Fallout 76 is the score it wishes it had on metacritic

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Tafdolphin
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PostRe: Fallout '76 Announced
by Tafdolphin » Tue Oct 30, 2018 10:02 am

OrangeRKN wrote:
Tafdolphin wrote:F3's map was open from the start; there are multitudes of invisible walls in NV and a route you're very much expected to follow before it opens up.


I think it's a great strength of NV that there is an intended route that the player is prompted towards, but it can be completely ignored. I'm not sure what you mean by invisible walls? You can run straight through to New Vegas through Deathclaw territory from the start if you want. Goodsprings, which acts as the tutorial, can be left immediately if the player prefers.


It's been a while since I've played, but I specifically remember coming up against several mildly steep rockfaces I simply couldn't crest near the start of the game. That and a high level area just to the [insert compass direction here] of Goodspring crawling with Cazadores that acts as another effective barrier to new players.

Just to clarify, NV is the best Fallout since 1 and 2. It was my expectations, borne from F3, which were at fault for my initial doubts

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PostRe: Fallout '76 Announced
by OrangeRKN » Tue Oct 30, 2018 10:11 am

The Cazadores/deathclaws is a really good way of shepherding the player is my point, and if the player tries they can get through regardless. I've done playthroughs of New Vegas where I've immediately shot north and run through the Cazadores and that itself is a rewarding thing to do.

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PostRe: Fallout '76 Announced
by Tafdolphin » Tue Oct 30, 2018 10:12 am

Yup, no disagreement there.

I'll have to have a look at if I can find the actual invisible walls again though. I'm sure I remember them.

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PostRe: Fallout '76 Announced
by OrangeRKN » Tue Oct 30, 2018 10:45 am

There are definitely cliff faces and walls that can't be climbed (the great khans especially spring to mind), I just don't think they are particularly egregious.

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PostRe: Fallout '76 Announced
by Tafdolphin » Tue Oct 30, 2018 1:21 pm

Tried New California again. After getting a handle on what the game was making me do it's actually a really good start. The characters are interesting, if a little tropetastic, and the design of the Vault itself is far better than anything in Fallout 4. I chose the science track and the starting task is... a bit fetch tasky but the rewards are a bunch of nicely mysterious, if boringly written, lore which sets up the world really nicely.

The problem is more with the way this info is disseminated. If you skip the intro, as I did the first time round, you miss some vital exposition. Allowing players to bypass critical information is such a huge no-no in terms of game design and, as far as I can see at the moment, is something NC is guilty of.

The amount of effort on show is incredible though. Pretty much every poster is brand new, and there are unique artworks casually flung onto the walls like nothing (including an incredible mural of a Falloutified version of Picasso's Guernica). The voice acting is solid and the character designs as good as they can be.

Looking forward to playing the rest!

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PostRe: Fallout '76 Announced
by OrangeRKN » Tue Oct 30, 2018 2:34 pm

I'd say you should stick to hardcore mode, if only for no essential characters. Ammo weight is a good thing too.

Also are you wild wasteland on or off?

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PostRe: Fallout '76 Announced
by Gemini73 » Tue Oct 30, 2018 3:13 pm

Fallout 3 currently remains my favourite overall. As already mentioned, the wasteland is great for exploring.

I've only briefly played NV, but liked what I saw. Must get back to it at some point.

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PostRe: Fallout '76 Announced
by Tafdolphin » Tue Oct 30, 2018 5:10 pm

Brerlappin wrote:
Tafdolphin wrote:Tried New California again. After getting a handle on what the game was making me do it's actually a really good start. The characters are interesting, if a little tropetastic, and the design of the Vault itself is far better than anything in Fallout 4. I chose the science track and the starting task is... a bit fetch tasky but the rewards are a bunch of nicely mysterious, if boringly written, lore which sets up the world really nicely.

The problem is more with the way this info is disseminated. If you skip the intro, as I did the first time round, you miss some vital exposition. Allowing players to bypass critical information is such a huge no-no in terms of game design and, as far as I can see at the moment, is something NC is guilty of.

