Review and Guide on Fallout 4
- Release date: 11/10/2015
- Genres: Action, Adventure, Role-playing, First-person, Third-person, Open World, Postapokalipsis
- 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 a continuation of the famous post-apocalyptic series, the events of which develop several years after the end of Fallout 3. The only survivor of Vault 111, who was near Boston, becomes the protagonist of the game. By the will of fate, the main character will have to leave his home in order to embark on 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 by a new place of action - Boston and its surroundings - as well as some changes in the game mechanics. So, the SPECIAL role-playing system was reworked, the protagonist learned how to modify weapons, as well as rebuild settlements destroyed by the war. Power armor, the symbol of the game, is no longer a panacea for all ills - its wearing requires the presence of nuclear batteries. The interactive system has been reworked - in the fourth part, most of the tasks can be completed without engaging in battle with the characters.
In the world, according to Fallout, immediately after World War II, humankind ceased hostility and found peaceful use of atomic energy, transforming high military technologies into civilian ones. Prosperity lasted until the planet’s resources were exhausted - another war broke out, this time for a banal survival.
After a couple of hundred years after the numerous exchange of states with nuclear strikes, the main hero of Fallout 4 for a good reason leaves the air-raid shelter and sets out to explore the ruins of Boston and the suburbs, where gangsters, androids, feral cannibals, mutants and the devil know what else.
Historically, Fallout 4 has evolved from two traditions. The first was born in the late nineties, when during a crisis of classic fantasy role-playing games, Interplay released the original Fallout. The project was counter-cultural in its own way: there was nothing the RPG fans were used to, but there were firearms, mutants, Californian heath, war-drained, drugs and foul language.
The second was held within the walls of Bethesda, which is still developing the large-scale series The Elder Scrolls. In 2008, Fallout 3 was released, based on the ideological principles of fossil originals and mechanics from TES - then the game was affectionately called the “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 “invent”, but about “refine and rethink”. And if with Fallout 3, the authors mutated the mechanics of the then-relevant Oblivion, then in Fallout 4, development head Todd Howard develops the ideas of Skyrim, while retaining the recognizable context of the cult post-apocalyptic series.
After exiting the shelter, the game tells you where to go to get the plot off the ground - the main character is looking for something, and the characters encountered in the training part say directly in which direction to move, reinforcing their words with specific coordinates on the map. Of course, you can’t just start the main quest in Fallout 4 and start. Along the way, you will definitely run into any of the inhabitants of the wasteland - it doesn’t matter if they are hostile characters or unhappy bomzhars who need help. Firefights and communication with others are pushed towards exploring a seductive world full of events, trials and treasures.
Fallout 4 is designed in such a way that, willy-nilly, you will sooner or later find yourself in a completely fierce alignment and find yourself in the most unexpected place, just trying to get out of trouble. The game allows you to cut corners and save time on hiking trips between places already explored, but also not at all interesting. Playing Fallout 4 means consciously spending endless hours on exploring the terrain and diving into the environment built by the authors - and she is beautiful.
Of course, everyone is interested in how the new Fallout differs at least from the previous two - the third part and New Vegas.
Firstly, in Fallout 4, you almost immediately get power armor - a bulky exoskeleton, which protects the hero well in battle and allows you to pack a backpack with any useful junk with a slide. The armor has limitations: a battery sits down, constant repairs are required. Therefore, if you want to constantly stomp the skulls of mutants with iron boots, be so kind as to be engaged in gathering and trial. Picking up a coffee maker from the floor, you can immediately see which consumables can be removed from it. Spare parts are needed for servicing power armor, improving and repairing equipment and weapons, as well as for building blocks in the liberated settlements. If you do not want to fool your head with micromanagement, you can safely skip the husband's regime for an hour. These constructors do not affect the plot, but they carry an important subtext: what could be cooler than the races through the wastelands with a gun collected from shit and sticks?
With the ability to help others and improve their own gear, Fallout 4 has been enriched with a new, very logical dimension that can be avoided, but once you carefully try, it turns out that this is a great attraction, which is a virtually leak-proof mechanics with an independent system of values and development. Building houses and fortifications is not always convenient, but it is always easy and fun, especially if you are tired of the constant stress in the city ruins and want to "still be in Fallout", just 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 have fixed the shooting and brought it to a level where you can fight without using VATS (a kind of “active pause” that slows down the course of time and allows you to choose which opponent to shoot which head and which order to do this), and experience a satisfaction close to the one that shooters are poured on you exclusively with buckets. Very timely: a shootout in Fallout 4 is waiting literally around every corner, and at a high level of complexity, a minor skirmish can quickly grow to the extent of a local nuclear catastrophe.
The character development system was also subjected to corrections, becoming more compact and understandable, and the hero, who now speaks himself in all the dialogues (see Mass Effect), and much more, but the main thing remains: it is still Fallout, how we love
I foresee a riot of colors in the comments: everything is not right, return isometry and so on; The author does not understand anything. The author understands everything perfectly: he played in Fallout in 1997, in Fallout 2 - in 1998, he was completely delighted with Fallout 3, and New Vegas, although he passed with pleasure, considers it more like a many-hour fan-service than a completely original thing.
Fallout 4, in this sense, furnishes everyone in general: this is the first Fallout on the new generation of consoles, and one could simply do the same thing again - which many, in general, would be infinitely happy about. But Todd Howard is not easy: keeping his own handwriting and not trampling the traditions of 18 years ago, Bethesda made a game that stands firmly on its feet and does not tread at one point, but goes somewhere. It seems to go in the direction of a future MMO game, and this is another reason for applause: in 2015, when the developers together stuck the online functionality into all the available holes, Howard’s brave team made the most modern and far from superficial commercial standards a game in which each item of the price list is interesting - from the plot and dialogue to wandering and sedentary handicraft.