Tuesday, December 11, 2018

Video Game Review: Fallout 76 (part 2)


I've always really liked the Fallout game universe, and even platinumed (earned all trophies for) Fallout 3, when it was released in 2008. The post-apocalyptic setting and the survivalist style of gameplay really drew me into the world, along with the 1950's style of scifi. In Fallout 76—which takes place in beautiful West Virginia (there's a lot more color in this Fallout game!), the same survivalist feeling returns, but in my opinion, it's even better. No longer are NPC's standing around in certain areas, ready to give you quests and pre-programmed responses to your questions. Instead, the story is told through what you uncover on your own. Handwritten notes, holotapes, robots, and computer terminals now deliver your quests, and they do so in a fashion that feels like they were left behind long after the bombs fell...until you came along and discovered them. The unrealistic situation in other games where NPC's wait around to give their quests to you is entirely circumvented by the design in Fallout 76, and for me, it created more realism and immersion. I felt like I was discovering these quests myself, rather than being given them by NPC's that had decided I was their designated hero. This design decision also made me feel more alone—without NPC's around to chat with, I truly felt like I was one of the last few survivors of the apocalypse. Even the friendliness of some of the robots I encountered felt hollow and insincere, for I knew that they were only programmed to interact that way with anyone that came along. The feeling of loneliness was amplified in Fallout 76, and I loved it!


No comments:

Post a Comment