Review

Fallout 76 Review - No Humans Allowed

  • First Released Nov 14, 2018
    released
  • PC
  • PS4
  • XONE

Take me home. To the place I belong.

Well, war has certainly changed. Fallout, the RPG series with a 20-year legacy, finds its latest entry taking another chance at braving a new direction. It puts a major focus on cooperating with other people in a world with perpetual activities that seek to sustain your engagement indefinitely. But Fallout 76 is a game without a strong focus. It introduces significant changes to the set structure of Fallout 4 to make it function as both a single-player and multiplayer experience. In doing so, both styles of play suffer from major compromises that exist only to serve the other, and as a result, both are weak. Fallout 76 can look and feel like its illustrious predecessors at times, but it's a soulless husk of an experience.

Fallout 76 has no artificial human characters to interact with. The justification is that, because the dwellers of Vault 76 are tasked to be the first to re-enter and reclaim this post-apocalyptic America, there are very few coherent beings. Many of the folks who did survive nuclear annihilation conveniently died shortly before your arrival. Without established characters to populate the world, the vibe of 76 is an eerie one, and it often amplifies one of the series strengths: creating the feeling of desolation and otherness. There's a curiosity about the familiar but unknown environment that drives you to veer off the beaten path, visit places that once were, attempt to imagine what life might have been like before everything went to hell, and wonder what the hell has happened there since. Exploring a new wasteland and stumbling upon new settings, scenery, and oddities is one of Fallout's most enjoyable aspects, and it's 76's best trait.

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However, the lack of inhabitants is also Fallout 76's biggest problem. The game goes to great efforts to paint a picture that includes towns and cities with different populations and cultures, survivors who have banded together to form factions, and stories of people who managed to survive against all odds. But without having any of those people present to tell their stories personally, 76's world is limited to being little more than just an environmental exhibit with things to kill. It means the art of conversation is disappointingly absent, but more critically, it means there are no strong emotional anchors to help you become truly invested in the world, a complication that diminishes the game's other core activities.

The biggest victim is the quest system. Without actually having people with needs and desires, initiating and undertaking quests frequently involves the use of explicit found-object storytelling tools--listening to audio logs, reading notes, and browsing through computer terminals for key information. A quest will often explore the stories of certain characters, but they're characters that have long since passed, and all you get are long monologues and one-way directives from a person who no longer exists and you can't interact with. Your actions ultimately won't affect anyone, or the rest of the world for that matter--every location you visit will be reset with items and enemies regularly--so it's difficult to stay motivated.

...there are no strong emotional anchors to help you become truly invested in the world...

Some of these stories are intriguing to be sure, and when you come across a tale about a character who piques your interest, you get excited to discover more about their last living moments. But there's such an over-reliance on listening to disembodied voices and digging through pages of text in every aspect of the game that these standouts are easily lost. The lack of a more relatable and personal connection between your actions, the world, and its inhabitants--combined with your lack of influence--means quests begin to dissolve into wild goose chases around the world to check things off a list, and feel meaningless. It makes the idea of continuing to progress the story--listening to more audio logs, running across the country to search for more doohickeys, reading through more diary entries--feel exhausting.

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The reliance on things like audio logs and written notes also proves to be the biggest deterrent to playing Fallout 76 in multiplayer. By teaming up, you can explore the world together, get help in taking down difficult enemies, and complete any quest, but certain things are kept distinct to each individual player's experience. Containers that hold items, for example, will have unique loot for each person who opens them. But quest objective completion also isn't shared, and every member in your squad needs to activate things personally to have them count toward their progression.

This is a great idea on paper, as it makes sure everyone sees each piece of a story themselves. But in playing with both good friends and strangers, I found that each person's individual need to advance quests severely hinders the flow of progress. Because of the need to wait for your squad to catch up, have each member take their own time to listen to important audio logs (which is impossible when you've got voice chat going), and search terminals for pertinent information, questing in multiplayer requires a lot of patience and courtesy. Add to that the fact that Fallout is already a game that encourages constant, time-consuming gear management (which penalizes your movement speed for being over-encumbered), as well as a rudimentary, occasionally tedious survival system (which asks you to maintain meters representing hunger and thirst), and the idea of having another squad member just feels like an additional burden.

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If you have a squad that is happy to skip the narrative content things will go much more smoothly, but then you're denying yourself the one vector that gives these quests flavor. Multiplayer is more enjoyable when you and your squad are just content to leisurely explore the world and get into scrapes, at least once the logistics of preparation are behind you. But the capacity for arbitrary fun is an unremarkable trait. The advantage of questing solo and not needing to wait around is definitely a big advantage, but it has its own obstacles too--packs of enemies will often have a handful of foes that are 10 or 20 levels above you, and having someone to watch your back is definitely a factor that needs consideration, warts and all.

