Fallout 4 by Bethesda Softworks

Fallout 4's gameplay is similar to that of Fallout 3 and Fallout: New Vegas, the previous two main entries in the series. Returning features include a camera that can switch between a first-person and third-person perspective, and the ability to roam anywhere on the map. Fallout 4 introduces new features including a layered armor system, base-building, a dynamic dialogue system featuring 111,000 lines of dialogue, an in-depth crafting system which implements every lootable object in the game, and much more. Enemies such as mole rats, raiders, super-mutants, deathclaws, and feral ghouls return in Fallout 4, along with the companion Dogmeat.

Players have the ability to roam anywhere on the map, and leave a conversation at any time. They have the ability to customize weapons; the game includes over 50 base guns, which can be crafted with a variety of modifications, such as barrel types and laser focus, with over 700 modifications available. Power Armor has been redesigned to be more like a vehicle than an equipable suit of armor, and can be modified, allowing players to add items such as a jetpack or selecting separate types of armor for each part of the suit. A new feature to the series is the ability to craft and deconstruct settlements and buildings. Players can select some in-game objects and structures, and use them to freely build their own structures. In addition, the towns can be powered with working electricity, using a dynamic power line system. Merchants and non-player characters can inhabit the player's settlements, for which the player must provide sustenance by growing food in makeshift patches and building water spouts. Players can build various defenses around their settlements, such as turrets and traps, to defend against random attacks.

The main story isn’t nearly as gripping an attraction as the huge number of well-written side quests.

IGN

Fallout 4’s crafting system gives even more motivation to compulsively collect everything that isn’t nailed down. It’s so easy, too - grabbing things out of containers happens quickly in window that pops up when you look over it. Every item in the world is made up of material components, most of which you can intuitively guess: bottles are needed for glass, a desk fan will provide you with steel and gears, and a roll of duct tape is worth its weight in gold. I once went on a desperate search for pencils so that I could extract the lead they contained to use for radiation shielding. Nothing is worthless junk, which means that managing the weight of your inventory is a constant series of agonizing decisions of what to take with you and what to leave behind.

The value of those materials comes from their use in the fantastic equipment upgrades, which give most guns you pick up extraordinary potential for flexibility and longevity. Stopping at a crafting bench with the right components in hand can turn a pistol into a short-range, pray-and-spray automatic or a scoped sniper with a long barrel for accuracy and a big stock to reduce recoil.

A few tweaks to a standard-issue laser rifle can add burning damage over time, or split the beam into a shotgun-like spread. The best part is that those changes aren’t just tweaked numbers in the stats; nearly every modification you make is reflected in the look of your gun as well, creating an extremely varied selection of weapons both for you and for enemies.

Likewise, the new armor system lets you piece together six chunks of gear - helmet, chest plate, and each individual arm and leg - on top of your clothes to form cobbled-together, asymmetrical outfits that feel like exactly what someone who assembled their wardrobe by scavenging the wasteland should wear. The suit my character wears now has at least one piece from each major faction, reflecting both his allegiances and his victories over foes. And of course, armor can be upgraded using collected materials as well, though it sadly doesn’t have as dramatic a cosmetic effect as with weapons.

Another major change to personal protection is that Fallout’s distinctive power armor behaves almost like a walking tank that you climb into and out of (with a great Iron Man-style animation as it closes around you) instead of wearing like clothes, and its fuel is a limited resource you have to find in the world. It’s a bold design move that makes these hulks’ appearance on the battlefield feel like a big event. However, since it’s always just a fast-travel away, in practice, having to run and grab it when the going got tough became more of an inconvenience than anything - two loading screens between you and resuming the fight. It also forces you to use fast-travel to conserve fuel, which would mess with a no-fast-travel play style. But I do love how every piece of the armor can be individually damaged, repaired, upgraded, customized, or even swapped out for other models.

Fallout 4
Fallout  4

Fallout 4 is powered by Bethesda's Creation Engine, which was created originally for Skyrim. Just after Fallout 3's release, the team devised numerous design objectives to meet for Skyrim - which was later updated for Fallout 4's next-gen hardware requirements. The updated Creation Engine allows for numerous improvements in graphical fidelity over Bethesda's previous efforts. For instance, the draw distance renders much further than previous Fallout games; and – in an interview on the engine for Skyrim – Howard provided an example where the player can stare at a small object such as a fork in detail, and then look up at a mountain and run to the top of it.

Dynamic lighting allows shadows to be created by any structure or item in the game world. In fact, Howard revealed in the E3 Press Conference that the updated Creation Engine allows for next-generation god rays and advanced volumetric lighting. The updated engine also features a variety of visual effects not present in previous Bethesda games such as motion blur, temporal anti-aliasing, height fog, dynamic dismemberment, screen space reflections, filmic tone mapping, an updated material system – for wet textures – among numerous others.In fact, the updated engine allows the Bethesda team to add more dynamic lighting to every scene as well as “paint surfaces with realistic materials.”In detail, Bethesda released an example on how the updated engine works: "When a rain storm rolls in, our new material system allows the surfaces of the world to get wet, and a new cloth simulation system makes cloth, hair, and vegetation blow in the wind."

The updated Creation Engine also allows for a more advanced character creation system, which utilizes sculpting – forgoing the series of sliders present in previous games. In detail, the new character creation system introduces a new, freeform, entirely slider-free facial editor controlled via dynamic, real-time modeling interface.The updated engine also allows for more fluid animations designed for next-generation hardware.

The world, exploration, crafting, atmosphere, and story of Fallout 4 are all key parts of this hugely successful sandbox role-playing game.

With regards to the aforementioned fluid animations, the updated engine also allows a much more open approach to conversations with NPCs – wherein the camera views can change depending on the player's preference from a first person view to a cinematic third person view – compared to Fallout 3's rigid and instanced conversation system. In fact, the protagonist features dynamic dialog, which is context sensitive, and allows players to back out of a conversation. In Howard’s words, ‘you are free to walk away any time, if you want, or punch him in the face

 

Fallout 4 News

A new Fallout 4 mod tries to make the latest Bethesda game's lighting system more realistic. Coming from modder SirGreenThumb, this is an effort not to disrupt the original vision of the Maryland developer, but to prevent it from having that "washed out" look especially during daytime.

Here's a list of the mod's features, so you can have a better idea of what this is about:

  • It tones down bloom and eye adapt overall to more reasonable levels.
  • It calibrates certain lights for more realism.
  • It calibrates image space settings for indoor areas for a less washed out look.
  • It calibrates the image space settings for an unprecedented night time look, as well as less washed out look for daytime while keeping daytime bright.
  • It calibrates night time directional ambient to achieve a realistically dark night without darkening other lights.
  • It calibrates image space settings for dawn and dusk transitions for a seamless day/night transitions.
Source: Wikipedia, IGN and Gamepur

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