5 Things Fallout 5 Desperately Need To Be A Masterpiece


The fourth main installment in the world-conquering series definitely pursued a few directions that didn’t sit well with fans of the previous games. The title’s DLC didn’t do much to refocus the franchise either, and instead doubled-down on aspects of the main game that everyone had a problem with in the first place.

Choices

Was anyone else disappointed with how little your actions impacted anything in Fallout 4?

Sure, the game-ending choices the main narrative has you make remove factions and cause huge explosions, but just about every other quest felt inconsequential.

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And even when you were given the opportunity to impact the world in some way, for instance by improving the confidence of a particularly lacklustre DJ, these changes were never acknowledged by anyone else, making your actions feel self-contained and kind of arbitrary in the long run.

“Consequences” has been a bit of an overused industry buzzword recently, but going into the next game, Bethesda has got to take a leaf out of Fallout: New Vegas’ rulebook and make players believe that what they’re doing actually matters.

Speech System

The dialogue system in Fallout 4 was garbage. Often boiling your choices down to simple binary answers (with the ubiquitous presence of a “sarcastic” choice that dumbfounded players upon release), the ability to interact with other characters in Bethesda’s latest was massively limited when compared to previous releases.

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While dialogue wheels can be implemented well, by keeping each interaction limited to four speech choices (with two of these always being a bog-standard “yes” or “no”) the sense of expression inherent in previous games was entirely lost.

For Fallout 5 Bethesda needs to bring back the the nuanced and varied responses of the previous games, allowing you to tailor how your character speaks in a way that aids player expression.

Companions

If Fallout 4 did anything right it was putting a larger focus on its supporting cast. Although the series has always featured companions that accompany the player on their adventures through the wastes, it has only been recently that the games have been willing to explore these companions as actual characters rather than different numbers on a stats board.

But Fallout 5 needs to take this even further. Companion-specific missions and unique dialogue helped make these NPCs feel like actual people for a change, but in the future the reputation you hold with them should have a larger effect on your interactions.

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Instead of the reputation meter gauging how effective support characters are going to be in battle it should more harshly reflect how they feel about you personally, with differing ways of seeing the world being able to turn the best of friends into mortal enemies.

The Fallout series can be lacking in emotionally involving stories, but by putting a larger focus on characters you’re already spending countless hours with anyway it would mean that there’d be personal stakes in every mission.

Eliminate Repetitive Side Quests

It’s no surprise that Fallout 4’s Preston Garvey became an overnight meme. Supplying you with an endless barrage of menial and unrewarding random quests, there was no satisfying the Minuteman’s thirst for taking out camps of Super Mutants or helping out nearby settlements.

Which, on paper, should have worked to provide players with a virtually endless amount of things to do over the course of the game. Instead, it became a never-ending chore for those who like to keep their quest-log nice and neat without any outstanding activities to accomplish.

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Unfortunately, Preston’s nagging is only a symptom of Fallout’s increasingly problematic approach to side-quests, as Bethesda has stripped away the variety and importance from this extra content, instead placing the focus firmly on giving players a constant array of checkboxes to fill.

Fallout 5 needs to right the ship by offering gamers fewer, but more substantial and memorable, errands for them to engage with.

Detailed Wasteland

A troubling development in open world games recently has been the constant one-upmanship in creating increasingly bigger sandboxes for players to explore.

But the problem is that bigger doesn’t always mean better, and games like the Arkham series and even the underrated Mad Max have shown that smaller, more detailed maps can be much more rewarding and enjoyable, rather than endless miles of barren nothingness.

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Now, to Bethesda’s credit they’ve never striven to have the largest open worlds around, but with Fallout 4 it was clear that in many areas the developers were content to create huge open spaces that lacked anything interesting to discover.

It’s not that there needs to be dungeons to explore at every turn, but with a smaller landmass the developers would be able to pack it with more memorable locations and unique things to see as players move through the world, instead of forcing them to navigate the same copied and pasted subway station over and over again.

Source – Whatculture

#5 Things Fallout 5 Desperately Need To Be A Masterpiece 

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