These are my thoughts on a 100% vanilla, mod-free playthrough on Series S.
I’m probably going to say something controversial right off the bat: based on my somewhat limited experience with the franchise (played 3 and New Vegas, no experience with 1 or 2), I think Fallout 4 is a great game and a great Fallout game. I absolutely loved my time with NV this year, easily one of the best RPGs I’ve ever played, but in those moments where everything clicked, truly clicked, I loved FO4 even more. Yes, there are some real issues with it when compared to previous games, but to me, the world building, freedom and magnitude of exploration this title brings to the table owe nothing to what came before it. I’m kind of free-styling this and I feel I’ll have a lot to write about it, so the cliff notes version is this: FO4 is a visibly flawed yet fantastic game, let down mostly by its technical hurdles, which render its best mode - Survival - borderline impossible to play in its vanilla state even on current gen consoles. I honestly thought I wouldn't like the game much after all I had heard about it. I was wrong. I loved it, even though it drove me nuts more times than I'd care to admit. If you’re into Fallout, definitely play it if you haven't by now.
So let me start from the very beginning. FO4 has awesome character creation, visually more in-depth than most games I’ve played and, certainly better than Bethesda had ever done before from a technical standpoint. The trait/perk system changes come with some nitpicks, but I honestly loved the freedom to bypass perks under each S.P.E.C.I.A.L. tree and be able to choose whatever I want from the get go provided I put enough points into it. The ‘RPGness’ - or lack thereof - in FO4 is a contentious topic when it comes to build specificity, but I personally feel there’s a lot to praise in its freedom structure. Yes, you can absolutely become a jack-of-all-trades god if you so wish, given enough time and perk points. But you can also build a very specific character for very specific roleplaying purposes. I’ve ended my playthrough at level 67 as an energy weapon-only Brotherhood of Steel sentinel (one thing that enticed me towards BoS this time around was that putting on power armor really feels like you're putting on power armor), and I honestly didn’t feel that was enough to 100% wrap up my build, though it came close. I personally prefer this freer, more shape-as-you-play approach to character building than a more restrictive one. And even though part of me missed the possibilities that came with the traits system in NV, I didn't miss it enough for it to make any dents on my enjoyment.
Specifically tied to this are gameplay mechanics. I could write a small book based on this alone, so I’ll try to condense this as much as I can. The most obvious ones are gunplay and VATS. Shooting is much better implemented here than in its 1st person predecessors. Part of it is natural gunplay evolution in games, but there's also a significant effort in improving what was arguably an underwhelming experience in past FO titles. I would never class it as top-of-the-line, but it’s nevertheless a visible improvement over 3 and NV, and this alone makes the game a lot more enjoyable to play combat wise, especially when coupled with how surprisingly competent human AI is, often ducking, changing position and looking for cover when exposed. VATS now slow down time instead of completely pausing it, and my initial reservations about this change were completely squashed after I tried it. I think it was one of the best changes they made, specifically because it adds an element of danger and urgency to act that the previous system lacked. I heavily relied on VATS throughout my playthrough not because real-time shooting sucked, but because of how great it felt to use it.
Another stellar gameplay mechanic is the upgrade system, and even though this permeates most of FO4’s usable items, from armor to chems, I’d like to focus mainly on weapon upgrades. This is likely the most satisfying, customisable, deepest upgrade design I've ever encountered in a game, and it felt so good precisely because it didn't overcomplicate things amidst its complexity. You quickly get the hang of it, even if, like myself, you started gaming in the late 80s, and once you learn the ropes chances are you’ll be coming back to it over and over. The freedom it gives you to visually and mechanically modify barrels, scopes, grips, suppressors, etc makes the weapons feel like they’re truly ‘yours’. Not having to repair your weapons was a bit of a downer for me roleplaying wise, but when all was said and done, I’d take the tradeoff I was offered any day of the week.
Shifting gears, other things I thought FO4 did particularly well was environmental design, world building and exploration. I loved the visual grimness you get to experience in FO3, revelled in the wonderful exploration of the New Vegas desert, and I think this game combines the best of those worlds in this narrow sense, even if the darker tones aren't as omnipresent as in 3. From the rundown vibe of small cities like Concord and Lexington to the visually foreboding sky of the Glowing Sea (not to mention the ominous foggy world of Far Harbor for the ones with this awesome DLC), environmental variety is at its best here, which along with how the game rewards the player for going off the beaten path, makes exploration truly enjoyable. Everywhere you go there's a terminal chock-full of information that brings cohesion to the world of Fallout, or a note that sends you off on a cool side quest, or a visual storytelling device that paints a picture of what happened inside whatever hellhole you just stepped into. It is so easy to lose yourself in FO4’s world, and it was a funny feeling when I first realised that the sandbox was nowhere near as massive as I felt it was in the beginning. Bethesda’s sense of scale, the initial impact of it, is still unique to this day. I had a hard time ungluing myself from this game, even after playing it for 125 hours, precisely because they’ve made the world so appealing and packed with things to uncover. All of this comes coupled with a jump in visual quality I didn't really anticipate. I had dabbled a tiny bit with the beginning stages of FO4 before this first playthrough, but it was only after I spent more time with it that I started appreciating how good weapon/armor/character models and the world in general looks (as long as you don't look at some of the textures a up-close, that is).
