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Writer's pictureNathan White

Fallout 4 Post-Mortem

Ah, Fallout 4. One of my most-played games of all time, with Steam constantly reminding me that I've invested over 1,200 hours into it—my second most-played single-player game behind RimWorld. To put that into perspective, 1,200 hours equates to about 50 days. This time span is spread out over nine years, starting from the very first day it was released. I even bought a new PC just to run it properly. Admittedly, some of that time was the game idling overnight, but it's fair to say I've clocked enough hours to form a solid opinion.


Why am I writing this now? With Amazon's Fallout TV show boosting the franchise's popularity to new heights, it seems like the perfect time. Plus, as I find myself striving to unlock all achievements these days, I thought it might be worthwhile to channel my efforts into something a bit more productive — thus, a postmortem of Fallout 4. Let’s dive into its strengths, flaws, and why it continues to captivate many, including myself.


This isn't a guide on whether you should buy the game; if you haven't by now, my review likely won't sway you. But, for curiosity's sake, let’s dissect what works and what doesn't. I’m not entirely sure why, but hey, why not?


Atmosphere, Story & World Building

It hurts me to say that the plot of Fallout 4 is one of its weak links. It feels a lot like a recycled version of Fallout 3's plot: once again, one of your family members (an older man) is missing and your character wants to find him. Then it turns out that your relative is doing alright, they're a scientist and they have plans for the region.


I'll be honest, I thought it was simple and slightly uninspired in Fallout 3, and it's slightly worse in the 4th installment. One may argue that "Fallout isn't about the story, it's all about the gamepl--" no, stop. Obsidian did it well with New Vegas. Shush. And it's not like Bethesda is completely incompetent in storytelling. Their plots are usually a bit of a snoozefest, but they are incredible at environmental storytelling. From simple jokes such as a teddy bear holding a paper journal while on a toilet to sadder tales such as the fate of Boston's mayor and his family, they certainly are capable.


They also proved their skill in the Far Harbour DLC. Maybe I'm slightly biased from being born on an island that is very reminiscent of the titular main location, but the main story has you discover old forgotten memories, make difficult moral decisions and question your own identity and humanity, all from what originally seems to be a "simple" investigation.


But overall, the main plot of the base game really feels like the writers had recently watched Blade Runner and decided it wouldn't be good to slap a Fallout coat of paint on it, then went "yeah, good enough" (but it wasn't, in my opinion). And once more, unlike Far Harbor, the side quests are generally completely unrelated to the main plot and are completely disconnected. They give some experience points, items and gameplay time, and compared to radiant quests, I guess they're better. Not that it means they're necessarily good. They're not bad, just... mediocre.


Perhaps one exception would be some of the main faction quests, especially with the Brotherhood of Steel (and no I'm not biased, I identify more as a Minuteman!) and the plot twist with Paladin Danse was unexpected. The Institute is objectively the most evil faction and many players feel like their questline was incomplete. I've often read Reddit users saying their mind cannon was that they took over the Institute and made changes, and I can't say I disagree with this take. It's just unfortunate that it wasn't actually implemented in the game. The Minutemen and Railroad, despite their noble aims of restoring peace to the Commonwealth, suffer from repetitive radiant missions. Their lack of means and limited vision, as established in the lore, makes their goals appear nigh-impossible. Meanwhile, Preston Garvey has become a meme due to his relentless assignment of settlements to save. This over-reliance on radiant quests reduces their broader objectives to mere checklists, detracting from their potential impact.


But where Fallout 4 shines is in its world-building. I don't pretend to be an expert in Fallout lore, but the game does an excellent job of setting a theme and sticking to it. Their brand of Atompunk retro-futurism is a staple of the subgenre of science fiction. While it slightly shies away from lore established outside Fallout 3, it doesn't treat Fallout 1, Fallout 2 and Fallout: New Vegas as non-canon and occasionally references its previous titles. It was interesting to see characters such as MacCready and Elder Maxon have their origins going back to the Capital Wasteland. And of course, we can only praise how it goes all-in on the mid-1900s atmosphere.


Just like its prequel, the tone of the urban post-apocalypse environment is on point. While the northern area of the Commonwealth is what you'd expect from a mud-filled nearly-deserted wasteland, the south portion features an outstanding concrete jungle I found myself getting lost in - in a good way. It felt like a true former city: wherever you turn a corner, you may stumble upon a new building you hadn't explored before.


My favorite part was the Glowing Sea. Although tougher enemy AI or additional environmental hazards could have better conveyed the intended hostility of one of America's most dangerous places, the eerie green fog, the frantic clicking of the panicking Geiger counter, and the unnatural thunder made it unforgettable. The feel was absolutely on point.


