

→For the rest of the review, check back in a couple days to see how we felt about the storyline and gameplay. “Fallout 4” was reviewed on/for the PlayStation 4 and Xbox One.←

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