Fallout 76 was released in November of 2018 and has been with overwhelming negativity from most players and reviewers. It is for this reason that I feel compelled to open this video with a disclaimer. This will not be yet another hate video adding onto that pile, but that does not mean that the game doesn't deserve the hate. I would go as far as saying that Bethesda was unethical to release the game in its current state, and over 2 months since its launch, it isn't much better. Calling this game broken would be a disservice, because saying that something is broken implies that it was once functional. Fallout 76 has never been in that state. There is no doubt in my mind that every single developer who worked on this game has cringed a few of their organs into dust since they got word that Bethesda was launching the game over a year before it was ready to see the light of the public eye. Above all else, this game is not finished. There will be a second video released on this channel going through the glitches and problems I encountered while playing Fallout 76. I have spent almost 100 hours with the game. I have done nearly every quest that didn't break, and even managed to complete some that did. At no point in that time did I ever go from more than a few minutes without encountering a glitch. Whether that was a minor visual problem, everything in my camp duplicating on its own, or one of the FIFTY times that either the game or the servers crashed on me. The glitches are so inescapable that they become part of the game. They embody it. More than ever before with all of the horrible implications that the statement brings, it is true that they aren't really bugs. They're features. Fallout 76 makes Fallout 4 look like a Nintendo game in terms of polish. Bethesda, as far as I'm concerned, you've committed a crime by releasing this game when it wasn't finished. I was so certain that this was a quick cash-in that you were trading integrity for money between your releases that have way more heart and work poured into them. I thought I would only have to play this game for 20 hours, and then I could dismiss it as exactly that. I was wrong, and that's why I played it for so much longer. There are too many signs of love and care for me to ignore in this game from developers who clearly gave a sh*t about what they were doing. You have alienated a massive portion of your audience, exchanged a HUGE amount of respect for your company for money, and cheated your developers out of finishing a project that at least some of them cared about. It is unbelievable to me that a game from a company as large as yours has released in this state for full price. Here my unsolicited advice: Refund half the cost of this game to everyone who payed full price for it, fix the foundation of the game and bundle that in with the paid expansion that adds more content to make that money back, and actually finish it this time. Add an offline mode with a set of characters that can never go into the online version so people can avoid the embarrassing state of your servers, and have the freedom to mod it however they like. You'll take a financial hit doing this, of course, but I think it would fully reverse the damage done to your reputation. In fact, after what we've seen happen to Hello Games since updating No Man's Sky, You may earn more respect by doing this. I guess Fallout 76 was still profitable, even though more people than I expected made the correct decision to avoid purchasing it until the reviews came in. That could be because of how confusing it was to understand what the game even was while it was being marketed, but will be something we get into momentarily. Despite everything I just said and am about to say, Fallout 76 is worth playing if you love Fallout 4's main gameplay loop, especially if you love the exploration side of Bethesda's open worlds. Just don't pay full price for it, in fact, if by some miracle Bethesda does decide to fix and expand upon the game, I'd suggest waiting for that DLC to be released, and then jump in. I think you could have a good time. Eventually. Even with the new rumors that the game is going free-to-play, I would suggest holding off until it receives an update(s) if they're even true, and just so we're clear, going free-to-play doesn't absolve Bethesda of what they did to their most engaged customers, who paid money for this game at launch. Conversely, I think it would be a huge slap in the face for them. Although the price of some of the cosmetic microtransactions being more than what the base game is worth, I have to wonder how that DLC could ever properly come into existence. I think you're getting it by now- this whole thing is a mess, and Bethesda, this careful consideration for money far above absolutely everything else is now the first thing that comes to mind when I think of your company, And I'm certain I'm not alone. I think that's enough, though. Let's get started for real now and talk about the game. *Game Chat Begins* Mandaloreg: Well, we're now immune to the scorch plague, which I didn't think was, uh, gonna happen, but... Joseph: Wait! Is... Is... Ooh Joseph: Eh, uh, okay, your Power Armor is invisible, and, yeah, alright, that was just, that was just... Joseph: The- the- there are just so many moments I wish you could see. Joseph: You must have them, too, Joseph: Like, *indiscernible* Mandaloreg: Yeah. Did I become Slenderman for a second? Joseph: Y- you were climbing into an invisible set of Power Armor. Joseph: Just- just amazing. Joseph: Sorry, wa- was that it? That- we just- we just solved the mystery, we just got inoculated into the plague that ended humanity? That- that's all it took? *Game chat ends* We can draw many more parallels between Fallout 76 and No Man's Sky. The one that I have to address now was caused by the same unwillingness to be direct about the game before its release, and the same willingness to outright lie about what the developers were direct about. Bethesda claimed Fallout 76 would be a fresh, bold direction for the Fallout series while also being true to its traditions and still feel like a proper Fallout experience. Multiplayer was core to that experience, so much so that you would always be online while playing, but you could've, course, choose to play by yourself and still have a Yabba Dabba Doo time. That always-online system will be so seamless that you would never see a server while playing; it's the biggest Fallout yet. It's so different, but it's also the same. It is so shockingly easy to describe what Fallout 76 is that it's a good place to lay a foundation for a different, far more difficult question: Fallout 76 is Fallout 4 without NPC conversations. The option to now play with others who inhabit the same server that you're on, like fellow explorers wandering around, and a slightly different leveling system. It also changed how V.A.T.S. works and has some light survival elements. ..and that's it. That's what Fallout 76 is. That was the big mystery that Bethesda had so much trouble explaining. You could also propose that it's an An oxymoronic An oxymoronic Miniature An oxymoronic Miniature Massively An oxymoronic Miniature Massively Multiplayer An oxymoronic Miniature Massively Multiplayer Online An oxymoronic Miniature Massively Multiplayer Online Role-Playing Game. It has a world with distinct zones, quest hubs, and parts of it are gated by level restrictions and forced by high-level enemies. Said enemies will respawn in areas while you're still in them, and you can even sit around farming them for experience, resources and loot. There are even daily quests, so you'll want to log back in. Fallout 76 has everything else that Fallout 4 does. It has a story, it has a post-apocalyptic open world to explore with many locations to visit, it has the same real-time combat system, only now you can't pause it, since you're always online, it has quests, goals, settlements, workshops, crafting, and yes, it has NPCs. The reaction to Fallout 76's NPCs has been so strong and bizarre that I wonder if the meaning of the term is currently in flux. If enough people agree to a new meaning of a word or term, then that becomes an acceptable norm. An NPC does not have to be a human character. Nor do they have to be directly interactable. Enemies in games are NPCs. Background characters are NPCs. It's quite a broad term, and yet because there are no human NPCs in Fallout 76 that you can have conversations with, most people have agreed that the game has no NPCs, period. There are traders and