Posts Tagged ‘Bethesda’

Have You Played: Bethesda’s Terminator: Future Shock?

Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.

If you want an origin story for Bethesda’s Elder Scrolls and Fallout RPGs, look more to Future Shock than to the first Elder Scrolls itself. This semi-open world (it wasn’t a sandbox, but the huge size of the maps meant it did feel so) first-person shooter was very much about exploring, scavenging and getting yourself into a whole heap of trouble, a concept revisited and refined in The Elder Scrolls II: Daggerfall and then Morrowind, and maintained (if not reduced) all the way up to last year’s Fallout 4.
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Wot *I* Think: Fallout 4

I’ve spent a lot of work time playing Fallout 4, what with its being the biggest release of the year. It gave me the chance to write a couple of super-helpful guides, and a three-part diary about trying to approach the game different from that of most reviewers. So I’m left with a whole bunch of opinions about it, which it makes sense to collate into my own little WIT. It’s worth noting I’ve nowhere near completed the game, approached it strangely, and not put in nearly as much work and effort as Alec did for his official RPS review. These are just my thoughts based on what I’ve experienced so far, as spoiler free as I can get it.

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Fallout 4 Is Best Enjoyed As A Survival Game

I confess to an ever-so-slightly heavy heart when I began writing a diary series about Fallout 4. I’d only just finished the review, which had involved over 50 hours of play, and on top of generally wanting a change felt that I’d exhausted the game’s possibilities. As I wrote in said review, my key gripe with the game is that almost every problem is now solved by banal violence, which closes the door on its potential as a source of anecdotes.

I was wrong to be wary about going back. My complaints about Fallout 4 stand, but I’m enjoying it much more playing second time around, entirely avoiding story, entirely avoiding safety and instead imposing my own set of rules.

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Is It Important That Fallout 4’s World Lacks Credibility?

So I’m wandering through Fallout 4 [official site], and I come across this old diner, sitting there, neon still lit, almost jaunty in a destroyed land. There’s a guy outside called Wolfgang, a leathered drug dealer, who explains that a mother and son have set up a shop in this diner, and that he wants paying for goods he’s sold to the son.

I go inside, aiming to resolve the problem between the dealer and the son, and get into conversation with the mother. But, looking down, I notice that, despite trading from this place, she hasn’t thought to remove a skeleton from one of the booths. Because why would you remove a skeleton from your shop? Or any of the filth that’s accumulated on the floor?

It’s just one of the weird little things about the world of Fallout 4 that I find confusing and alienating. Little things that nudge me out out my suspension of disbelief that this is a place. Instead of enveloping myself in all its detail, it just gets me wondering, absently, is this how it would be?

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Fallout 4: The Lighthouse Family

Continuing a perma-death diary in Fallout 4, in which I begin with absolutely nothing other than a plan to to voyage around only the outermost periphery of the world.

You voted that I swim out into the poison sea, to find out what lies beyond the water. I’m afraid I can’t honour that.

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