Fighting enemies also doesn't feel that meaningful in 76, a more morbid consequence of the lack of in-universe characters. The new region of Appalachia is filled with an assortment of delightfully mutated creatures both new and old, including humanoid enemies like the Scorched and Mole Miners who can wield firearms. But it isn't as entertaining to take on enemies that haven't wronged you or anyone you know. Without sadistic raiders and their despicable actions to be appalled by, interesting gang factions to get on the wrong side of, or lucid ghouls and super mutants to make you think twice about raising your weapon, every living being you encounter in 76 just feels like cannon fodder.

The combat mechanics don't deal well with a lot of cannon fodder, either. Appalachia is filled with a large variety of multiplayer-focused public events that invite everyone on the server to gather and participate in a unique task tied to a particular location. But these mostly boil down to escort and defense missions that ask you to hold back multiple waves of enemies and perform basic objectives. The real-time shooting of Fallout 76 is mostly unchanged from Fallout 4 and is serviceable enough to make small skirmishes with either firearms or melee weapons feel fine, despite occasional technical hiccups. But the system is not good enough to make shooting hordes of enemies for 20 minutes in an event feel like anything other than a chore--the gunplay and movement are not satisfyingly responsive or kinetic enough to make them enjoyable for long periods.

That's also partially due to the changes to V.A.T.S. What was once a strategic pause-style ability that allowed you to take time to assess your surroundings, target specific body parts, and make the most of your combat strengths, is now a primarily an opt-in real-time auto-aim system, a change presumably made for the purposes of multiplayer. If you decide to upgrade the skill, it serves its purpose in being able to make precision hits on limbs when the action is manageable, but in more intense situations this version of V.A.T.S. does little to bridge the limitations of the real-time combat system as it once did.

Fallout 76 also has fewer opportunities to complete quests in your own unique ways, which exacerbates the sense that you don't really have a huge part to play in this wasteland. Traditional charisma skills are gone, but lockpicking, hacking, and stealth abilities remain and provide a little bit of variety. But the overwhelming majority of quests have clear linear throughlines to their respective goals, all of which involve shooting a lot of things.

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Some of the decisions in Fallout 76 are positive, though. The flexibility of the new perk system (which is now card-based) allows you to change your abilities at will, which has encouraged me to use Fallout's weirder skills, depending on my situation. In my experience, the game's unique take on player-versus-player competition is effective at deterring unprovoked attacks when exploring the world--killing another person is a lot of work for little reward if your target doesn't retaliate. Base-building carries over from Fallout 4 and comes with a few quality-of-life changes. You have the ability to move your base camp for a trivial fee, and you can save blueprints of entire arrangements for easy placement elsewhere. It's straightforward and pleasant, but like the rest of 76, it lacks the feeling of permanence and importance of building settlements in Fallout 4.

Most disappointingly, when you do begin to find some small joy in exploring Fallout 76's world, you're often not far from falling victim to the series' now characteristic penchant for technical oddities. Whether caused by the game engine or the online server-based nature of the game, I've run into countless issues in the PC version, even after the game received a major patch within its first week of release. Problems like clipping through the world, frozen animations, entire buildings failing to load, enemies getting stuck in walls or just not moving, audio logs not playing, enemies spawning out of mid-air, delayed damage detection and world effects, server disconnections, and being unable to complete a quest because someone else in the world killed your target, requiring you to log on and off again until it respawns. These are just some examples, and experiences will vary, of course. But in my time with the game, Fallout 76 did not feel like it ran smoothly for extended periods, technical issues were severe and often frustrating, and they overshadowed any fondness that was, at that point, starting to grow.

Fallout 76 attempts to execute on some significantly new ideas for the series, but with few exceptions, they notably limit the major facets of the game. The novelty of multiplayer can be mildly entertaining, but it's not an ideal way to enjoy mainline progression, and the shooting mechanics aren't strong enough to make the focus on combat-heavy activities genuinely enjoyable. Things feel better as a solo player, and the Appalachian landscape certainly has interesting things to see. But the absence of in-universe characters and your inability to make a meaningful impact on the world means becoming invested in the whole journey is incredibly difficult.