Then, there’s the story (spoilers tagged). This is likely the most contentious point in the entire title, and my opinion will likely be no less contentious. Focusing exclusively on the broader plot and not the storytelling: I liked it. I actually liked it a lot. From the really solid, urgency-filled, dramatic start - getting to experience the moment the bombs fell firsthand, your wife getting killed in front of you and your son kidnapped is as intense as could be - to the eventual revelations and outcome, there was nothing I was really antagonistic towards, aside from some lack of clear effects from some of your choices. It is true that the game pigeonholes you into a specific background, thus restricting roleplaying possibilities in a vanilla playthrough. But at the same time I feel this is becoming a staple in Bethesda’s Fallout titles, which admittedly is kind of antithetical to the stellar sense of exploration their games excel at. It was already the same in FO3 where you had a very clear, fairly urgent goal as well.
Once you accept that, however, I feel the story is still pretty decent, at least nowhere near as bad as I had read. Sure, it lacks New Vegas' obvious consequences stemming from the choices you make, but then again, in NV we’re talking about a non-Bethesda game, and likely the pinnacle of choice-consequence in 1st person games. Obsidian is known for excelling at that, Bethesda isn’t. And when all was said and done, not only did I like the flavour of the main narrative, I thought it was actually a lot greyer than I thought it would be. It starts by nudging you into a very specific emotional tone - hating the Institute for all it did to you -, while also throwing surprising moments your way that make you start questioning that very tone - finding out who Shaun turned out to be or that Danse is a synth for example. And in the middle of this, I like that they actually removed karma from FO4. As it stood, I feel it was mostly a gimmick that didn't really add anything meaningful to the game. And the irony is that not having a morality system allows for more personally conflicting thoughts about what the ‘right’ thing to do is. Here I'll go further and posit that the game weaved this almost perfectly: it was a very well-realised twist to have Shaun be the leader of the Institute because, at that point in the story, chances are you are so against it, especially if you have joined the BoS or the Railroad faction, that you get emotionally torn. The narrative certainly comes with some issues and flaws, cemented by a dreadfully basic, tone-deaf and unhelpful dialogue system, along with a painfully uncharismatic voiced protagonist. But it still managed to keep my attention from start to finish, not only because of the ambiguous turning points present, but also due to the soulful characters you meet throughout.
Now onto the issues, with the absolute main one being, in true Bethesda fashion, optimisation. Even by their standards, this game is awful from a technical standpoint in its vanilla skin. I honestly can’t believe the current state of the game is this, 7 years after its release. Not even going into the weeds of all its bugs, glitches, sound propagation issues and incomprehensible random crashes, FO4 is borderline unplayable in the Boston area. Seriously, what the hell. It freezes and crashes and shits on you every chance it gets, and you can’t go 5 literal minutes without the game kicking you out one way or another. It made it impossible to not use fast travel and save every other minute, and because of that, it made it impossible, without mods, to use what is arguably FO4’s flagship mode, survival. It is clear to me that this was the way such an otherwise accomplished post-apocalyptic experience was meant to be played all along. And you can’t use it because of how technically hideous and unstable the game is. A true shame and a lost opportunity to add weight, tension and meaning to a vanilla playthrough. I had other problems with FO4, but this was such a prominent, ever present one that it made all the other issues virtually irrelevant by comparison. Get your damn act together, Bethesda. Modders shouldn’t be required to fix your games.
It is thus incredible to me how much enjoyment I got out of my playthrough even through such incomprehensible technical problems. A glance at public opinion of the game from release to present time makes me think Fallout 4 is one of those games that have been ageing somewhat well. I simply don’t see the animosity towards it I saw during the first couple years, and I’m glad I don't. For better and for worse, Fallout 4 is a Bethesda Fallout game through and through, meaning it’s a fantastic, packed, meaningful, buggy take on its post-apocalyptic world. There are some continuity lore issues and noticeable flaws here and there, but I reject the notion that this isn’t something that can be appreciated under the Fallout umbrella. It can, and it is. It may not have edged out New Vegas in terms of my total level of appreciation, but out of the 3 Fallouts I’ve tried so far, it was certainly the most addictive, magnanimous one. I just wish someone at Bethesda knew how to optimise games. 9/10