11/24/2023 0 Comments Fallout 4 diabloEven if I want to play, say, a female character who's strong as heck (or simply dumb as heck) and takes no prisoners, I'll have to accept the fact that she also apparently has a law degree-I guess a few days in the Wasteland can really change people.īut, above all, what I like most about Fallout 4's intro can be found in how much mystery it adds to the narrative. Thanks to the tighter narrative focus of Fallout 4's opening, though, you have no choice but to be a middle-class family man or woman, and with a job that may belie the traits you choose. With every Fallout game, you typically enter the game as a clean slate: Part 3 gives you the role of an Important Guy's kid, while New Vegas casts you as a courier with bullet-based amnesia. The one real downside, though, is that Fallout 4's intro slightly diminishes the whole "RPG" aspect of the experience-and I mean that in the most traditional sense of the term. Since so much of Fallout is comprised of sifting through the pieces and determining how people really lived before things got bad, it's a real treat to pore over possessions that will soon (for the player, anyway) be the remnants of a ruined civilization. Though your window into this version of Fallout's world is limited to a simple cul-de-sac, I didn't want to leave until I'd absorbed every last piece of flavor text. But the big difference here-something that hasn't happened in any Fallout to date-is that you begin the game before the post-apocalypse, which feels pretty monumental for a series that leans heavily on the contradiction of post-war, picket-fence consumerism set against a desolate and hopeless wasteland. I'll agree this style of opening is used way too often, but that doesn't mean it can't be done effectively: The first 20 minutes of BioShock Infinite, for instance, stood out as the only time I was really having fun during my stay in Ken Levine's Columbia.įallout 4, like 3 before it, also opts for this style of gently easing you into its world. Going for an intro similar to Gordon Freeman's exploration of the Black Mesa Research Facility allows developers a chance to develop a world, atmosphere, and characters before mechanics, systems, and challenges can distract players from the narrative's intent. No matter how much technology changes, one thing definitely hasn't: If you're playing a big, beefy, triple-A game, more often than not, it'll open with a prologue mostly patterned after what's found in 1998's Half-Life.Īnd it's not hard to see why this has become the de facto video game opening for nearly 20 years. Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team. This article first appeared on USgamer, a partner publication of VG247.
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