Posts Tagged ‘Bethesda’

The RPS Verdict: Fallout 4

Alec’s already run his own review of Fallout 4 [official site], based on 50 predominantly campaign-inclined hours in post-nuclear New England, but now Bethesda’s latest is out John and Adam have been taking a more leisurely look at it too. Have they found convincing life in the wasteland? Do they agree that writing and characterisation is much improved? Or that the relentless focus on combat keeps it just short of rad status? Is the Witcher 3 still 2015’s RPG king after this? And why do they think a game which is prompting rather a lot of griping about bugs and graphics and meatheadedness has scored so many 9s and 10s from other critics? Time to set the post-world to rights…

There are no plot spoilers below, bar a passing reference to what happens in the introductory 15 minutes.

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Fallout 4: 15 Important Things It Doesn’t Tell You About

There are things I only worked out how to do in Fallout 4 [official site] after hours and hours of play, so I thought I’d spare the rest of you from similar confusion. From fuss-free shopping to streamline construction and power armour management, and of course figuring out how to run those blasted settlements, here are a few must-know pieces of hard-earned wisdom. Some apply to total greenhorns, some might surprise even people fairly deep into the game – and I’ll add to them as more occur.

I can’t quite decide if the game just got itself into a bit of a muddle when it comes to explaining its many, many less than obvious systems or if it truly has a sink or swim philosophy, figuring that it’s far more satisfying for players to work everything out for themselves. I suspect the former, to be honest, given its many other glitches and that most of the features it fails to document are down to user interface obfuscation (and a complete absence of relevant tutorial) rather than delightful things one might stumble across through experimentation. (Although I include a couple of those too).

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Fallout 4: My Favourite Companion

Note: some spoilers for the appearance and behaviour of a relatively early companion NPC follow, as do references to one of the world’s central and ongoing conflicts. None of the ‘main’ plot events are spoiled, however.

There are many familiar archetypes when it comes to roleplaying companions. The snarky jokester one. The sexy-but-secretly-sad one. The cute or comic appearance but incongruously murderous one. The noble truth-seeking one. The rogueish but with a heart of gold one. The chosen one. The totally outlandish one. The guilty one. The grumpy one. The happy one. The sneezy one. We know ‘em all, we’ve liked many and hated some, loved a few, rolled our eyes at the obviousness of more still.

Nick, one of Fallout 4 [official site]’s optional companions, could easily fit into one or more of those categories, but I feel he has a more defining trait, and one which I don’t believe any other RPG party member has managed to the same extent: kindness.

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Wasteland Chic: The Clothing Of Fallout 4

Above: The Murderettes

I briefly mention how much I dug Fallout 4‘s colourful, playful clothing options in my review, but given that my hard drive is full of screenshots of that stuff, it seems a waste not to give it its own post. The costumes are, as far as I’m concerned, Fallout 4 [official site] at its absolute best. Take a look below.

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Luck Be A Trailer Tonight: Fallout’s Final SPECIAL Vid

Here’s the latest and, unless they’re about to do something fruity with full stops, presumed last of the short S.P.E.C.I.A.L. animations which break down Fallout 4 [official site]’s character attributes. This time Bethesda are demonstrating the climatic L, that being Luck – aka ‘the one nobody likes to put too many points into because the pay-off is so much more uncertain than all the others.’ Chipper old Vault Boy feels otherwise, and goes off on a bug hunt to demonstrate.
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Quick On The Drawn: Fallout 4’s Animated Agility Trailer

The drip-drip of Fallout 4 [official site] skill descriptions continues. The latest explains Agility skills, which are those that allow you to perform certain actions more quickly or ably. Actions like: shooting mutants, stabbing mutants, beating up mutants in the dark, among others. Watch it below.

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Big Brains Beats Nuclear Ne’r-do-wells in Fallout 4

As Alec rightly suggested the other week, the recent run of Fallout 4 [official site] S.P.E.C.I.A.L. skills system videos are little more than pretty-looking regurgitations of what we already know. But I love them.

In just two days Fallout 4 will be just one month away. Let’s mark the occasion with a swatch at the fifth and latest short: Intelligence.

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Fallout: Autumn Leaves Is A DLC-Sized New Vegas Mod

Desert-dwellers rejoice, Fallout: Autumn Leaves [official site] heralds a return to the post-apocalyptic Mojave in a mod similar in size to an official DLC expansion.

Inspired by previous Fallout installments, Planetscape: Torment and Arcanum, Fallout: Autumn Leaves dumps The Courier into Hypatia, a never before seen town just east of Novac. From here, he must once again scour the barren Desert Wasteland in a journey which, according to the mod’s page, will last seven to ten hours all told. Check the trailer below.

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Teddy Bear Swapsies & Drunken Tomfoolery In Fallout 4

The other day I grumped a little at the idea of our dutifully posting all seven of the Fallout 4 [official site] S.P.E.C.I.A.L. videos over the coming weeks, but you lot rightfully called me out on my cynicism. These cute animated shorts are doing a handy job of summarising Fallout’s systems and general attitude.

So here’s the fourth one then, this time looking at that most alien of concepts to me, Charisma. I particularly liked its depiction of Ye Archetypal Roleplaying Inn.
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