Bethesda has stated it intends to continue supporting the game for a long time, but at launch, Fallout 76 is a poor experience. There are echoes of the series' admirable qualities, but look past that facade, past the cute Vault Boy animations, past the familiar radio tracks, and you'll find no heart--just an inconsequential wasteland doomed to be nuked over and over again.

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The Good

  • Appalachia's varied scenery and set pieces are enjoyable to explore

The Bad

  • The lack of NPCs makes it difficult to become genuinely invested in the world
  • Easy to feel detached during quests, especially in multiplayer
  • Combat mechanics are ill-suited for many of the game's encounters
  • Rife with severe technical issues

About the Author

Edmond has been a series-long Fallout fan and still owns an original big box copy of Fallout 1, the best Fallout game. He played close to 40 hours of Fallout 76 on PC, with GameSpot staff providing additional testing on PS4 and Xbox One, using copies provided by Bethesda.
633 Comments  RefreshSorted By 
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bigfootpart2

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Gamestop should just take all of the copies of this piece of garbage out back and throw them in the dumpster.

12 • 
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Thanatos2k

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@50cratez: Bury them next to the copies of E.T.

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MisterVulpes

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This game makes me miss Preston Garvey.

Maybe those settlements DID need my help...

#JusticeforPreston

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mogan

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mogan  Moderator

@mistervulpes: Don’t look now, but a spam account copied your comment to make itself look more human. : p

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MisterVulpes

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@Mogan:

Just found it. THE NERVE!

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RonThallsBalls

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@mistervulpes: #NickWasTheOnlyCharacterInThatGameWorthAFuck

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letsgame82

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Edited By letsgame82

What a shame, tbh Fallout has been in decline since N.V. I wish more gamers spoke with their wallets but the hype trains too tempting for most and these slimey devs know that and they'll carry on releasing broken games. I can understand a small dev doing it but it's unacceptable from a big dev.

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REVIEWLIES

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Fallout 3 was released on october 28 , 2008 Fallout 4 in 2015 it´s many years to ruin a game.

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Oren76

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All these comments from people just mad they didn’t get their way with next single player fallout. 95% of you all....maybe more....haven’t spent a minute in game. Fact is this is a survival genre game. Not traditional fallout. Any of you played and enjoyed Rust Conan or The Forest? Fallout 76 is like that. I’m having an absolute blast with the game. Love that you just play. No cutscenes. No flood of quests that all seem urgent. It’s a true sandbox survival. The rage isn’t because people...including this reviewer...think it’s a bad game. It’s because it’s not what you wanted. Quite immature

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deactivated-64efdf49333c4

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@Oren76: The game is extremely buggy, is loaded with exploits, has ways to get around the PVP disablers, for all of the appeal of building things it's actually limited and has no real impact on the world, etc.

I see a lot to criticize that has nothing to do with what was EXPECTED, but with what was given.

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csward

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@Oren76: It's full of bugs and systems that don't work properly like VATS. You're well with in your rights to enjoy a sub-par survival game bro. Some people can enjoy any 1st person shooter, they just want to "shoot stuff". Good for you.

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mogan

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mogan  Moderator

@Oren76: A whole bunch of the hate is from folks who don't know and don't want to know, but Fallout 76 DOES have problems. I can't blame anybody for bouncing off this game, whether they went in with an open mind or not.

I like it so far, but the game sure isn't making that as easy as it could.

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MisterVulpes

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@Oren76:

Did 95% of the reviewers also not play the game?

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Eldrach

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@Oren76: I do agree that the game's reviewer based his review on what his fallout expecations were and not what kind of game it actually was. But...and here is the but..Bethesda didn't manage to inform anyone of what kind of game they were actually making...It's like they STILL don't know what they want the game to be.

To me..Fallout 76 is like playing a game in Early alpha, when it was just a shell, without npcs and storyline, just a test of mechanics.

Add a few Npc cities with vendors, quests, a trade market between players etc..And the game would easily be 8,5

Hopefully, in a year, it will be out of Alpha and into Beta at least

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OldDadGamer

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OldDadGamer  Moderator

@eldrach: But dude.....

a) It's not in alpha, they are selling it and

b) ya gotta review what it is, not what it could be or might be or even will be. People read reviews to see if they should spend their money in the here and now.

So you may well be right about its future. But reviews can't predict the future. Nor should they.

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BDRTFM

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@olddadgamer: That's why I like how they sometimes review games again when they have big DLC updates. However, with games like this that likely won't get a DLC review, they should also have something like a one year review update so we can see if all the issues have been fixed and they added fun to the game. I'm not saying change the original score, what they received on launch is what it deserves. But it would be nice to know months or a year later if the game is now worth playing.

