I've been keeping up with the tabletop game Wolves Upon the Coast lately, part of the current glut of fantasy heartbreakers but distinguished by some mechanical novelty in service to its focus on sacrifice in the pursuit of power. Where most games in this genre award character advancement based on the acquisition of wealth, Wolves grants the equivalent of a level each time a player boasts that she'll accomplish something difficult, dangerous, and impractical. There's a fanzine which characterizes the effect of this on play as dividing adventures into two types: one in the pursuit of glory and one in the pursuit of wealth with which to finance the former. It's compared to potlatch: adventure for the sake of experience is a wealth-destroying process.

Fallout 4 wasn't designed with this dynamic in mind: if it were, in fact, about spending hours gathering up resources and recruiting support for a big, symbolic attack on a raider camp that does more harm than good but advances your personal prestige, it might be a good videogame. For the first ten to fifteen hours, however, the thin trickle of good ammunition you loot off corpses doesn't really compensate you for the amount you've expended. Early adventuring is typically a net loss of resources unless you judiciously limit yourself to the absolutely miserable pipe weapons.

This is the game's way, I think, of pushing you into its other systems, its scavenging, crafting, and base-building. In my twenty-ish hours with the game, the only quests I really engaged with were for the Minutemen, which function as a tutorial for the settlements accompanied by a man who sounds vaguely confused and embarrassed by every line he delivers. Construction in the game is limited, somehow both counterintuitive and excessively simple, and typically represents a process that could be automated, but which instead demands manual engagement so as to keep it in the forefront of the player's mind: God forbid someone put down a sleeping bag without your permission.

I'm sure it's quite possible to play without ever engaging with the settlements, but if set up properly they provide you with too steady a stream of wealth to pass up. Getting to such a point involves a certain amount of skill point investment, as do the crafting skills which allow you to keep up with the game's damage scaling. There's no builds in Fallout 4, as one doesn't so much choose to focus on a certain approach as on getting one aspect of the singular, optimal end result, a character with good equipment and boosts to damage output, before the others. It's an utterly maximalist experience in which every mechanic is an intended part of the gameplay loop.

Like eating chocolate alongside potato chips, the alternation of base-building and dungeon-clearing works well to keep the player in its thrall: the inadequacy of each system fosters a craving for the other. In the absence of self-control, what broke this cycle for me was finally deciding to go to Diamond City, where about fifteen minutes of dialogue filled me with enough disgust to quit.

In light of the game being a single-player gacha, criticism of its actual content feels petty, but a few points stick out. Why are half the songs on the radio recycled from Fallout 3? Why does the prewar sequence present the period in exactly the same terms as the setting's propaganda?

Reviewed on May 20, 2024


2 Comments


23 days ago

what score would you give eating chocolate alongside potato chips
@quby two stars, not one of the better chocolate pairings. yesterday I had chocolate alongside challah and that was like three and a half