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STARTING SCREEN | Opinion on Fallout 76 was mixed from the start, but no one could have predicted that it would stumble this badly out of the gate.
When Fallout 76 was announced earlier this year, it was greeted with confusion but also cautious optimism. Multiplayer Fallout! It was a weird turn for the series, but at least director Todd Howard was promising a solid solo experience to go with the new online play. And hey, it was an interesting experiment.
Fast-forward to Fallout 76's release, and fans and critics are generally united in calling it a disappointment. Longtime fans are unhappy with the single-player, which swaps meaningful choices and interesting characters for audiologs. Multiplayer fans are questioning everything from the PvP to the lack of interesting repeatable content. And there are the bugs. So many bugs.
The main overarching complain is that Fallout 76 seems to have all of the weaknesses of a traditional Bethesda RPG and none of the strengths. Superficially, it looks the same. When you emerge from the vault, you walk down the lonely waste-strewn country road listening to old-timey music, and you feel like you're in a Fallout game. But Bethesda's RPGs are best understood as a kind of anthology of interactive short stories paired with a vast, explorable world. With no NPCs, Fallout 76 has precious little opportunity to immerse players in its world.
I wrote on this very subject back during Fallout 76's beta. "[Fallout 76] reminded me a bit of Fallout 4's Nuka-World DLC, which largely eschewed narrative in favor of a series of dungeon crawls through an abandoned amusement park. It was that DLC more than anything that drove home how tiresome Fallout's combat can become when delivered in large doses. Now we have an entire game built around it."
With Fallout 76 having so little of what fans like about Fallout, they are much less-inclined to be forgiving of its numerous failings. The combat, in a word, sucks. Fallout 76 seems desperate to emulate Destiny, but is unwilling to dispense with the franchise's traditional VATs mechanics. The inventory management is still cumbersome and frustrating. The bugs are so bad that Bethesda is dropping 50 GB patches on players with limited data caps.
very bold of Fallout 76 to put its eventual metacritic average right in the title
— Moloch-André Fleury (@alex_navarro) November 14, 2018
Fallout 76 is made up entirely of the filler that happens between interesting moments in Fallout 3/NV/4.
— Dan Stapleton (@DanStapleton) November 17, 2018
Reviews have in turn not been kind. It's currently averaging a ghastly 46 on Metacritic and a 2.7 user score. Its 59 overall on PC isn't much better. Giant Bomb's Alex Navarro joked that it was bold of Bethesda to put Fallout 76's metacritic number in the title. It's looking like it will be considerably worse than that. Even Destiny, which had a lukewarm reception at launch, didn't have it this bad.
But it's Destiny that Bethesda must try and emulate if it's going to get Fallout 76 back on track. Like Destiny in 2014, Fallout 76 has a small but vocal group of defenders, including The Verge's Patricia Hernandez. Players are doing weird things like trying to set as many nukes as possible off at once (it crashed the game). It clearly has at least a little bit of a community. Now Bethesda has to feed it with repeatable quests, interesting endgame content, and above all, high-quality loot.
But as it stands, Fallout 76 doesn't do anything particularly well. Its survival mechanics, including eating and drinking, are shallow and add little to the experience. Settlement building is strictly utilitarian and frankly kind of boring. The solo experience, as I've already mentioned, is almost non-existent. It's a game of weird curiosities and not much else right now. None of the experiences described in the reams of coverage afforded Fallout 76 so far go beyond, "We were bored so here's a strange thing we tried." The best story so far is about Fallout 76 players taking the place of NPCs because, hey, someone has to do it.
From a sales standpoint, Fallout 76 is bound to be a disappointment for Bethesda. Fallout 76's sales are reportedly down some 80 percent from those of Fallout 4. In the UK, Spyro Reginited Trilogy actually outsold Fallout 76. Digital sales may be strong, but for one of the two or three biggest releases of 2018, that's a disappointment any way you slice it.
All in all, not the launch that Bethesda hoped for. There's still plenty of time to right the ship, witness the success of No Man's Sky, but Bethesda will have to be aggressive in the new year and beyond. For now, at least we still have Fallout: New Vegas, right?
Nina Freeman, in collaboration with Jake Jefferies, has released her latest project: Beach Date, a physics-based game about a couple on a date on the beach. It's really cute, and all you do in it is throw sand around, as well as snacks and other things. It's heading up the Sunset Jam, also helmed by Freeman. Beyond Beach Date, Freeman's a designer at Fullbright and is known for her work on Tacoma, as well as her personal projects Cibele and How Do You Do It. You can download and play Beach Date for free on itch.io.
Nobody talks about the fact that Bill accidentally combining himself with a Pokémon is the Pokémon equivalent of The Fly
— Kat Bailey (@The_Katbot) November 19, 2018
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Comments 9
I'm not averse to a Fallout MMO, but this doesn't really have enough substance for me to seriously care about getting it right now. Maybe in a couple of years like ESO, if it's still around...
I can understand some of the rationale that went behind its creation, what with games-as-a-service being such a big thing nowadays. Even then, it seems like they seriously miscalculated, what with how they essentially removed the “good parts” from their prior games, while putting special emphasis on their weaknesses.
Makes you wonder if they will be able to right the ship or throw the towel.
What with the trash-fire of Fallout 4 and Bethesda's evident disdain for both the series and its playerbase, I simply assumed it was some kind of vapid PUBnite Royale cash-grab and immediately lost any interest in it.
Fallout 76 has struck me as a deeply cynical product from the moment it was announced: an attempt to turn a popular, thoroughly single-player experience into a multiplayer "service" that could be perpetually monetized via an in-game economy on top of its $60 price tag.
Every single aspect of its design that we were made aware of prior to launch was a transparently bad idea, either actively eschewing the series' existing strengths in favor of highlighting its most glaring weaknesses (the combat, complete with bizarre, broken VATS implementation; the clunky, needless time-sink of settlement building), or introducing new elements that ran contrary to what made the series interesting in the first place (awkwardly confining the entire narrative to notes and recordings; making immersion an impossibility by wiping all NPCs from the game world in favor of 23 other voice-chatting, objective diamond-chasing, teabagging humans).
On top of that, there was Bethesda's utterly galling pre-launch announcement that the game was going to contain some major bugs at release, as though 1) this represents an even remotely acceptable state for a $60 game to be in at launch under any circumstances, and 2) Bethesda wasn't already well known for shipping games absolutely riddled with bugs, strongly suggesting that Fallout 76 would be even more broken than their typical release.
There were also the notable canon disparities, fixed by hasty retcons or enthusiastic and forgiving fans. The 50 gb patches that could easily eat up data caps for any unfortunate enough to have them. The beta that contained speed hacks and deleted itself. The microtransactions.
It all hints - screams, really - at an attitude that people were going to buy and play this game no matter what, because Fallout. I personally know at least one person who had this precise attitude, and it frustrated me, because if Bethesda succeeded despite every obvious failure in design, PR, and customer care along the way, they would receive a very clear message that this is an acceptable way to design, market, and release a game. It isn't.
This was game design taxidermy: taking the corpse of something familiar, scooping out everything that once kept it alive, stuffing it with filler, and propping the result up for display (and sale). Hopefully this poor but thoroughly deserved reception comes to mind the next time they start wondering what a good game would look like with a bad one shoved into it.
Anyway, Beach Date is cute.