quest-givers in '76. The vast majority of them are robots or AI on computer terminals, But you can also follow the stories of characters that left behind holotapes and other narrative signs in the environment. Much of the game is spent following the trail of Vault 76's overseer, who is very much alive and adds some alternative perspectives to areas where you find her holotapes. And there was at least one friendly Super Mutant that I encountered who I could trade with. I want to make it clear that I am not saying any of this as good or bad; it's just a list of things that are in the game that proves '76 does have NPCs. What it doesn't have are populated towns and conversations. There were post-apocalyptic settlements in Appalachia, but now they're all barren due to story reasons that we'll get to later. Whether this was a good decision or not is difficult to judge. I know that many people may strongly disagree with that, since they expect conversations and more traditional quest-givers in their Fallout games, but, Well, I've already spoken for too long in the past about how poorly I regard Fallout 4's story. If you've watched my prior videos on Fallout 4, you may remember me saying that I wished Bethesda hadn't bothered; that instead they had focused on either storylines without the illusion of choice so they could be more direct and better-developed, or that there were no conversations at all, and instead, the game was about exploration, combat, and then gathering. On paper, Fallout 76 is exactly this, and eerily, it appears like I got my wish granted. The fact that it's considered a colossal failure may lead to the conclusion that I was sorrowly mistaken on what Bethesda should be doing with this series. ...Except that the time and resources diverted from traditionally-told stories, conversations and interactable human NPC settlements were meant to be funneled into the rest of the game. To improve all three of those phases that I considered to be the engine that powers Bethesda games. You wander until you find a location, kill some enemies there, and then pillage before beginning it again. Not only did this not happen, each of these phases has already been done far better in previous Bethesda titles. If you'll pardon the repetition I want to reiterate that, because it's vitally important. Not only did Fallout 76 not receive extra attention in its core systems, despite being a streamline version of Fallout 4, Bethesda has already been more successful in earlier games in these three areas that also had interactable NPCs, a bigger story, and settlements, etc. The big question comes back again: How exactly did this game happen? *Game Dialogue* We have to address the elephants in the video now: The fact that I enjoyed my time with the game more than I hated it, and that the prevalence of glitches makes it near impossible to properly judge how '76 works. And these elephants are tightly intertwined like some horrible circus performance gone rye. The glitches in '76 were so entertaining that they became the game for me, both as a player and the game critic. I started eagerly anticipating what weird sh*t would appear at the next location on the horizon. Sometimes they would have a payoff instantly, other times, they would tease for a bit before showing the goods. Without a word of exaggeration, this BECAME the game. When Fallout 76 crashed, I was happy. I would get to put another tally on the scrap of paper I kept on my desk. 20 crashes... 30 crashes... 45 crashes. I began to revel in the disfunction. Three of my sessions with the game were spent with Mandaloreg. He's another YouTuber you probably haven't heard of, because his audience is much smaller than mine, and his video are terrible. But you know me, I'm a nice guy, and I'd like to give a tiny, obscure YouTuber a shoutout, so I played with him for a while. Joseph: I have so many quests on my screen right now, that, like, it's- it's cut off. Mandaloreg & Joseph: *Indiscernible* Mandaloreg and Joseph: Yeah. Joseph: It's... uh- uh- uh... ??? Madaloreg: I like how the text also, like, leads off the screen on the bottom. Joseph: Yeah! Tha- tha- that too, yeah... Mandaloreg: It's like a joke. Mandaloreg: It's- *wheezing* Mandaloreg: It's like an actual joke. This bug-ridden experience was infectious. Corpses moving on their own... Mandaloreg: I (?) out all the other bodies I found- Mandaloreg: Is this ragdoll-ing for you, too? Joseph: Yeah. Losing all your clothes whenever you go through a load screen... That happening, plus wearing Power Armor, making you look like a naked Slenderman... Voice chat remaining active, even after the game crashed for both of us and was no longer running... Being attacked by an invisible bear... Strange shadows being cast on smoke on a mountain like a murky portal into a shadow realm where that bear probably came from... This BECAME the game. This became THOROUGHLY entertaining for all the wrong reasons, but entertaining, nonetheless. Mandaloreg: Scientist's Log Day 3: We found the anomaly, and there's no signs of anything changing... I don't know what's going on in this (?) mountain, but... There's something wrong with the shadows... It's like they're forming some kind of building on their own... Looks like a mind of their own... Wait... What's that sound? Joseph: (Holding in laughter) Mandaloreg: NO! NO, IT'S THE SCORCHED! AAAAAAGGGGHHHH!!! (Joseph snickering) Joseph: That was amazing. These bugs make it so difficult to gauge how the game was meant to work. We can, of course, condemn its current state quite easily, but it's more interesting to try to figure out how '76 would be if it was finished and worked properly. It's also more damning, because even if that was the case, I suspected it still wouldn't be all successful. Here what I mean: Despite having virtually no changes, combat in this game is far worse than in Fallout 4, because enemies will teleport all around you. This can sometimes present itself as the classic type of lag you could see in any online game, but it happens more than it doesn't. It's almost certainly caused by having too many players on the server as you who are also doing too many things for those servers to keep up with over the entire map. An event that causes almost everyone on the server to gather in one place will make the rest of the server very laggy while also being tolerable at the location where everyone else is. Strangely, the inverse seem to also often be true in my experience, and it was the starter areas around Vault 76 that lagged the hardest whenever I visited them, since that's where most people were exploring. If I stayed away from them, then the game would be more stable. Never stable outright, but better. The best glitch that happened was when Mandaloreg and I got a server to ourselves. For whatever reason, other players were not replaced as the night went on. As the map became emptier and emptier, the game ran better and better. ...In every way. Performance, combat, looting, it was only in those two brief hours, like being in the eye of a storm as it passes through, That Fallout 76 felt like it lived up to its most basic promise. Fallout 4 with a friend. And after that, it was gone forever. Not that Mandaloreg is a friend or anything, f*ck it. Enemies will hit you, and you won't take damage. You will them, and that won't register, either. You will shoot a ghoul in the head, and it'll take a second for that impact to trigger. Or their head will pop off when you kill them, but also not be removed, so there will be two heads of the same enemy when you inspect the corpse. This happened more than once. I think you get it, and the other video will go through these glitches in far more detail. ...Probably way more detail than is necessary. The bugs made everything so entertaining, that '76 became it's own, The Room type experience, And possibly the only time gameplay has ever managed to be so bad, it's good. But that's not the discussion we should be having. Everything in Fallout 76 is steeped in this awkwardness. This clash of priorities and nothing working together. It's like a mutant that shouldn't exist, and is a blight on nature. And "awkward" really is the word for it. Playing the game feels like an elongated version of watching a movie when your parents walk in exactly as a sex scene starts. You don't want to acknowledge it by changing the channel, and they don't want to acknowledge it by leaving, so you just sit still and hope it will be over as soon as it possibly can, and although, maybe '76 is even worse than