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  • (grunting)

  • (gunfire)

  • - [Brandin] After more than 50 hours

  • plundering the irradiated wasteland of Fallout 76,

  • the greatest mystery still lingering is

  • who this mutated take on Fallout is intended for.

  • Like many of Vault-Tec's underground bunkers,

  • Bethesda's multiplayer riff on its post-nuclear RPG series

  • is an experiment gone awry.

  • There are bright spots entangled in this mass

  • of frustratingly buggy and sometimes conflicting systems,

  • but what fun I was able to salvage from the expansive

  • but underpopulated West Virginia map

  • was consistently overshadowed by the monotony

  • of its gathering and crafting treadmill.

  • On the surface, Fallout 76 is another dose

  • of Bethesda's tried and true open-world RPG formula,

  • except that aside from some gorgeous lighting,

  • it somehow looks noticeably flatter than Fallout 4 did

  • three years ago.

  • When you look closer, the ambitious idea to replace

  • all human NPCs with other players

  • results in a lack of meaningful interaction.

  • Other than the 20 something other players spread thinly

  • over a massive map, just about the only voices you'll hear

  • are recordings of long-dead quest-givers, robots,

  • and AI constructs who simply deliver information at you.

  • - [Recording] See it to fruition.

  • - [Narrator] There's no opportunity

  • for the morally tricky decision-making

  • that defines most other Fallout games.

  • Even the so-called main story quest boiled down to

  • obediently following a breadcrumb trail

  • of journals and notes.

  • With the exception of some goofy and creative tasks,

  • it all feels like chasing ghosts.

  • And though later missions mask the shallowness

  • with some cool events and set pieces,

  • they're fleeting moments.

  • Wandering the diverse wasteland of Appalachia

  • does reveal one of Bethesda's great strengths,

  • environmental storytelling.

  • Discovering a goofy teddy bear playing pots-and-pans drums,

  • an evocatively posed skeleton, or a half-sunken church

  • all instill the sense that enticing secrets are hiding

  • just over the next hill.

  • On paper, a multiplayer game in the dog-eat-dog-meat world

  • of Fallout sounds like a thrill, but in Fallout 76,

  • you're almost prohibited from engaging in anything

  • resembling player-versus-player aggression.

  • Because you can't do any significant damage

  • until both people have attacked one another,

  • there is no sense of danger.

  • It's the most kid-gloves version of competitive multiplayer

  • I have ever seen.

  • And even if you do kill someone

  • or even just pick the lock on their camp,

  • there's virtually nothing to be gained

  • but a price on your head.

  • Instead, Fallout 76 is more of a cooperative PVE game,

  • and that's where it's at its best,

  • in spite of some frustrating UI

  • and experience distribution design.

  • The mechanical benefit of grouping brings the ability

  • to freely fast-travel to one another,

  • use teammates' custom-built camps,

  • share a subset of cards in the flexible new perk system,

  • and of course, the added firepower.

  • But what I appreciated the most is the companionship

  • in this lonely world.

  • Mechanically, Fallout 76's combat falls somewhere between

  • floaty and just fine.

  • I leaned into rifles at long range

  • and shot guns or melee swipes up-close,

  • but always in first person

  • because hitting anything up-close in third person

  • is very hit or miss.

  • With only a watered-down realtime version

  • of Fallout's signature VATS auto-targeting system available,

  • I found it nearly useless except in specific situations,

  • but every little bit helps against the inventive

  • and varied enemies.

  • The recognizable insects, ghouls, robots, super mutants,

  • and not-so-super mutant animals are all here,

  • alongside some strange, creepy,

  • and downright bizarre creatures that reside in the fringes

  • of West Virginia's disdained and atmospheric biomes.

  • Unfortunately, poor AI and pathing

  • means most of these monsters can be killed

  • in the cheesiest ways possible.

  • The brightest spot here is your portable camp,

  • which you can build up and drop

  • almost anywhere in the world.

  • However, there's little need to fortify it

  • other than to lure enemies to their deaths.

  • And like just about everything else in Fallout 76,

  • this system suffers from a number of bugs

  • that make moving camp a huge hassle.

  • When you're not running quests, you're scrounging,

  • scrapping items for materials, and crafting.

  • There is a wealth of weapons, armors, and items to collect,

  • assemble, and mod, and hunting down the plans

  • is one of the best-feeling measures of progression.

  • In fact, toward the late game,

  • the emphasis swings from exploration and discovery

  • to resource and inventory management.

  • That's when you're required to build, maintain,

  • and carry your entire arsenal of power armor, weapons,

  • and ample ammo, alongside the food, water,

  • and chemical stimulants that keep you alive.

  • All of this weight easily bogs you down,

  • and your personal stash box

  • has an absurdly tiny 400-pound limit.

  • By the time I reached late-game levels,

  • I was spending five minutes of every hour I played

  • just managing and sacrificing inventory

  • to avoid being overencumbered.

  • That got old quickly.

  • When my team launched a nuke

  • after a series of needlessly convoluted steps,

  • the seconds before and after the impact

  • were the highest highs Fallout 76 had offered so far.

  • Yet, when the smoke cleared,

  • it revealed the temporarily irradiated area

  • was more of the same, just with higher numbers.

  • Was it all worth the trouble?

  • Probably not,

  • and that's when I knew I was done with Fallout 76.

  • Finally, the fact there's a cash shop

  • with obscenely expensive cosmetic items adds some insult

  • to the overall injury.

  • In an effort to do everything,

  • Fallout 76 fails to do any of it well enough

  • to form an identity.

  • Its multiplayer mindset robs its quests

  • of the moral decision-making that makes the series great,

  • and all that's left is a buggy mess of systemic designs

  • that never seems to work together

  • and regularly contradicts itself.

  • It all culminates in an aggravating endgame

  • that's more busywork than satisfying heroics.

  • Bethesda missed the mark with Fallout 76,

  • in part because it seems like it could never decide

  • what it was aiming for.

  • For more reviews, be sure to check out our review

  • of Battlefield V, or our re-review of Warframe.

  • And for everything else, you're already in the right place

  • right here on IGN.

(grunting)

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