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OldDadGamer

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OldDadGamer  Moderator

@bdrtfm: agreed. I have a feeling that as games like this, for better or worse, become more and more common, more and more sites will do just that.

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Daveof89

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@Oren76: Quite ridiculous of you to call people immature for having expectations of a fallout game. I’ve been a fan of fallout for a long time. This game is not fallout. Bethesda tarnished the very name of the game by recreating it as something it’s not.

If they had sold it as a different game entirely, it might have sat well with people. They chose to use fallout to sell it to fans of the series, so yes, fans of the series have a right to be pissed.

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mogan

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mogan  Moderator

@Daveof89: Bethesda also made it pretty clear what kind of game this was going to be before launch. Fans aren't owed another traditional Fallout, they've got several so far, and they'll probably get another.

****ting on a game because it isn't what you wanted is dumb and a bad look. It shouldn't be too difficult for you to find legitimate reasons to trash the game (the review up there is full of them), instead of crying because a toy wasn't made just for you.

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Leefx

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Edited By Leefx

@Oren76: And you stop desperately trying to defend a game because you love the series like a little sheep and just face facts.....ITS SHIT!!

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mogan

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mogan  Moderator

@Leefx: I’m not defending anything. You’re mad on the internet at the idea of a video game not being good. How can you think that doesn’t make you look like a spoiled child?

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Leefx

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@Mogan: I never said I was angry I just stayed the fact that it is shit which it is it’s not a good direction they’ve taken with it

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Dilandau88

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Looks like a steaming pile of garbage. I'm surprised coming from Bethesta.

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BDRTFM

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Well it's on sale for almost half price. The game is terrible as an online MP and PvP game but it does have enough to do if you buy it for the right price. It's basically Fallout 4 but instead of having NPC's tell you to go do crap, you have computer terminals and audio tapes telling you to go do crap. You just have to be able to deal with the idea that picking up a freaking gun is enough to encumber you and that you run out of storage by level 9 or so and spend half your time in the game trying to figure out what to throw away so you can save that item you can't use for another 10 levels. And EVERYTHING that you make or fix requires aluminum but anything that requires aluminum to make or fix does not drop aluminum if you scrap it. Figure that one out. Oh and apparently, gold, crystals, fiber optics, nuclear material and such is far more common than the ultra rare aluminum. But yeah, if you can get past the terrible storage and weight allowance and the constant search for that elusive aluminum and being griefed by everyone on the map, it's a decent game at half price. LOL.

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Calgamer1

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Edited By Calgamer1

@bdrtfm: Not having enough aluminum drove me crazy for so long. My weapons would all break quickly and they required aluminum to repair, but I wouldn't have enough aluminum to actually repair them. For a while it was this awful endless cycle of trying to scavenge enough aluminum to keep my weapons repaired, but breaking my weapons in the search for aluminum. Now that I've maxed out the perk that makes my weapons break 50% slower, I've managed to accumulate more aluminum, but it's terrible that I had to take a perk like that. In fact, it's annoying just how many points I've put into scaling up perk cards that improve carrying capacity. Most of my cards either reduce the weight of certain things (guns, armor, stims, food/water, etc.) or just overall increase my carrying capacity. There are a lot of cool perk cards, it sucks to have to take so many centered around reducing weight. Most of my points are also in strength to increase carry capacity as well. Some people have character builds in mind like stealth or melee or sniper, my character build is pack mule, simply out of necessity.

Right now I carry 4 weapons (2 different shotguns, a hunting rifle, and an SMG), a set of normal armor (not power armor), some grenades and then various chems/food/drink/junk and my weight is pretty much always over 200. Now granted, my stash has been full for a while so I'm probably carrying more junk than I otherwise would, but inventory management in this game remains the absolute worst thing for me. I can deal with the bugs, but having to stop every hour to do some spring cleaning on my inventory is such a drag. And despite all the crap I seem to have, my new struggle is finding the right components to keep my armor repaired. I think the new hard-to-find component is ballistic fiber. I guess I'll be spending another 3 or 4 levels worth of perk card upgrades on reducing the speed armor breaks by 50% as well.

I'd like to think I'm pretty diligent when it comes to breaking down weapons, not hoovering absolutely everything, and just generally making smart decision when it comes to looting, but I still struggle with my inventory. I only pick up junk that has components I need (I've flagged things like aluminum, adhesive, ballistic fiber, etc. that I always seem to need) and I make sure any weapons or armor I pick up get scrapped right away so they don't take up needless space.