that. It would be like your parents did respond by saying to each other, "Hey, we should do that later!" The game wants you to play with your friends or group with people you find in the wild, but it also wants you to spend HOURS reading computer journal entries and listening to holotapes while also on voice chat. -Which, by the way, did not have not have a push-to-talk option until it was patched in over a month after release. The game has survival elements by forcing you to eat and drink regularly, but you can't actually die of starvation or dehydration. You lose health, but that stops at 5% of your HP. It's also so easy to drink and eat that I think it's easier to get food in this post-apocalyptic game than it is in pre-apocalyptic real life. Just go in any direction and start looting, and then you can eat. Even irradiated food is no problem, because all roads leads to RadAway when it comes to exposure, food and drink. RadAway is everywhere; you will find so much of it that will be throwing it away after a while, So you don't have to worry, it's a non-issue and a waste of a system. Speaking of throwing things away, the game wants you to loot everything on enemies and in the environment, but your inventory limitation is too low to do so. You can move your camp and its storage freely around the map with you, but this storage is also shockingly low, and can never be increased. Adding more boxes to your camp is merely decorative, and accesses the same inventory. Looting junk is essential for crafting weapons and mods, and unlocking those mods has to be done via breaking down weapons you find on enemies that are often too heavy to carry. I was constantly hitting the limit on both my personal inventory and the camp's while also being chronically low on crafting ingredients and missing many weapon mods near the end of the game, since more and more of my inventory was reserved for multiple weapons. This system makes no sense. At one point, things got so bad, that I was throwing away bobby pins and stimpaks just to make space. -And I strongly considered ignoring the system completely and just living with the slower movement speed penalty. I still don't know is that would've been faster or not than the HOURS I spent organizing my stash space. Exploration is the one that hurts the most, because this is where the game is partly successful, but should've still done far better. This is the core of the Bethesda's style open world and everything I just describe. about looting and the camp should had contribute to Fallout 76 being the best illustration of it. If the camp sash had been unlimited it would had would had made perfect sense. to be constantly setting up the camp in a new central location. when you arrive in a new zone and then make it excursion to each place and then return to camp to offload and craft between each one. Not only is this not case. There's also very little reason to visit these places. The best that 76 can offer either narrative reasons or the promise of seeing something visual interesting. Both of these are few and far, and in between but were still successful when they did happen. Each location in these games is a question, you either hear about it, elsewhere in the world and see the gray icon on your map and notice something nearby on your compass. or you visual see something that captures your attention on the horizon as you're exploring. Each one of these should provide you a promise. with either interesting quest or some combat visuals or loot. they should make you ask, "what's over there ?" and then give you something for checking it out. I argue that in fallout 4 character progression had been simplified during the leveling up exchange for pieces power being broken away and place around the world. in bobblehead and skill magazines. This made exploring even mundane locations rewarding and at least a little exciting. Since no matter what you would be developing your character at each place. Fallout 76, was posed to fully embrace this system. Since it allows for you to wander its world in a much free way. There are no NPCs that you have to constantly return to. Nor is there NPCS quest giver to constantly revisit long quest chains. 76 does has a little bit, with robots like Rose the raider, but it's far less than Fallout 4 Fallout 3 and Skyrim. and in many cases quest stages will update automatically while you're out. The ideal is here is that each location in a a Bethesda game would have both something interesting do and or see. plus compelling character development reward. It will keep you in that a Bethesda's style immersive cycle of getting lost to exploration. and not needing a long quest chain to send you to each location. and that you can go anywhere in any order that you please. That last one is the only thing that 76 gets right. Skill magazine and bobbleheads are in fallout 76 but they have been downgrade to temporary buffs. That are so minor, that they are effectively useless. Fallout 76 falls so short of its Bethesda game potential That it manage to finding a bobblehead a boring event. In fallout 3 and 4 they were always a great finds. Permeant boosts to your character Fallout 76 the game that is meant to be all about that side of the game does it worst. I'm sorry for what I'm about to say because and I think it's gonna come across as a disrespectfully. But I no longer think that anyone that making the big decisions at Bethesda are actually plays their games. Or maybe any games at all. Its such obvious thing to see. The fun of collecting bobbleheads has even been bought up by the talk of their devs and yet the game has the most free form of exploration and shove you into wandering through the world Looking for stuff. Is the one that does the worst job at character progression Via at that of exploration and looking for stuff. When you level up you get to you can allocate a special point and choice a perk card. These cards are given to you randomly and ever few level you get to open a pack of cards for few bonus perks to add your collection. Cards have value assigned to them and you need the appropriate amount of specials stats in order to use those cards. so if you wanna to equip a 3 perk card and a 2 perk card in the strength stat. You would need 5 strengths for all those points. Its a little confusing at first when you're playing but becomes straightforward after you gain a few levels If you ignored the ironic enjoyment I got out of the bugs and glitches.... Fallout 76 is 2/10 for me. If you fix all those major glitches.. I think it would go to a 4/10 for me. If you then change bobbleheads and skill magazine to be permeant boosts that would be more liberate throughout Appalachia. and then also placed perk packs in special perk cards in many locations as well. It would go up to another two points... To a 6/10. I'm confidant that this is such a tiny change that Bethesda's team can make it happen within a few hours of dev time. Assign different values to the bobbleheads and magazines That already exist and put collectable packs in locations. If you want to go further than you would have special cards for some quest. Instead of a literal piles of garbage to disassemble. That would even be better. You could make the main appeal to fallout 76 twice as good in a few hours. Let's look at fallout 3 and New Vegas. From what else they could had drawn. Fallout 3 has quest that ends in a reward for permeant stat increases. So instead of finding at direct location, you would have preform a task. Fallout 76 is a almost does this with location like camp mcclintock going through army training but the reward is a narrative one instead of tied to the gameplay. New Vegas also has like hidden perks for like preforming certain actions or repeating the same task often enough. One of the first one you can get is by killing enough mutant insects that you would get a permeant damage boast against them. This is another concept that could been tied There are some quest that come close to this. Mostly the world events that function like open quest. That anyone nearby can automatically join if they can get close and can contribute toward completing without having manually group up with everyone else. but these rewards are temporary. Like the wise Mothman, giving you experience gain buff at the end of the lighthouse quest. the two ways the game does try to give you progression end up being lackluster. legendary enemies and the dilution of perk cards. Legendary enemies drop, legendary items and these are almost always garbage. These "special" enemies are simply too rare to have such a high varies of worthless possible outcomes. They should be far more limited to specific weapon and armor types for a start, instead of being capable of spawning useless knives and armor. Literally made of wood, making this worse is you can't dissemble legendary items which could had been a good way to fix this problem break down legendary loot for a legendary crafting material to upgrade actually good legendary drop. So that they're always useful in some way when you find one. Instead I would discover discard piles of legendary loot from other players, on the ground where it belonged. The issue with perk cards is slightly more complicated. Why are there so many types of perks cards that give you flat bonuses of the same thing ??? You can already rank up the versions by combing of having the same two cards. So why there 3 different sets of plus damage when you could have more interesting bonuses instead. Why have plus damage cards at all ? When they could have been bundle together on to perk cards with a specific bonus In addition damage to make them worth equipping. This would always solve the other bizarre issue of perk cards being swappable whenever you like So if you want to use the perk that makes fast travel cost fewer caps. You could micro manage your cards to use it right before the jump and then take it off afterward Same for hacking and lock picking cards There's no penalties or cool down for switching cards and many of them are so situational That you don't want to keep them on I still did, because I was too lazy to micromanage these cards few times in every hour Still a flaw of the system, situational cards could have not taken up in special points So you could have add more rewards you could have find and use for leveling. This feels like the first iteration of the leveling system that receives no testing and no refinement Before the game was rushed to be release There's so little of this constant progression in 76 that picking up plans and recipes was the most exciting thing in most locations, in southside of whatever funny glitch I could find. I did very little of cooking and crafting and yet finding these plan were still all I would enjoy picking up because it was still at least something.. The another problem, is that its possible some locations do have more substantial resources cashes to find. but that other players has gotten to them already. and they didn't respawn before you got there. loot on enemies and containers is private so that multiple players can loot things without worrying that they will deprive their teammates. But anything that's out in the world. Such as this locked fridge, with a bunch of items inside. Can appear looted and empty if you don't know better. so you may put yourself in a struggle to going to a difficult reach location. and then find nothing there only to be left wondering if you got there in a bad time. This problem of the lack of progression, also makes some of the more interesting location feels empty. The further away you are from vault 76 you get the more unusually the environment it becomes. The world zones are split: Forests Mountains polluted valleys Swamps and the trenched plains in the east. While none of this particularly stand out they are new locations for this series and grabs my attention at least a little. Like this tower departments, this excavator and this tower ran by a an A.I mayor. Until I learned that there was nothing interesting there to find. The visual and concept didn't make up for it. There were one exception.. parts of the map that has been infested with strangler vines.. were by FAR the most interesting thing in the game. and they could be very well be the most interesting location in any Bethesda Fallout game. The glowing sea in Fallout 4 would be the only contender against it. This spreading growth was way more captivating than the scorched beasts That was used as main threat in Fallout 76s and created the most engaging location in term of visuals in Fallout 76 I'm showing some of then now and they speak for themselves. It was the only place in the game that made me stop and really pay attention. it even had a climax with this massive suspended MASS in the forest. Like a nuke mushroom cloud, made of plants and rocks. This location and the surrounding devastation brought by the strangler vines Is one of the main reasons why I think Fallout 76s isn't a soul-less cash grab. Even though the locations do definitely feel so baron and so little to do in them. It may surprised you to hear that Fallout 76 has just has much content just like Fallout 4. If not more, This is a big game and this is why I can still my temp it recommendation If you loved that part of Bethesda PSA: Just again like I said earlier, wait until some updates and a price reduction. I can't shake this feeling that I'm apprising something that wasn't ready to be judged. Another example, would be the vaults in the game. There are another vaults besides 76s Some of them have even been open and you can even find corpses that are wearing jumpsuits from them. But you can't enter any of them as yourself. Like bobbleheads and finding another vaults and learning about their experiments are often the highlight of the Fallout games. In 76, they're all closed. And stay closed. After I first found one, I was so excited that I spend awhile thinking how I will find the right access code. To open the vault. And then I found another one and I 'googled' the truth and was sorely disappointed. One of the vaults even seems to be linked to the strangler vines. From some experiments that has gotten spread out of control from the vault after the apocalypse. Whenever, it was a it's a plan expansion or unfinished content it's impossible to term without a word from Bethesda. Who I won't trust anyway after this anyway.. It's a shame.. The best way that 76 embraces the Bethesda style world also shows how much potential that was squander in this concept. Anyone that has played in their open world games has been likely overwhelmed by many quests they ended acclimating. I think this a deliberate decisions and acts as a net in two ways. The first being that the player find themselves caught with so many things to do and see. And pushes you into exploring new places in the world. 76 forgoes the traditional way, of using this net and instead bakes it into exploration. You are simply, given quests when you arrive in most areas. Which also has bread crumps leading into new areas with their own quests and bread crumps. No matter what direction you decided to take when you leave vault 76. You will always hit content that you can do. That inevitable chains you to the whole map and all of its features. If this system has been expertly tied to actually worth while things to do to find and see...in each of these locations And its combat system had been updated with some new abilities and mechanics. Instead of being heavily downgraded by server lag. Then I think Fallout 76 would had been something truly special. The story could had save half of it. I know that because of brief flashes of brilliantly here and there throughout the map. It's the final thing we will speak about.. And its also the final time I can link it to that all important question... " How exactly did this game happen ?" The most interesting thing Fallout 76, does with its story. Is what also appearances to be the most malign feature. No conversations with human NPCs. If you allow yourself tolerate this change and I argue the fact that this isn't called Fallout 5 as a great reason to accept something new from this series. Then what you get out of 76 is the first Fallout game that actually feels like it takes place after the end war. I know how that sounds, when they're all post-apocalyptic games "Right?" Its right there in the title, but all of the other Fallout games has large communities that people are thriving in the irradiated wastes. Whenever that is the mostly functioning societies, in the first two games: New Vegas and Fallout 4. Or the group that feels like larping in Fallout 3 The world has "ended" in these games but has recovered enough to be considered something else by the time you explore it. It's another phase not the end. Not so in Appalachia, which is ironic considering that the region wasn't hit by any nuclear bombs What has happened instead, is that the world has ended here twice. The first time when nuclear fallout containment the region and destroy the rest of civilization and then the second