Review and Hyde on Fallout 4
- Release date: 11/10/2015
- Genres: Action, Adventure, Role-playing, First-person, Third-person, Open World, Post-Apocalypse
- Platforms: PC, PS4, Xbox One
- Developer: Bethesda Softworks
- Website: fallout4.com
Minimum system requirements: Windows 7/8/10 (64-bit); Intel Core i5-2300 2.8 GHz / AMD Phenom II X4 945 3.0 GHz (or equivalent); 8 GB of RAM; 30 GB of hard disk space; NVIDIA GTX 550 Ti 2 GB / AMD Radeon HD 7870 2 GB (or equivalent).
Recommended system requirements: Windows 7/8/10 (64-bit); Intel Core i7 4790 3.6 GHz / AMD FX-9590 4.7 GHz (or equivalent); 8 GB of RAM; 30 GB of hard disk space; NVIDIA GTX 780 3 GB / AMD Radeon R9 290X 4 GB (or equivalent).
Fallout 4 is the continuation of the famous post-apocalyptic series, which develops a few years after the end of Fallout 3. The protagonist of the game is the only survivor from Vault 111, which was not far from Boston. By the will of fate, the protagonist will have to leave his house in order to launch an adventure full of dangers, where he will have mutants, raiders, mercenaries and various natural hazards on his way.
The fourth part of the series differs from its predecessors in a new place of action - Boston and its surroundings - as well as some changes in game mechanics. So, the role system SPECIAL was revised, the protagonist learned to modify weapons, as well as rebuild the war-torn settlements. Power armor, the symbol of the game, is no longer a panacea for all ills - its carrying requires nuclear batteries. The dialogue system is also redesigned - in the fourth part most of the tasks can be completed without engaging in battles with the characters.
In the world according to the version of Fallout right after the Second World, mankind ceased to feud and found a peaceful application of atomic energy, transforming high military technologies into civil ones. Prosperity lasted until the resources of the planet were depleted - another war broke out, this time for a banal survival.
A couple of hundred years after the massive exchange of states by nuclear strikes, the protagonist of Fallout 4 leaves the bomb shelter for good reason and goes to investigate the ruins of Boston and the suburbs, where the bandits, the androids, the wild cannibals, mutants and hell knows what else.
Historically, Fallout 4 has evolved from two traditions. The first was born in the late nineties, when during the crisis of classic role-playing games about fantasy company Interplay released the original Fallout. The project was in its own way countercultural: there was nothing that the RPG fans were used to, but there were firearms, mutants, the California wilderness, burnt out by war, drugs and obscene language.
The second took place in the walls of the company Bethesda, which to this day is developing a large-scale series The Elder Scrolls. In 2008, released Fallout 3, based on the ideological principles of fossilized originals and mechanics from TES - then the game affectionately called "Oblivion with guns."
If you follow The Elder Scrolls, then you know that the principles of this series have never changed at the root, it's not about "inventing", but about "refine and rethink". And if with Fallout 3 authors mutated the mechanics of the actual then Oblivion, then in Fallout 4, the development chapter Todd Howard develops Skyrim's ideas, while preserving the recognizable context of the cult post-apocalyptic series.
After exiting the shelter, the game tells you where to go in order to move the plot from the dead point - the main character is looking for something, and the characters encountered within the framework of the training part tell the direction in which direction to move, reinforcing their words with specific coordinates on the map. Of course, you can not just take and start the main quest in Fallout 4. Along the way, you will definitely encounter some of the inhabitants of the wasteland - it does not matter whether the hostile characters are the characters or the unfortunate homeless people who need help. Shootings and communication with others are prompted to explore a seductive world in which it is full of events, trials and treasures.
Fallout 4 is designed in such a way that, willy-nilly, you will sooner or later necessarily fall into a completely furious situation and find yourself in the most unexpected place, just trying to get out of the mess. The game allows you to cut corners and save time on foot travel between already known places, but just not at all interesting. Playing in Fallout 4 means consciously spending endless hours on exploring the terrain and diving into the landscape built by the authors - and it's beautiful.
Of course, everyone is interested in what the new Fallout differs from at least the previous two - the third part and New Vegas.
First, in Fallout 4, you almost immediately get power armor - a bulky exoskeleton, which protects the hero well in combat and allows you to stuff a backpack with all useful junk with a slide. The armor has limitations: the battery sits down, permanent repairs are required. Therefore, if you want to constantly trample the skulls of mutants with cast-iron boots, be kind enough to engage in gathering and proceedings. Picking up some coffee maker from the floor, you immediately see what supplies can be extracted from it. Spare parts are needed to maintain power armor, improve and repair equipment and weapons, and also to build blocks in liberated settlements. If you do not want to fool your head with micromanagement, you can safely skip the husband's regime for an hour. On the plot these designers do not influence, but carry an important overtones: what can be steeper than races in wastelands with a cannon collected from shit and sticks?
Thanks to the ability to help others and improve their own equipment, Fallout 4 has been enriched with a new, very logical measurement that can be bypassed, but once carefully tried, it turns out that this is a wonderful attraction, which is a practically sealed mechanics with an independent system of values and development. Building houses and fortifications is not always convenient, but always simple and exciting, especially if you are tired of constant stress in city ruins and want to "still be in Fallout", only without shooting and fuss.
Almost the most important innovation in Fallout 4 is that the game as a whole got rid of some inertia. This is still no shooter, but the developers repaired the shooting and brought it to the point where you can fight without using VATS (a kind of "active pause" that slows down time and allows you to choose which opponent to shoot and in which order to do this), and at the same time experience satisfaction, close to the one that buckets pour on you exclusively shooters. Very timely: the shootout in Fallout 4 is waiting for just about every corner, and at a high level of complexity a minor clash can quickly expand to the scale of a local nuclear disaster.
Corrections were also subjected to the system of character development, becoming more compact and understandable, and the hero, who now speaks in all the dialogs himself (see Mass Effect), and much more, but the main thing remained in place: it's still Fallout, how we do it love.
I foresee the riot of colors in the comments: everything is different, return the isometry and so on; the author does not understand anything. The author understands everything perfectly: in Fallout, he played in 1997, in Fallout 2 - in 1998, was completely delighted with Fallout 3, and New Vegas, although he passed with pleasure, considers it rather a multi-hour fan service than a completely original thing.
Fallout 4, in this sense, is the most common: it's the first Fallout on a new generation of consoles, and you could just do it again - which many, in general, would be infinitely pleased. But Todd Howard is not easy: keeping his own handwriting and not trampling traditions of 18 years ago, Bethesda made a game that is firmly on its feet and does not trample at one point, but somewhere it goes. She is going, it seems, in the direction of the future MMO-game, and this is another reason for applause: in 2015, when developers amalgamate the online functionality in all available holes, Howard's brave team made the most modern and at the same time far from superficial commercial standards a game in which each point of the price list is interesting - from the plot and dialogues to wanderings and sedentary handicrafts.