Even as some of the greatest entries in the open world RPG genre, there are a number of major problems that seem to pop up in every Bethesda game. Fallout 4 is already making some big efforts to fix these legacy issues, and this list looks at what they've fixed, what they haven't fixed, and what's still up in the air.
Confirmed Solved:
Redundant Skills System- The new SPECIAL perks-based leveling system looks to be a huge improvement over past games’ skills increases. The old games already relied on benchmarks (25, 50, 75, 100) for many skills to show real improvements, so FO4’s system is not only streamlined, it’s more accurate.
Weapon Variety/Customization- New Vegas dipped its figurative toes into weapon modding with a few basic components, but it looks like we’ll be able to personalize every weapon we find in FO4. With the sheer volume of variations for every slugger, rifle and laser, this feels like the first game in the series where downloading weapon mod compilations won’t be necessary to spice things up.
Useless Clutter- As a side-effect of the weapon customization, we finally have a use for all of the random junk laying around the environments. Whether this exacerbates the problems with hoarding and encumbrance remains to be seen.
Clunky Gunplay- It’s not Destiny, but shooting looks really clean compared to FO3. Animations feel less jilted, and things like pistol-whipping make VATS less necessary when dealing with speedy enemies or groups.
Alternatives to Fast Travel- The ability to summon Vertibirds to travel around the wasteland seems like a decent middle ground between walking and teleportation. Let’s just hope it’s a smoother experience than Dragon Riding was.
Arbitrary Level Cap- Yes, your potential to be overpowered is now greater than ever, but that beats the feeling of completing an entire DLC campaign after hitting the level cap and thinking to yourself “If Bethesda had just raised the cap in this DLC, I’d be like 5 levels higher right now.”
Confirmed Unsolved:
Separate Interior Cells- The first big letdown thus far; environments are extremely complex in Bethesda games, it takes loads of processing power needed to keep track of every interactable object, NPC AI routine + equipment and stats, and how these things react to each gunshot and explosion. This makes it very tough to seamlessly integrate dense interiors with huge amounts of objects and NPCs with the rest of the world. There was a lot of optimism that the Next Gen transition would solve this issue, but it looks like the new systems still lack the processing power to give us a fully integrated world.
To be Determined:
Bugs- The obvious one. Bethesda seems to be taking a solid 2 months for bugfixing before the game goes Gold, so they’re putting effort into dealing with this. We’ll definitely have to wait until November to see if their work paid off.
Enemy Variety- Mods adding enemy variants (Martigen’s Mutant Mod, MoMod, etc) have always seemed essential for past Bethesda games, where every Mirelurk and Vicious Dog looked exactly the same. The Feral Ghouls we’ve seen so far all look pretty similar to each other, so hopefully this isn’t indicative of a low variety of appearances. Combine this with the fact that just about every enemy type shown thus far was in FO3 (molerats, yao guai, mirelurks, etc) and there’s some cause for concern.
Difficulty Scaling- FO3’s level scaling was an improvement over Oblivion’s, but it was still pretty broken, especially after installing the Broken Steel DLC meant the Wasteland was suddenly crawling with bullet-sponge Albino Radscorpions and Feral Ghoul Reavers. Skyrim’s system is the best so far, and it looks to be what Bethesda is using for FO4, but the end result remains to be seen.
Difficulty Levels- Simply put, past Bethesda games have treated the “Very Easy, Easy, Normal, Hard, Very Hard” options as “how much of a bullet sponge do you want your enemy to be?” The Witcher 3 made every difficulty level feel distinct, giving enemies new abilities and adding caveats to Geralt’s skills without ever seeming unfair or tedious, and Bethesda should definitely try something similar. Bonus points if the difficulty is a modular menu, allowing you to turn features on and off at your preference (options like “Ammo has weight,” “Stimpaks heal over time,” “Increased health for enemies,” etc).
Other Minor FO3 Gameplay Issues:
Unlimited Ammo for Enemies- This makes sense in a straight shooter, where keeping a constant flow of action is important, but it’s out of place in a survival RPG where resources are meant to be scarce.
VATS Wonkiness- 95% chance to hit… except that we didn’t calculate for the weird collision on the object you were using for cover, so you just emptied five rounds into the wall right in front of you.
Repair is too Strict- “Oh, a Chinese Assault Rifle? Sorry, you can’t repair that with regular assault rifles.” New Vegas fixed this with the “Jury Rigging” perk, something FO4 should definitely have.
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Thoughts? Did I miss anything?