time, when irradiated born scotch sweeps through the survivors years later. I want to focus on how different this makes Fallout 76 from the other games. Is by far the most lonely experience of them That feeling you many have gotten now and in other games. As you rummage carefully through a ruin house sends a conscious soaking some hints of what kind of people could had lived here before the apocalypse. That never really goes away. Even some of the robots ended feeling like an extensions of the ghosts that linger in each location. This was moderately compelling, despite of all the problems of the game. It suffers some of the typical short-coming that plagued Bethesda's narrative. But I am surprised to find myself considering 76's world.... A greater success than Fallout 4 It taps into something much closer to the last person left on Earth senecio. Rather than the fantasy of a post-apocalyptic Unexpectedly, other players did little to ruin that experience for me since it never felt like they were canon. Despite the game best effort to contextualize the multiplayer system. I view it, that I was having my single player fun and occasionally it will overlap with someone's else single player fun. I think i will be in the minority with this one. However, it is supported little bit how everything is temporary. and when log out you lost your camp and any workshops you may have claim. Briefly here is all that works in terms in story. Fallout 76 was reversed for 'gifted' occupants That will then go out and reclaim the world two decades after the bombs fell. This is kicked off with the event known as reclamation day. and is supported by a bunch of education and technology. Your camp system primarily to help you in your goal. The vault also seals it shut 24 hours after reclamation day. In order to force its people to go and fix the world. You and every another player you see in the game are one of these occupants. say the Oversear who had her own separate mission to find and confiscate any remaining warheads in the region. Appalachia has two special characteristics. The first was it was going through a period of change towards automation Many areas are captivated by the struggle between humans and the robot work force. That was being created to replace them. Many areas are still operational because this robotic army. and even the creation of more robots to add to that group. Are part of the automation in some locations. The second special characteristics Is that after mention detail about avoiding nuclear strikes. Appalachia have many survivors and a huge amount of bio diversity That became mutated has radiation came in from nearby areas that were hit by the bombs. I'm not sure if this make sense within Fallout worlds, but most of it is acceptable to me. With some exceptions that I will get to. The large amount of possible mutations end up being the down fall for the people in the regions. Since it resulted from the scotched beast evolving from bats in the area. Which... as quick aside here look and feel like re-skin Skyrim dragons and are really boring to fight. Not only where scotched beasts deadly predators they also spread the scotched plague. That brings in its victims, humans and animals alike under a hive mind of underdetermine strength and control by the scotched beasts. Because of course it does, these victims are clearly changed... Whenever you see them, and it how the game cheats its way to having humans that will use guns against you in combat. When all the humans are meant to be dead. The problems begins when you try to piece exactly when the scotched plague completely its clean sweep through of the people in Appalachia. I'm sure, that are dates you can find on computers or holotapes but they're no answers no matter what Fallout 76s says. There's no avoiding the fact, that feels like appalachia went through a second apocalypse. The exactly day when Fallout 76s open. Many corpses are fresh, not just the humans. But also hunted animals that have been strung up and recently carved open. Scotched humans are meant to be eventually entirely crystalized. And yet, there are thousands of them still running around and causing trouble. Most of the settlements set up by survivors are still functional, but the whole thing feels beyond contrived(artificial) There's also the issue of some areas feeling like they haven't been touched since the bombs fell. But also shows signs of survivors inhabiting them at the same time. For example, I have no idea how this town is still under-siege by a on going battle between strike bots left over by riots that happened before the war. Well also having a post apocalypse shanty constructs all over it. Many of locations are like this, and in typical Bethesda fashion. A lot of it doesn't make sense any sense what-so-ever. What could have save some of it, rare survivors here and there. Never a whole settlement so that true end of the world atmosphere could be maintain. But less than dozen of human dotted around the map would been good. It would make sense too, since there are plenty of animals that haven't been affect by the scotched plague yet. Despite then not being immune, and with large packs of ghouls roaming around It appears they can't be scotched either. So there should be at least a couple of friendly ghouls to talk to. There even signs of travelers trying to move through the regions from the outside and it feels like both missed a opportunity and... HUGE coincidences that every single person in Appalachia is dead. *pause for the non existing npcs* The story of the game is about dealing with the scotched beasts by competing the projects of each the now extinct group of humans were working on. You'll go through 5 in the main quests The 'responders' that formed to help people survive after the bombs fell. The 'raiders' now wiped out and survived by one single robot who wants you to succeed in wiping out the scotched beasts. So humans will return and become raiders again to entertain her. The 'free states' an organization of survivors who wanted Appalachia to break away from the United States before the war. This one is a bit weird. The brotherhood of steel, because of course you can't have a Fallout game without them. It's illegal. They were trying to destroy the nest of the scotched beasts and failed. And finally the Enclave, which is alone A.I in a bunker that some point was clear of its elite inhabitants These five group also significant the 5 phases of the main quest. The responders inhabit surrounding the area in 76s, and so they're the first and mostly likely chance of having that everyone is dead. Following the Oversear journey and her holotapes left for you also leads to this conclusion. You'll learn about the scotched plague and see your first scotched beast. Vaccine yourself against the plague and then have a follow up quest to go east that was once raider territory and the free states and beyond. In this phase, you'll learn how wide spread the damage dealt scotched plague truly is. And that no humans settlement escape the destruction. The free state path is the beginning of you gearing up to deal first with the problem First by fixing the system that was being developed to detect the flying monster. And the brotherhood steel line is when you first sanction an assault against them and the nest. Finally the Enclave portion is when you repair even more damage technology and truly reclaim Appalachia Though killing high level energy in order to increase standing with what's left of the automaton system So you can gain enough ranks to be authorized to use the nuclear missiles on the scotched beast beast queen nest and destroy the hive mind presumedly cleaning the region. That sounds pretty really good writing it out that way, so let me temper it with this Most of the quests you do for these groups are boring fetch quest. The problem is that gameplay wasn't improve overall Fallout 4 foundation and it hurts the most when you are following a set of tasks instead of exploring it at your leisure and doing stuff as it comes up. But I can also qualify that criticism with what I think is the most interesting part is 76s main quest. That you can do it almost in any order that you like. I discovered Rose The Raider before I was finished the first responders. I also discovered the Enclave before either the free states base or the brotherhood of steel. There is an intend order that I lay above but you can go at however you like or however you happen to stumble upon all of these different pieces of this narrative.
