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Fallout 4 - Building and Management

by Myrthos, 2016-03-07 12:41:04

Rock, Paper, Shotgun's Jon Morcom (who managed to spend over 200 hours in the game) reflects about the Fallout 4 settlement features.

Fallout 4’s economy is fairly robust and I’ve not really struggled for caps which is why, more often than not, I’ve had Dogmeat burdened with telephones, microscopes, and fuel cans rather than higher yield items like guns and missile launchers – the crafting by-products of mundane items, like oil and copper wire, are quite rare but ultimately essential in building defences and lighting. Although the need to scrounge large quantities of copper wire has been patched out now, I liked that these elements were hard to find – it encouraged thorough exploration and made the unearthing of a sweet stash feel like a hard-won reward.

Where Bethesda has got it slightly wrong is with the emergent scenarios that flash up, alerting you to help defend this settlement or other. I appreciate that I’ve become a Minuteman and that my ilk have earned a reputation for rapid response and these prompts really do tend to prick my conscience, but then the more pragmatic me thinks “You can fuck right off, people of The Slog, I’m too busy looting this factory.” As far as annoyances go, these alerts are on a par with GTA IV’s Niko Bellic being randomly called by irritant extraordinaire cousin Roman and having him ask if you want to go bowling.

Thanks Couch.

Information about

Fallout 4

SP/MP: Single-player
Setting: Post-Apoc
Genre: RPG
Platform: PC
Release: Released


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