Visuals

I generally don't prioritize graphics heavily in my gaming experiences. Look, I have devoted over 120 hours to Caves of Qud, a game whose graphics resemble more colored spreadsheet than a game, so I can say I have a high tolerance for less polished visuals. Thus, when Fallout 4 was released, its graphical quality didn’t strike me as lacking.


The character expressions in Fallout 4 are not particularly remarkable, and it is evident that motion capture wasn't employed for every dialogue line. Given the vast number of characters, it's understandable that a development studio must allocate its resources wisely. In a title where the narrative is not the focal point, standardized facial animations are adequate.


Despite these visual limitations, the game does have standout moments. The Deathclaws, for example, impressed me with their agility—my first encounter with one, where it effortlessly tossed me aside as if I were made of straw, remains vividly memorable. The game does show signs of aging, particularly in the less detailed environmental textures like rocks, water, and grass. Yet, none of these factors significantly detract from the overall gameplay experience.


Music

It's no secret that I am a passionate lover of video game music. While others may enjoy modern pop, I often find myself writing to the boss themes from Final Fantasy XIV. Consequently, I judge game soundtracks by a simple yet telling question: would I recognize this music if I heard it outside the game?


In this respect, Fallout 4 hovers between "maybe" and "yes." While the soundtrack may not be life-altering, it adeptly fulfills its role in establishing the game's atmosphere. However, it doesn’t quite match the memorable impact and thematic depth of the soundtracks from Fallout 1 and 2, tending instead towards softer, less imposing motifs. Similar to Fallout 3, the weakest aspect of this game’s music lies in its battle themes, which can sometimes feel underwhelming. Nonetheless, there are heroic pieces within these compositions that stand out — particularly during intense combat scenarios, such as fighting through hordes of ghouls or facing a heavily armed Sentry Robot.


While I generally prefer darker tones in my post-apocalyptic settings, it's clear that the composers opted for a lighter approach with this soundtrack, perhaps to match the narrative of an unexpected hero uniting the Commonwealth. Despite my preferences, the music does have its moments. The iconic opening theme, the slow and mysterious tempo of the Institute, and the ambient music of Far Harbor each tell their own story, enhancing their scenes and contributing significantly to the overall storytelling.


Voice Acting

Voice acting in Fallout 4 has garnered mixed reactions, and I understand why. The game features numerous repetitive lines from unnamed NPCs, a recurring element in Bethesda’s open-world games that can detract from immersion.


The main protagonists’ voice actors deliver commendable performances given the material they work with but are often hampered by the game’s limited dialogue options — four per interaction. This restriction can result in conversations that feel flat, forced, or lacking in realism. However, there are moments where the voice acting shines, particularly with sarcastic responses which are delivered with a perfect touch of humor. Unfortunately, many NPCs still come across as emotionally flat, reinforcing their roles as mere non-player characters.


On a brighter note, voice acting for key characters, especially the companions who journey with the Sole Survivor across the Commonwealth, is robust and engaging. Enemy characters such as Raiders and Supermutants are also effectively voiced, with Raiders sounding like genuine assholes, and Supermutants providing comic relief with their brutal yet slightly dumb dialogues. Additionally, the memorable tirades from Mr. Gutsy, accusing you of communism, are both hilarious and immersive.


I have to give a shoutout to my favorite voice actor Liam O'Brien who makes a cameo as Allan Lee in Far Harbor. Fun fact: I started learning about voice actors due to his unique timbre after first hearing him in Fallout: New Vegas, then in League of Legends a few weeks later. Another notable mention is Brandon Keener, known for his role as Garrus Vakarian in Mass Effect, though his involvement in Fallout 4 is significantly more subdued, being reduced to that of simple and often unnamed NPCs.


Sound Design

I'm a fan of the sound design. The weapons, particularly the plasma and laser guns, have satisfying sound effects that enrich the shooting experience. When wearing power armor, the boosted mids create an authentic effect, making it feel as though you're actually speaking through a helmet's speaker.


The stingers used throughout the game are fittingly atmospheric. A memorable moment for me was during a side-quest in a butchery designed to investigate the cause of illness from canned meat. As you discover the ghastly truth that Feral Ghoul meat has been mixed with standard animal meat, a disturbing stinger plays, enhancing the horror of realizing that the townspeople have been unwitting cannibals.


Feral Ghouls themselves keep their eerie, zombie-like sound effects from older Fallout titles — desiccated growls and howls — that activate as they notice you, adding to the tension as they attack. Moreover, all creatures in the Commonwealth have distinct cries that suit their characteristics, particularly the Deathclaws, whose terrifying roars audibly underline their (supposed) threat.


In environments like the Glowing Sea, the audio further shines. Radiation storms bring a dramatic thundering and rumbling that syncs perfectly with flashes of toxic-green lightning, while the consistent ticking of your Pipboy's Geiger counter adds a layer of urgency and danger.