(Like I did) and while nothing changes due to this order. i really enjoy having many of details and discoveries slowly becomes relevant as time when on. The stand out for me was when I discover senator blackwell bunker early on and remembering how much I read about him. and some of his locations on the far western on the map. And eventually using that discovery to ally with the Enclave. With no idea that I was doing some of the main story stuff. Felt like I have discovered something cool and was rolling with it. Unfortunately, most of the things you do in these locations are the opposite of cool. Some are right down baffling... There's a town far south in the map where the quest of that area is simply go to the rooftop and play some musical instruments. Some others are to loot what feels like its a arbitrary chosen container to get some free stuff. Others have robot NPCs that ask you to do some simple task or some, " go here and come back work" Some quests don't work at all. Especially the world events, that often don't trigger unless the player enters the location. Like the server considers places on the map DEAD and don't update them. Unless someone gets close enough to turn them activate on to the sever or something. This can make the map dessert and since of these world events have cool down timers before they activate again I want how many I missed, since I didn't realized had one. Or how many were glitched out that they never activated at all. There are some interesting bits world building scatter around the map. My favorite was the destruction of the dam to the North of Charles and had been recorded as a huge event in the post world history of Appalachia. An engaged raider leader blew up the dam and wreck the city as revenge for his partner being captured. This linked to the other raider quest line and while it's not exactly subtle.. Its one of the several connections you can make between characters and locations on your own. It's also something you can still see of the aftermath of the city itself. it hurt to realize how much effort went in this location since I couldn't stop myself from wishing there was at least one survivor in the area to speak about it. Because here's the thing I have to admit I didn't read every terminal entry not even close. I made more of an effort with the holotape but so much of the story but so much of the story and lore is confined To what I feel hundreds of slow loading clunky computer entries that I do not have the patience for. It doesn't play to the strengths of the medium at all that so much of it was crap that I gave up Some alternatives of holotapes may be seeing some ghostly afterthought from the scotched hivemind would have worked far better.. Since you won't be interrupted by your location exploration while taking all in. Conversations with some rare NPCs would have done the same thing. The potential for this unrealized world could also be felt if you completed the main quest areas. It would eventually dawn on you either when you so easily complete the vaccination for the scotched plague or.. how simple it is to combine the resources of the different groups to fight the beasts That the survivors of Appalachia were very close to victory before they all died. If they have just settle aside their differences for a brief period they would had easily overcome the hivemind. Instead, they found themselves stuck and so desperately ineffectual that they start to set up their own automated contingency plans. anticipating failure and thinking it was inevitable probably inspired by the all of the automation present in the region. Its not a bad concept for a game like this to explore, but I have to wonder if it was bitter irony there for the Devs that worked on it. Which leads back to that question, which I can finally answer now or at least try. "How exactly did this game happened " I think it's because of $$$ Whenever I speak about art verse profit. I always get some comment that of course its about profit. Video game company are still company and they need money. This is the comprised the that can be made and is made by so many games in their developers. and that intentions can be far more nuance than one or the other. The question usually relevant when you start to wonder when something was done just for 'profit' Fallout 76s have too much content and too much heart in some areas for me to just to dismiss it as an intentional trading of integrity for money. I think this game was meant to have some NPCs there are too many areas like the hub or the raider zone Where the place feels like incomplete than abandoned. I can support this by pointing how many limitation are imposed on the game by having an always having online. The strain of it breaks quest and combat and I near certain that's why you have limited storage capability in your camp. The robot NPCs are already often breaking in the game today and they don't need the same type of complex behavior or schedules or animations as to start as humans NPCs would. Then they're the enemy types even if you played Fallout 76s already you maybe surprised to learn how many new enemies they are from Fallout 3 and 4. The reason you maybe surprised is that game makes you fight against the same super mutant ghouls and scotched over and over again. I was lucky that.. I encounter packs of the mysterious mole people as well but these rad toads and honey beast . I only saw them twice. In close of to 100 HOURS of play time. There are mutant sloths and snallycaster Grafton troll monster Cave crickets Mothmen And according to the wiki for the game, some enemies I never saw at all. There are apparently also super human behemoths in 76s and I didn't find a single one despite traversing the entire map. This speaks to how rush the game was in the final stages It has diversity that isn't prepare to show. It has broken buildings that was thrown in together so quickly that they either didn't have time to fix them after the problem was discover.. OR.. There wasn't enough time to test it after assembly at all. This is how rush they were. It comes back to the idea Bethesda's bug Is it a missing feature or was it intentional design choice Or was it something simply not working properly Are you not meant to be uncover the mystery of the mole people ? Is the game suppose to end with the death of the scotched beast queen. Without any notification what so ever ? That you finished the story ? Why do you continue to have the Oversear's questline in you log after you follow all of her holotapes and records??? Why doesn't she say anything after you conquered the scotched beasts ? This list, goes on and on and on. I believe that the amount of bugs in this game are directly link to two causes The first was the unwillingness of many reviewers Both on youtube and big sites to criticize Fallout 4 state of launch. Just like a bacteria growing into a super bug Fallout 76s was probably thought to be acceptable at some higher-ups by Bethesda due to how Fallout 4 was deemed acceptable It is great to see so many same reviewers now condemning Bethesda for the sorry state of 76s But I also can't help but emphasize with Bethesda a little bit, because they were going off with bad information. I hope that both sides have learned their lessons Fallout 4 was not acceptable Nevermind 76s. The second cause is a lot hard to demonstrate and goes against what Bethesda official said about the game. But I also think it's fair to consider anything they say suspicious after claims they made in the past. I do not think that Fallout 76 was meant to originally have multiplayer Or at least not the only way to play. I don't think this was a planned thing right after predevelopment Instead it was forced onto the game in order to justify it's always online. For many reasons but mostly to push microtransactions. Fallout is massively popular franchise that isn't a without a constant renew stream and is enjoyed by so many other developers at the moment The inflated prices of these items are something that supports my view Along with the pitifully amount of atoms you get while playing with game to use on the store. There is also a super-primly convenient bug on the loading order of the main menu which replaces social with the real money shop. If you mouse over it if you see your friends are online when you first start the game. What was Fallout 76s originally meant to be then ? Well