The Vault has visited Gamescom and seen what there is to see there - that is, not particularly much. Bethesda's presence was limited and the offerings slim, but there are things to be learned from the pre-recorded video shown to press and mere attendees alike. The bulk of it is combat. Here's a snippet:
Here are also some musings from Tagaziel, the cat on the ground, especially for NMA:
Who does, indeed?
Following some more ghoul slaughter, the video seamlessly transitioned to some urban warfare against raiders (with a bolt-action sniper rifle) and the Corvega assembly plant. The plant is a large, self-contained combat area. Unfortunately, while many areas are open and part of the world-map, Creation is still cell-based, like its five older siblings, and map transitions are necessary. The Survivor battles his way through a high volume of raiders, to the other end of the factory. The first thing showcased in combat is the reworked VATS, used to good effect on an attacking raider in the lobby. VATS no longer guarantees critical hits, instead they're made after the critical hit bar fills up (the speed depends on your attributes and perks). Without the bar, it's effectively auto-aim, with chances to hit determined by the game.
It's worth noting that the AI seems to be a tad smarter than in previous installments and chooses their attacks more effectively. Apart from standard raiders, he also runs into fixed turret emplacements that provide very effective suppressive fire and have to be dispatched with grenades – which appear to have their own hotkey. On the way, the Survivor also patches up their wounds with a stimpak. Unlike previous games, Fallout 4 shows you applying the stimpak (in first person during the presentation) and according to previous reports, there is a cooldown included to avoid the “god mode” known from Fallout 3 – hotkeyed stimpaks with instant effects.
Here are also some musings from Tagaziel, the cat on the ground, especially for NMA:
As a long time Fallout fan – who quite literally grew up with Fallout in his life – I wait for Fallout 4 with mixed feelings. On one hand, it is another game in the series, introducing a lot of new mechanics that I always wanted in games. On the other, it follows in the footsteps of Fallout 3, which was a good game as far as mechanics went (no wonder, Bethesda has been iterating on the same fundamental gameplay for some twenty years, ever since Arena), but as a Fallout game, not so much. Fallout is more than just shooting stuff, looting gear, and running around a wacky 50s wasteland. It also needs good writing and a real story, both of which were sorely lacking in Fallout 3.
Will Fallout 4 improve on this? It's impossible to tell. Once more, Bethesda focuses overwhelmingly on combat in marketing, which is understandable – guts sell – however, there's precious little available on the meat of an RPG – choices, consequences, dialogue, characters, quests. All we are left with is combat and exploration.
And I must say, it's pretty damn good. The ability to craft your own, unique weapon and armor was one of the things I always wanted from a game in this era. The demo did a good job of showcasing the variety of armaments, up to and including the Fat Man. My personal favorite came at the Corvega plant, when the person recording the demo used iron sights on a minigun.
In general, combat feels better. It's no longer the clunky, awkward fighting of Fallout 3 and Fallout: New Vegas, it's definitely more fluid and, well, varied. It's difficult to precisely describe just what makes it better, but it simply is. One of the things that became apparent during the demonstration video was that it was recorded while playing with a gamepad, which visibly hamstrung the player.
The mouse and keyboard combination will definitely rule supreme, but will the game appropriately compensate? It's understandable to keep the enemies from bum-rushing the player while he fumbles with a, frankly, subpar controller, but when the mouse and keyboard come into play, they shouldn't. Unfortunately, I expect that in an effort to give the same experience for all players, the game will not compensate for controller choices – though for us PC owners, this will be easily solved with mods.
My personal favorite part of the game, from what we know thus far, is power armor. From the moment the first teaser images of it were shown, I fell in love. Big, bulky, lumbering – just how I imagined them.
I'll close this little bit of rambling (my personal thoughts are as non-linear as the main quest in Fallout 1) with something that occurred to me: It's 2015. Fallout entered development in 1995. It's been twenty years.
Bethesda first licensed the rights in 2004, meaning that as of 2015, they have worked with Fallout longer than Interplay and its studios ever did – and considerably longer than all of the franchise's parents.
Who, exactly, defines Fallout now?
Food for thought.
Who does, indeed?