The amount of effort on show is incredible though. Pretty much every poster is brand new, and there are unique artworks casually flung onto the walls like nothing (including an incredible mural of a Falloutified version of Picasso's Guernica). The voice acting is solid and the character designs as good as they can be.

Looking forward to playing the rest!


Yeah despite its obvious amateurish-ness, its an incredible feat for what are basically bedroom coders making this gooseberry fool. With a bit of polish youd be hard pressed to tell it from an official expansion.


I'm about 4 hours in and there's been more large scale set-pieces than 3 and NV combined. The battle scenes are huge in scale and ambition, and although they're less fun to play than look at, they are spectacular. There's a lot of bugs, and a lot of crashing, but when it works it works beautifully. As you say, it really is a staggering achievement. I mean, I've 3 companions following me around, two of which are human, and not only do they comment on context specific happenings and banter between themselves a la Mass Effect, you can actually ask them questions about these contexts via the companion menu. It's not an advertised feature, just something I came across.

The voice acting itself continues to vary, winding from "guy with a dodgy headset talking through a mist of cotton wool" to "better than anything from the Bethesda games" (Richard Camper, an ex raider you meet after leaving the Vault is especially good). The quests are just getting going after the intro but they seem about standard and the greater geopolitical landscape is finally coming into view.

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PostRe: Fallout '76 Announced
by Lagamorph » Wed Oct 31, 2018 12:23 am

twitter.com/BethesdaSupport/status/1057384624341639174



It deletes your pre-load if you click any of the buttons.

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PostRe: Fallout '76 Announced
by Victor Mildew » Wed Oct 31, 2018 6:12 am

Amazing

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PostRe: Fallout '76 Announced
by Alvin Flummux » Wed Oct 31, 2018 10:41 am

Christ almighty, how many more game breaking bugs like that are hiding away in the wasteland? :dread: No way the community's going to find most of them in the extremely limited time the Beta will be going on for.

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PostRe: Fallout '76 Announced
by Gemini73 » Wed Oct 31, 2018 11:28 am

Alvin Flummux wrote:Christ almighty, how many more game breaking bugs like that are hiding away in the wasteland? :dread: No way the community's going to find most of them in the extremely limited time the Beta will be going on for.


Just another day at Bugthesda.

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PostRe: Fallout '76 Announced
by Wedgie » Wed Oct 31, 2018 1:02 pm

:lol:

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PostRe: Fallout '76 Announced
by Tafdolphin » Wed Oct 31, 2018 1:52 pm

Another hour into New California and...it's lost some of its sheen. The wasteland here is just that... a wasteland. Discoverable locations are more often than not completely empty husks obviously added simply as decoration and there seems to be very little to discover outside of the main quests.

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PostRe: Fallout '76 Announced
by Gemini73 » Wed Oct 31, 2018 3:02 pm

Tafdolphin wrote:Another hour into New California and...it's lost some of its sheen. The wasteland here is just that... a wasteland. Discoverable locations are more often than not completely empty husks obviously added simply as decoration and there seems to be very little to discover outside of the main quests.


I suppose that's what comes of such a small team taking on such a mammoth task. Is there room for other modders to add additional quests, characters etc?

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PostRe: Fallout '76 Announced
by Lagamorph » Wed Oct 31, 2018 5:45 pm

It's also what happens when there's no NPCs and it's entirely dependant on player characters.

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PostRe: Fallout '76 Announced
by Tafdolphin » Wed Oct 31, 2018 5:52 pm

Lagamorph wrote:It's also what happens when there's no NPCs and it's entirely dependant on player characters.


Just to be super clear, I was talking about the New Vegas mega-mod New California, not 76.

No one's talking about that rot here.

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PostRe: Fallout '76 Announced
by Lagamorph » Wed Oct 31, 2018 11:26 pm

twitter.com/teajayylmao/status/1057506067071074309


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PostRe: Fallout '76 Announced
by Alvin Flummux » Thu Nov 01, 2018 12:18 am

Go home Bethesda, you're not a real game developer any more.

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PostRe: Fallout '76 Announced
by LewisD » Thu Nov 01, 2018 8:51 am

Jesus Christ that's laughably bad. :lol:


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