I think it their own shot of New Vegas something they could develop with most of the same asset with a different spin on the Fallout ingredients It wasn't trying to be exactly like New Vegas of course, it had a different focus and I think it was a sound plan But what I can't get over since coming to this conclusion, the thing that hurts how much time I wasted of this game.. All of the bugs. Crashes Bizarre art design decisions. Awkward system and baffling community relations. And bare bone patches. Is that I can't ignored the hypothetical version of this game that wasn't fully finished. Because I think it would have been FUCKING GREAT. * Dies Internal* Thank you, for reading the captions.. WOOHOO. Sike not finished yet... And that was meant to be... * sigh * the end of the video. It was suppose to be sort of a.. softer ending. Arguable happens too soon and comes out of nowhere. And.. We're suppose to be in transition Where I speak about Mandaloreg's channel And.. We wind down close while the patron credits are playing That's still gonna happen and i'm gonna let that run. Uh, as I recorded it last time. Fallout 76 was patched The patch came through Right as I'm about to finalized the video. and get rendering to put on Youtube. And in the patch There was something that caught my eye. Because of that I had to go back in and play for a little longer, and that was probably a waste of time. But I needed to be sure and experience for myself. That Bethesda has patched the game without testing the version they were patching too. Because they reintroduce some many bugs that they had previously fixed in prior patches. But thing that made me have to go back in to begin with.... Is the carry weight noted they put in the patch. I will read it out for you right now what's on screen. Carry weight is now capped to an absolute limit of 1,500 pounds over the character's current maximum For example: If you your carry weight limit is 210 then your maximum limit is 1,710 pounds Dev note: These limits exist primarily to keep servers from performing poorly, which can happen when we have too many items in the game world. They also play role in helping to regulate the in-game economy.( Even the patch note has a mistake) We do recognize the desire to be able to own more of the cool items that we have in the game, *Deep disappoint intake of air* And we are looking into variety of solutions, including increasing the stash size So this confirms something that I have spectacle about in the video THAT The reason why you're inventory is so limited because of server issues. UM, what makes this really troubling is that There are a lot of glitches that I didn't talk about in this video. Um, I have to save them for the next video, but also because I didn't experience them myself. One of them was a unlimited carry weight glitched That was very easy to pull off you just have to equip and unequip an item that had the pocketed stat. Uh, if you did that really quickly you could make your carry weight go, down, down, down. Until it gotten into the negatives and roll into unlimited carry weight.. uh apparently I never did it. In fact by the time when I start to play the game, I think they have patched it already and you couldn't do it anymore. I try at the end of my play through and I couldn't get it work. I wonder how poorly the server were. For a lot of people while it was in the game. But the real thing that this trigger in my head is that HOW ? How is a game Not only just a Fallout game but also a Bethesda that they're always about Picking up stuff, exploring, and collecting things.. They really appeal to the hoarder in people. You always have a base or a house You are encouraged to pick up things up Uhh.. For crafting and alchemy... Depending on the game. *Cough* Skyrim* Cough.. It's making me question the conclusions that I made in the video and for the sake of . . .*Inhale*. . . An interesting discussion that I will leave as it is. Um, but I am really unsure about.. What happened here again.. I am more unsure after reading these patch notes. Then I while I was an hour 50 than I spend in the game. It's making me go to .. uh... fake Earther's conspiracy Are the devs so upset about how Bethesda handle the launched of the game that they are That they are intentional sabotage it ? There's a thing about blaming stupidly on malice instead of just accepting it as stupidly. And stupidly is a strong word, maybe I shouldn't be using it.. but i will just roll with it for now. How is the company launched the game that is being slam by almost every outlit and most players. And not checked the version of the game they are currently patching. How is the patch on the game ? that is notorious for so many issues. Cause these many problems to resurface How is Bethesda not aware of they should be approaching Fixing this game. I can't shake that Conspiracy theory. That There's something going on here. That You know, there's malicious compliance going on at patching the game. You know, while no one explicitly told me. That I need to catch the patch version so.. I just went ahead and fix all of these issues on an older version of the game because the person that was in charged releasing the game and managing it now Who made really made that bad decisions of launching the game while it's early I'm not going to do any favors, so i'm going to follow the exact... WORD OF THE LAW THAT HAS GIVEN TO ME. When it come to the work from now on. That is a more acceptable Situation to me. And Bethesda is so incompetent That They Patched an old version of the game and bought all these bugs. And problems back that they already solved And that they made a game That Needs too.. heavily limits the amount that you can carry because it lags the servers too hard. And instead of limiting the items themselves. They limited the weight instead as if the weight matters than the amount of items like the way... It doesn't even make a difference..even that doesn't even make any sense. It also confirm that many people were ignoring the movement penalty when you have too much stuff in your inventory. It's not must have not even worth the effort to sit and micromanage that all that time. This whole thing is bizarre.. And I just.. I'm having a lot of trouble accepting that A company that has made so many games that in most part impressive in many ways. Is struggling so hard to patch a game. The only acceptable answer that I can come to.. That Bethesda has cut most of their loss and have a skeleton crew working on 76s and shows a token effort of trying to fix it. While they move on, to bigger and presumedly better things with star-field and a new elder scrolls games. Which I have severe reservation about that in a moment. The only thing I want to added to this right now, and you tell this isn't scripted and scrambling to get this together. After being hit by this patch while this video is almost ready to go up Youtube. Is that.. For the video, I had to go back and play a little bit of Fallout 4 And I haven't play Fallout 4, again until the script was written and recorded. And I was putting it together on Adobe Premiere and when I got for the script when I need for Fallout 4 footage. I.. thought about using the past videos I have made ,but no " I should go back in recorded" With some new footage, uh.. Because I had higher render on Youtube. And Just the feel of that game.. It's a immediately obviously from 76s to Fallout 4 That 76s is like... sitting in a sauna with a winter coat on..Its that level of just.. The game is just sweating..I feel like I should go and apology to the computer afterwards, Its like ... It's so.. fundamentally Unstable. That You can just feel... from going from Fallout 76s to Fallout 4. it's like going to really hot room to and stepping out for fresh air. Everything feels better.. The shooting feels better...The enemies actually react to you them. It's functional In all the ways that 76s isn't. And I guess the conclusion as I'm coming to is I mentality work this live. As I'm staring my voice being record to Audacity. Is that ? I can't accept... That a team. at Bethesda Made this game as we're playing it as it develops. You made an area and jump around They place some enemies and ran around and they fought and saw that everything was working properly before they move on to another area. I can't not accept. That They put this game together. And these problems were