Overall, the sound design not only pleases but also serves a functional purpose by providing clear and recognizable audio cues. For example, the gentle hum of a fusion reactor unmistakably signals the presence of a nearby Fusion Core, illustrating the careful thought put into the auditory landscape of the game.


Gameplay, Bugs, Bethesda

This is going to be a harsh take, but the main problem with Fallout 4 is Bethesda itself. Large open-world games are expected to have bugs at launch; however, Bethesda games often reach meme status due to their nearly unplayable state initially. This issue is so notable that it stands out even when compared to other major releases like The Witcher 3, which, despite following a similar open-world formula and launching just months before Fallout 4, managed to avoid such a buggy reputation.


Despite its flaws, Fallout 4 remains undeniably fun and addictive. The game departs from its RPG roots by allowing infinite progression without a level cap, enabling players to eventually acquire all perks. This design fosters an addictive gameplay loop, rewarding almost every action with experience points that prompt the player to keep playing "just a bit longer" to hit the next level.


The more heroic atmosphere of Fallout 4, compared to its predecessors, supports this sense of continual achievement. However, the capability to excel at everything diminishes the uniqueness of your character, which could detract from the RPG experience where distinct character builds typically play a pivotal role.


The AI is, sadly, still as dumb as bricks, sometimes creating an artificial challenge by having the enemy be bullet sponges instead of having them work together to flank you, especially in Survival mode. The Deathclaws are the biggest victims of this: as melee opponents, they may struggle to find their way around tiny pieces of litter that block their way, allowing the player to gun them down safely, making them less of a threat than they're intended to be.


Exploration remains a core draw of the game, akin to Skyrim's appeal. Discovering new areas and playing through the stories they contain is incredibly rewarding, especially when combined with the game’s system of collectibles and useful junk for crafting and settlement building.


Speaking of settlements, this feature was hit-or-miss. The clunky interface detracted from what could have been a fulfilling aspect of rebuilding the Commonwealth. A more streamlined system like the one from Skyrim's Hearthfire DLC might have been more user-friendly and fitting. Fortunately, the insanely big Sim Settlements 2 mod allows you to have just that.


Mods have become both a crutch and a significant enhancement for Bethesda games. The active modding community has extended the life of Fallout 4 tremendously, providing new content and improvements that Bethesda did not. Unfortunately, it often feels like Bethesda relies too heavily on these modders to fix the game’s issues.


For example, a recent update made some Creation Club content free, including a mini side-quest related to the Enclave. This move seemed opportunistic, especially given that it followed the release of America Rising 2, a fan-made mod that introduced an extensive narrative, numerous themed equipment pieces, workshop items, and more, all centered on the Enclave. The official update, plagued by performance issues, did not measure up to the fan-created content, underscoring a persistent issue with Bethesda's approach to community engagement and game support. The disparity between the quality and depth of the official updates and fan contributions highlights the reliance on the modding community to enhance and sometimes even sustain the game's appeal.


Cultural Impact

Whether you love it or hate it, the cultural impact of Fallout 4 within both the gaming world and the burgeoning realm of TV adaptations is undeniable.


Fallout 4 was a highly anticipated release — I even took a day off work to dive into it! Its launch was a major event that captivated the gaming community, achieving substantial commercial success and significantly broadening the Fallout franchise’s reach. This is evident not only in the game’s impressive sales figures and large player base but also in its enduring presence in discussions, particularly in light of the new Amazon TV series.


The game has permeated internet meme culture, with characters like Preston Garvey becoming iconic for his incessant reminders to aid settlements, spawning countless memes.


Beyond entertainment, Fallout 4 offers valuable lessons in video game development. Years after its release, dissecting the game reveals what elements succeeded, what failed, and the impacts of corporate decisions on game quality. This analysis can inform current and future developers, underscoring the importance of balancing artistic vision and commercial pressures.


On a very related note, please support independent developers.


Recap

  • Atmosphere: A departure from previous entries in the series, with an overall satisfactory execution.

  • Plot: Basic and lacks inspiration, echoing elements of past games without notable innovation.

  • Visuals: While the facial animations could have benefited from more attention, the overall graphics meet expectations.

  • Music: Ranges from average to good, effectively setting the atmosphere without being particularly memorable.

  • Voice Acting: Generally decent, though limited by the constraints of the game's writing, resulting in some inconsistency in character delivery.

  • Sound Design: A standout feature, with immersive and well-crafted audio that enhances the gameplay experience.

  • Gameplay: The main strength of the game, offering engaging mechanics and a rewarding progression system, divisive though it may be.

  • Bethesda: The game's primary weakness, with a history of buggy releases and reliance on the community to address issues, overshadowing some of the game's achievements.


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