Having recently attended a concert at
which the Fallout score was performed to an audience that revelled in
the radiation of shared nostalgia, I started Fallout 76 with a
ready-warmed communal spirit. It quickly cooled. These last few days, my
interactions with fellow wanderers have consisted of silent tolerance,
the avoidance of eye contact, and a bustling determination to go about
my own business. There’s more camaraderie in my morning commute.
The good news, for the impatient and the solitary, is that the best
thing in the game comes early and is ideally enjoyed alone. As you
emerge from the vault, you’re greeted with West Virginia, in 2102. It’s a
welcome change to the wastes of the Beltway and Boston, where, over 150
years later, Fallouts 3 and 4
took place. Here, nuclear winter is swapped for nuclear autumn; the
trees have turned russet red and copper, as if nature, along with metal,
has begun to rust.
Appalachia, as the main stretch is called, is vast, approximately
four times the size of Fallout 4’s wasteland. In a refreshing jolt, the
map is printed on a holiday-maker’s pamphlet, informing you of all the
attractions before you visit. You’re a typical tourist, best served
stretching your legs. When you do, you’ll find that the broken bones of
its cities are still half-draped with skin. Brickwork and windows are in
better fettle than we’re used to, and there are even people – sort of.
There are carbonised bodies, threaded with glowing green veins and posed
like mannequins, frozen in their final moments. Like most of Fallout
76’s world, it’s an image that lingers in the eye, not the heart.
This is the only game in the series to make an apocalyptic junk heap
feel empty; Bethesda’s only multiplayer Fallout, ironically, feels
lonely. ‘Every character you see is a real person,’ said Todd Howard, in
an interview
with Geoff Keighley, a few months back. And it’s a noble vision: to see
the scorched scrapyard we know thronged not by NPCs but other players. I
would love to see Mr Howard’s face, then, as he’s immersed in the
game’s detail and decay, only for SpiceyBwoiYoMama69 to careen across
his path, pronking like a gazelle.
This isn’t to say that SpiceyBwoiYoMama69 doesn’t have a tale worth
telling (from what I could make out, it had something to do with
‘blazing it 24/7’), just that it isn’t quite up to the
standards of Bethesda’s writers. Where they’re given space to manoeuvre,
a sombre story emerges from the rubble. The main quest has you sifting
for holotapes, left behind by your vault’s overseer. Her journey is damp
with sadness, hinging on ‘Reclamation Day,’ when mankind is supposed to
take back the Earth and begin anew. It’s a grand notion, rolling up the
sleeves and taming the irritants that roam the surface. I feel a
similar wrangling is necessary with my fellow vault-dwellers.
In fairness, it isn’t all bad. I have teamed with people, fought
ghouls with them, traded with them, been killed by them, and, mostly,
ignored them in favour of private pursuits. Having other wanderers on
your server (between 24 and 32) doesn’t vivify the experience enough to
validate what’s been cut away and sanded off. Having the story unfold
via audio logs won’t do when you can’t escape the clamour for a single
moment to listen properly – reading, for the same reason, is a nervous
chore. Then, of course, come the bugs and the shaky performance, both
more extreme than in past Fallout games.
Late last month, Bethesda released a statement
in which it warned, with a knowing smile, of ‘spectacular issues’ with
the game. Whether or not you smile along with them comes down to
personal taste, and luck. There is something irresistible about
bringing a sledgehammer to the facade of immersion, but it depends on
where the blow lands. I swing between being delighted and dyspeptic. An
infected rad-rat that decides to slip the surly bonds of Earth’s orbit
is comedic gold. A broken mission marker is just an irritant. And so is a
framerate stricken with tremors.
To sooth the tremble, you might seek solace in V.A.T.S. – the
Vault-Tec Assisted Targeting System – which, in older games, would slow
time so you could line up shots with ease. Not so in Fallout 76, which,
owing to its online-only nature, has need of a new contraption:
Real-Time V.A.T.S. As you might have gleaned, this does away with the
safety of temporal suspension and is a more traditional lock-on blended
with hit percentages that rise and fall depending on your proximity to
the target. The joy of classic V.A.T.S. was in making you feel clinical,
putting you inside the gleaming skull of Schwarzenegger’s Terminator,
the world awash with numbers and blown up with zooms. Here, that feeling
is gone, replaced with a half-measure.
What remains fully formed is the world building, where Bethesda
creates a place through what’s left behind. Fallout’s junk is
journalistic. You rummage through the rubbish of another time to find
out who these people were that used Abraxo Cleaner and ate InstaMash and
drank Nuka-Cola. At the same time, what would be a dour mood is
skewered and satirised with kitsch Americana. If you’re anything like
me, your inventory looks as if it's been assembled by a landfill
compactor, always putting you on the brink of being overencumbered.
Doubly so here, where scrap is vital for crafting. Your camp, which
you build in similar fashion to Fallout 4, is a moveable feast. It’s
where you’ll carry out weapon repair, cooking, building, chemistry, and
where you’ll offload the bloat of your baggage. You’ll need to stay on
top of things more than ever, with survival elements seeping in to spoil
the fun. Now, you’re jaunts come cluttered with the frequent need to
drink and eat; it trammels the game’s greatest joy – open exploration –
and hassles your sense of adventure. It all feels overencumbered.
Which is the prevailing mood for Fallout 76, a game that comes
bearing a lovely world, and the heft of a franchise on its back. The
measures Bethesda has taken to get it online come with their own weight.
Out with the NPCs but in comes a server full of people. Out with
V.A.T.S. but in with survival elements. Out with the bugs – no, wait,
they can stay. The rest has been jumbled around or replaced with
something heavier. How funny that in a game built on cuts and
compromise, you wind up wishing for even more to be scrapped. Life was
lighter down in the vault.
Developer: Bethesda Game StudiosPublisher: Bethesda Softworks Available on: PlayStation 4 [reviewed on], Xbox One, PC Release date: November 14, 2018
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