I love fallout, I've played and completed every canonical entry thus far (still working on 4) and each one ranks pretty high on my personal fav game list. It's a franchise I genuinely care about and have a lot of history with. That being said, without necessarily presenting a full review, I've obviously got many thoughts on this most recent entry and if you'll bare with me as I elaborate, I'd be really interested in getting some opinions (especially from the older crowd, those that have followed this franchise since before f3).
Now, I'm just shy of 70 hours into the game and while that doesn't really represent much game time for a game as vast as fallout, I think I can safely say that I've played enough to understand a fair extent of the changes brought to the mechanics and how these have inevitably affected gameplay. In any case, what follows is a list of some of my thoughts and gripes, these in no particular order.
- Misc Quest and Sidequest Variety
When you look at the big picture, Fallout 4's miscellaneous/side quests too often fall in the "Clear (insert either Raider, Super Mutes, ghouls, synths, ect) from (insert location)" category. My point is that while a few quests are certainly unique and well written, there's an overall huge lack of variety in terms of what sidequests and miscellaneous content has to offer. Where i could be searching for obscure quests that are off the beaten path, just so I can milk the most out of the setting and story, I feel like I'm completing generic quests, fillers, like i'm grinding levels. Never before has this been a problem with fallout games.
This, in my opinion, is just a side effect that is related to a bigger problem, one on a game mechanics level, which I'll elaborate on a bit further down.
- Main Story Linearity
If I can be allowed an abstract comparison, think of a line. A plain line that extends from point A to B. Now imagine that somewhere along this line, paths open up as though a many pronged fork, with each of these presenting different venues. Now before the end of this line, these different venues simply all converge back together before our line reaches point B. This pattern represents fallout 4's story. No matter which path you take once you reach the fork, by the end, you'll be treading that same last bout no matter your previous story and gameplay decisions.
Now consider New Vegas or more notably Fallout 2. Choices here mattered, to a point where they could entirely affect the game's plot and how you progressed through it. For instance, in New Vegas, you could take the NCR path, you could side with Ceasar, Mr House, or my personal fav, the wild card endings. One choice had the potential of closing off a whole story arc, only to offer an entirely new arborescence of quests that reflected the decision you took. Decisions for which it's important to note, never presented a two dimensional dichotomy, morality being properly represented as a relative gray area, this, as opposed to a heads or tails approach that deals only in absolutes (e.g This action is either good or bad).
- Tell me -what- I am, but the -Who- part is up to me!
I have a family, therefor I obviously care for them. I have a missing son, I'm obviously gonna wanna go look for him. This is fallout 4's plot hook, the protagonist's main motivation. While there doesn't seem to be anything wrong with that at first glance, it goes against yet another standard of previous fallout entries. The writers here are making assumptions as to the nature of the character we'll be playing and what his motivation will be, in other words, they impose on you a predetermined character concept, they outright dictate who that character will be.
Traditionally, fallout is a pen & paper, tabletop role playing game. A setting that allowed you to decide who your character would be and what his personal motivations were. What if I hate my family? Why? Cause my wife is a cheating harlet and my son doesn't actually belong to me. Therefor, having them out of the way presents me with an opportunity to do things I previously couldn't, for see, i'm a cynical bastard who's only motivation is to hoard bottlecaps like I'm Smaug the dragon and now I have an entire wasteland to reap from...
While the nature of such a character would certainly be questionable, I should be able to play this character if I really wanted to.
Bringing New Vegas back into the fold, just so I can compare, here the story told you that you were a courier who got screwed over as he played a small part in a larger conspiracy... Ok so here, I know I'm a courier, so the game tells me what I am, but it ends there. My morals, motivations, views are entirely own. What's more, the writers clearly understood this, for the whole game is built in a way so as to provide me with quest and story arcs that match the nature of the character i've created. Now that's a 'role' playing game.
- Profound Mechanical Differences
The absence of skills and the shift to a completely perk based system affects the game in more ways than can be apparent at first. In my opinion, the end result is less control over the character you are building and ultimately, limits to the gameplay.
This time around, you've got only five main statistics to worry about: Overall Damage Reduction (DT), Overall Damage Dealt, HP, AP, and Weight Limit. Only problem is, these stats, along with the bonuses granted from perks, they're all over the place! No one pip-boy tab consolidates all of your base and bonus statistics.
My main gripe here is that with this new system, there is no clear cut way of viewing your character's statistical progression. For example, If you want a general idea of what your character is good at, you look under perks in the status tab of your pip-boy, which you'll need to read line by line to figure out what your character build looks like by viewing the various stat bonuses each perk grants. Use to be everything you needed was under the status tab, showing a clear picture of what your build looked like statistically. Bonus granted from perks could be deduced by looking at the Effects header from the status tab, or looking at your skills and SPECIAL stats.
Speaking of skills, their absence now means that you can no longer fine tune your character's aptitudes. You will now rely solely on acquired perks to dictate what you can or cannot do. There is no degree of success/failure here, you can either do something or you can't. While this was also true for Fallout 3 and New Vegas, the difference here is that there is now no way of quantifying -how- good your character is at something. This directly affects interactions with NPCs. Use to be you would get speech challenges that tested the extent of your character's aptitude. This system offered up a lot more variety from a interaction/dialogue perspective. You could even build whole quest using this system (going a long way where adding quest variety is concerned), or significantly affect the outcome of a quest that was written in a way that generated different outcomes for different skill levels based off a speech challenge.
About the dialogue, well, I think I'm not alone in thinking it's a huge step back from previous games. I have spotted a few charisma based challenges here and there, but these are poorly implemented, giving you no clear idea that your bluff or lie is tied to a statistic. Why does it do that you ask? Well, because every speech challenge is now charisma related so it should be obvious, right? However, the flip side is the game no longer factors in your other SPECIAL attributes or your proficiency with a certain skills, which deeply affects how the outcome of interactions, even entire quests are decided. Why is every side quest repetitive in nature? I'm convinced the way these new mechanics work are in large part, the reason behind this.
- Pen & Paper Roots
Fallout is a tabletop RPG that found success as a video game because of how well the original interplay team adapted the pen & paper mechanics to make a CRPG. It's my strong opinion that Fallout, as a franchise, should not stray too far away from it's pen & paper origins. The unique mechanics of this system has always been a large part of it's appeal, ensuring high player control over their character, making for good gameplay.
- Closing Note
I don't want to sound presumptuous, telling a dev what their game should be like, but seeing as the same mistakes were made with Fallout 3, I can't help but feel that maybe Bethesda doesn't quite get Fallout or what its long time fans want and expect from it.
All this being said though, I still love fallout 4 and will continue playing it nigh religiously for a couple hundred hours still, but it will regrettably never be an entry I point to when asked which was the best Fallout and why.