there, every stage of the way. and they were like, "Yeah, that's fine this going to be okay." I can't accept that. And what I'm getting that is that I'm doubling down on my theory. This was meant to be like Fallout 4 and at one point did function like Fallout 4 That It wasn't smooth as Fallout 4. You could play it as Fallout 4 and then... along came with the multiplayer idea and swoop down and dominated the whole game and its has been like band-aid fix after the other. To make it work...to ... Uh,.. I was recently playing FTL and first time on stream and you can divert power to your different systems the ones to the one you're dealing with the important situation at the time. This is what happens in Fallout 76s. " Oh we have NPCs?" "Well the servers don't like that so take that out or else its gonna to be laggy" "Oh we're going to have a lot of crafting in the game and players can pick up a lot of stuff and disassembly" "Well no, it causes the servers to be laggy so we have really have to restrict how much they can carry and in their stash." I refuse to accept otherwise unless someone at Bethesda..out right comes out and tells me in confidents or something like that .. Which is never gonna happened. And that's my conclusion and that's what I'm still with.. The patches I have done with this game .. Have.. been so strange. There's a patch in a video that added a push-to-talk feature that was a That was a big deal!!! that was the headline feature that finally added push-to-talk which is just ridiculous but there was patch That Did something else that was questionable. I guess that it lends more to this idea That *EXHALE OF DISAPPOINTMENT* There's a group.. of developers that are working on this game now. That are .. taking the exactly guide even if it made the game worse. Because once again this is a very clear cut issue and yet. They spend dev time making the game worse. and that was about canned stew.. There was bug.. now that we know its a bug... Where .. When you were walking about Appalachia playing the game. You would occasionally get 5 cans of stew. plotted down in your inventory out of nowhere..and when I first notices this I sort of stop in-game and, "Woah what the hell ? where did that came from ? I don't remember picking up any stew and I'm no where near any stew.. and there's so many in Appalachia" How do I have this food all the sudden As I played the game I realize there was a world quest and a city to the north east of vault 76s Uh, there's a factory That can make stew and the event is called "FEED THE PEOPLE" The responders set up a automated that whenever a factory was a ready to another production cycle Uh, it would call out anyone nearby and feed all the ingredients into the machine and it would spit out all this finish food for them to eat. What happened was.. that whenever you finish that quest. Everyone else on the sever would get that stew. Now when i ran up and did it for the first time I didn't get any. As my reward for finishing my quest. So..I thought it was some sort of Uh, server wide event where players can join in to give everyone a gift to the rest on server. And in exchange they get better rewards for the ones that operated the factory. And therefore spat out all the food for everyone to get Not only is this a cute wholesome idea Um, it was also probably the best sort of reward and the best sense of community that you got while you playing Um, it was the only part of the game that made me actually want to talk to other people and see if there were more stuff out of the world. That you could work together on some commune good instead of just your own. Well, Bethesda decide that it was a bug and patch it out. And... *disappointment sigh* *Deep Inhale* and with all the bugs that are in the game. Uh, most of what you saw in this video and all the ones you will be seeing on the next video. stay for the most part.. most of them didn't get patched out... but this one did And I can't see.. The rationale of... focusing so much devs time on that problem When they apparently they have so many problems of the other bugs. And improving the sorry state of combat works which is in every area of the game.. But no.. that stew quest.. That's the one that needs to be squashed right now. And as strange as that example is I think i'm gonna Leave off on.. or sign off on. I'm sorry for breaking character here and talk normally. and not have a scripted throughly response to what this patch did Uh, like i said I was mins away from finishing this video. I didn't want to put the video up. Already out of date before it hits Youtube. So this is my own band-aid 76s style its kinda of fitting On to this video that already too much time That... with.. Past joe that you're gonna listen with the same kind of voice that I'm speaking in now. As I speak about Mandalore Um, after this so I have spoke enough. I'm very sorry.. And I will see you next time. Count how many time Anderson said 'that' or 'and' during the last 15 mins..
"I believe the amount of bugs in this game are directly linked to two causes. The first was the unwillingness of many reviewers, both on Youtube and big sites, to criticize Fallout 4's state at launch. Just like a bacterial resistance growing strains of superbugs, Fallout 76 was probably thought to be acceptable by some higher-ups at Bethesda due to how Fallout 4 was deemed acceptable."
He makes a good point here. Of course the ultimate responsibility is with Bethesda for releasing a buggy, broken mess of a game, but too many people have excused the massive amount of bugs in their games for too long. Fallout 76's state is a consequence of that.
I don't know which way round it would have gone. If the BGS team started working on the foundation of F76 purely as a tech demo for some new online / procedural features and then management decided to package it and make a cheap profit. Or if BGS wanted to do more R&D, but since their games are always profitable, they had to justify the work through the guise of a cheap spin off.
Either way, I'm glad it failed. Hopefully it will set a precedent for Bethesda, and maybe even the industry at large, that this practice will not be accepted, especially when advertised and sold as a full-price AAA experience. It damages the brand, consumer goodwill, and will not be forgotten quickly.
I feel like Joseph is much better at reviewing bad video games versus good ones. I think it's because his detached, nitpicky style makes a lot more sense for games that have a lot of obvious flaws to begin with. This is entertaining as heck
Loved that he pointed out mainstream reviewers as a leading cause to why fo76 was so broken and bad. They acted like Fo4 was acceptable, Bethesda just churned it out and mainstream reviewers rubber stamped it - automatic 9+. We have legions of industry shills running some emperors new clothes routine until we reach a breaking point where the product is an unplayable mess.
He makes a lot of good points, but I disagree that it would take the devs just a few hours to turn perk packs into items distributed throughout the world. Game dev is a lot more work than that. Does sound like a good idea though.
He also complains about a soup glitch that was fixed when other bugs were not, and seems to be under the impression that fixing that bug took equivalent resources away from fixing more important problems. There is a good chance that this bug was an easy one-line fix, and other bugs are systemic to the game engine. It certainly sounded easy to reproduce, which goes a long way toward finding a fix (app developer here).
Too many armchair-developer assumptions in this video. I'm not making excuses for the sorry state of the game (clearly it should have been worked on more before release).
That has to be the most interesting video on F76 yet. It makes a lot of really nice points.
Especially the "Last human alive" bit. I would love a more deserted fallout game!
I am part of the tin foil hat club that thinks that there is some malicious compliance going on with the developers. They can't be this stupid.
Joseph makes a strong case for F76 originally being developed as a single player game with multiplayer being a late tack on, and I definitely agree with him there.
He is right in saying that a lack of NPC's and a large story meant the games other areas should be super polished but those areas are somehow worse in 76 than they even were in 4.