214 Reviews liked by InNicoTime


"Nothing bad ever happens to the Kennedys" the game

Shoutout all the homies who got unsolved racial trauma from seeing white kids with custom-made lynching emblems in lobbies.

Retro did Metroid better than Nintendo. Seriously amazing how well they managed to bring this series and it's style into an FPS. They made it look easy.

Tim Burton's WALL-E, impeccable art style

Some of the best "guns" to grace the horror genre, set pieces that are still awe inspiring, did an in world HUD better then anyone before or since.

Its not a bad game, but every time I open it up I dread having to go through it, and not because its scary, quite frankly its not scary at all. Its just kinda dull and not very engaging

He's done it Daves solved racism

"that is a quote from Martin Luther King."

I didn't get racism until it happened to robots

Nothing interesting happened in the plot, mostly a comedy about future. Can only recommend if character writing is the only thing you care about

It's actually impressive how this game manages to stay insanely boring and soulless no matter how much you mod it or try to let it grow on you.

Why is it that the itty bitty sprite-based Fallouts let me blow up a locked door or pry it open with a crowbar, but this shiny, hundred million dollar PS4 game doesn’t?

I’m implying that Fallout 4’s more primitive than a game almost two decades its senior, but that isn’t being completely fair. In some ways, it’s the most complex one yet. Armour & weapon customisation is the most fleshed out it’s ever been, letting you not only personalise each of your character’s individual limbs or every component of a gun, but also the stat bonuses they offer. Power armour now requires some resource management just to wear it, while also being so heavy that you have to slowly walk underwater rather than swim, causing you to think more carefully about traversal than in prior entries. Settlement building lets you create custom-built homes nearly anywhere you want and set up trade routes between them via procedurally generated NPCs, not only helping the world feel more alive but also allowing you to contribute to its liveliness. So on and so forth.

This is all great; one might even say that it just works. But nearly all of the fresh ideas Fallout 4 introduces either come at the expense of something else or don’t fully capitalise on their potential. The deeper armour customisation would be more impactful if the RPG elements weren’t almost totally gutted, while weapon customisation is enormously lopsided in favour of guns. Power armour excludes you from using fist weapons, which is somewhat accommodated for by having arm pieces that boost your unarmed damage, but still feels oddly limiting and detracts from the power fantasy that it’s trying to sell. Creating settlements adds some much needed dynamism to the game world, but it’s at odds with the story’s urgency and environments are barely interactive otherwise, with invisible walls still regularly cordoning off the slightest of inclines – this one feels especially egregious considering Bethesda themselves already came up with the solution to this in 1996, i.e. Daggerfall’s climbing system.

Thanks to all of this, it’s tempting to think of Fallout 4 as a game which takes a step back for every step forward. A more unambiguous step back, though, is its use of a voiced protagonist. I’d carefully modelled my character after Waingro from Michael Mann’s Heat in the hopes of getting it on (read: being a murderous nonce), but my motivation to carry this out was killed pretty much off the bat. The Sole Survivor isn’t some malleable blank slate no-name from a nondescript Vault, or tribe, or post office – he or she’s very much their own set-in-stone character, a pre-war ex-military family man or woman with a tone of voice so affable it puts your local Tesco staff to shame and a love for their son so integral to their identity that it’s the catalyst of the story. There’s not much room for imagination. You have to set up a bunch of mental barriers before you can really treat Fallout 4 as an RPG, whether it be handwaving the fact that much of what you plan to do throughout the game is going to be grossly out of character or trying to ignore the inherent disconnect between you and the Sole Survivor if you happen to not particularly care about Shaun.

To this end, Fallout 4’s dialogue system’s gotten a lot of flack, but I don’t really mind it; if nothing else, it offers more variety on average than Skyrim’s did. Part of where it really falters, I think, is the contextualisation of skipping through dialogue. Interrupting people with bored “uh huh”s as they suggest where you might find your kidnapped son is kind of hilarious, but as far as immersion goes, it’s something the game would’ve been better without. The dynamic camera angles during conversations also could’ve used some work – my introduction to the mayor of Diamond City was an extreme close-up of a blurry turquoise girder, and the camera haphazardly cuts between first & third person often enough that it sometimes feels like watching Don’t Look Up with fewer random shots of Jennifer Lawrence’s boots. What doesn’t help things is that conversations themselves just generally aren’t up to scratch with the pedigree of this series; it’d be easy to look past all of this if Fallout 4 had any Lieutenants, or Masters, or Frank Horrigans, or Joshua Grahams, but it doesn’t really. At its peak, the dialogue and voice acting only ever feel vaguely acceptable, which is a bit of a shame considering it claims descent from the game that popularised the concept of talking the final boss to death.

I generally prefer to avoid being a negative Nancy unless I can use it as an opportunity to draw attention to things I love, which is why I keep bringing up Fallout 4's predecessors. I can't help but feel that Fallout used to be more than this. Fallout 1 was so laser focused on delivering an open ended role-playing experience that it’s (deservedly) credited with revitalising the genre; there are a lot of things Fallout 4 does well enough, but I don’t know if you can really say where its focus lies. It’s competent as a looter shooter to turn your brain off to, but it’d be a better one if it wasn’t also trying to be an RPG, and it’d be a better RPG if it had gone with just about any premise or protag other than the ones it has. Despite having so much more money behind it, it feels so cobbled together in comparison.

Looting plastic forks from decrepit buildings while fending off mutants and ghouls is fun, but if that’s the kind of experience you’re after, I’d recommend just walking around Belfast at night instead.

i can't even make a fellas is it gay joke because. yeah fellas it IS gay