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GustavoB

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@bdrtfm: so it's basically an inventory management simulator.

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BDRTFM

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Edited By BDRTFM

@gustavob: Pretty much. My inventory has been full since level 9. By the time I put on armor, carry a sniper rifle, mid range rifle a shotgun and a few cans of food and purified water, I have 20lb weight allowance left for stuff I find. So you get encumbered really fast when scavenging. A freaking pistol can weighs 6lb-10lb. Rifles 8lb-20lb and more. Laser rifles and pistols are even heavier. I've only found one heavy weapon so far, a mini-gun and I had to walk for 2 hours real time to get it back to my camp because, no matter how much stuff I ditched, I was still encumbered and thus could not fast travel back. I had to pretty much throw out all of my scrap to have enough weight allowance in my loot crate to store it. Shotguns break ridiculously fast. I had a fully repaired shotgun, ran into 7 super-mutants and by the time I killed all but one of them, my shotgun shattered. I don't see anyone running around with full power armor, just the frame. I asked them why and they say it's not worth the trouble because the stuff weighs a ton - 20lb-60lb per piece and there are 6 pieces + the frame. It breaks down pretty quick and the repair requires special rare material and the cost for repair is pretty much the same as making it from scratch. Same for heavy weapons, I haven't seen a single person with a heavy weapon because ammo is extremely rare for big guns unless you want to take the time to take over a huge public bench and building and defend it long enough to build ammo production and then defend it long enough to actually produce the ammo. You then run out of said ammo quick and have to do it all over again because you will not find heavy weapon ammo just from scavenging. The game requires a LOT of patience. At my age, taking days to get enough ammo to use a mini-gun for one fight is hard to find the patience for.

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borgking1234

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More like Fallout 69.

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jbaker8935

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releasing in this state is worse than no man's sky situation. Bethesda isn't a dinky developer with big dreams.

I will say Todd Howard never oversold this though - he never seemed that confident in the game --More like an expensive experiment they weren't quite sure would work.

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mogan

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mogan  Moderator

@jbaker8935: "More like an expensive experiment they weren't quite sure would work."

My guess is that's exactly what this game always was, but Bethesda is in the business of making video games for money, and this was probably an expensive experiment, so it gets sold as a $60 AAA game.

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Yams1980

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Edited By Yams1980

@jbaker8935: NMS needs to stop being bashed down like this. They have added everything and more they ever hinted at and haven't charged for anything new yet.

While Bethesda had an online store to take your money from day one in this buggy broken game of theirs.

Gonna be funny to see what kind of schemes they try to pull with the new Elder scrolls to take as much as they can from fans. Elder scrolls is good enough, but u can see them removing user mods in an attempt to completely sell their own, and lets face it, nobody is gonna play a buggy game with a dated game engine where you have to pay for mods.

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jbaker8935

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Edited By jbaker8935

@Yams1980: re: nms. purely talking initial release & reaction which was savage.

With FO76 Bethesda is essentially using an late stage, early access dev model but charging a fully developed game price. Yes, they've given caveats, but still they should have been exceptionally clear that it is WIP.

Re: elder scrolls - no way they remove user mods. they've massively extended the sales life of those old games.

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SonictheHeg

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Now, why did it take so long to release this review? Were journalist told to hold on to release it?

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penstrol

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@SonictheHeg: The "Review In Progress" went up almost straight away, and was already pretty damning.

Pretty sure the reviewer wanted to give the game a fair shake after initial patches had come out and he'd had time to properly assess it. Single player games often get sent to reviewers in advance so they can put reviews out on launch day, but for obvious reasons that doesn't work for MP-only games.

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jbaker8935

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@SonictheHeg: online game reviews are usually delayed because the online experience after launch is critical, but I don't think it's a formal embargo. there were a number of reviews after just a couple of days, but gamespot made an editorial decision to put in a fair amount of time across platforms before rendering a verdict.

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OldDadGamer

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OldDadGamer  Moderator

@jbaker8935: Yeah, this. It's the Assassin's creed, what, Unity effect? That one where the reviewers got pre release copies, played it, gave it 8s cuz it was good when, like, 12 people were on the servers, then it released all busted and people were all "HOW'D YOU GIVE THIS AN EIGHT I HATE YOU." Reviewers like to play games exactly the way the players will, and that's good for us.

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PETERAKO

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Edited By PETERAKO

There are so many good open world games that have come out recently, spider man, AC Odyssey, RDR2, how can Fallout 76 even compete.

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so_hai

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What a total screw up.

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