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Despite its rough patches, Fallout 76 beta was full of good stories

Fallout 76 beta collected yesterday, which means we will not be able to play it again until its full version…

Fallout 76 beta collected yesterday, which means we will not be able to play it again until its full version on November 1

4th. I played about 25 hours Fallout 76 in the last two weeks, mostly solo, but some with a friend and several times with strangers I met in the game. I have chased giants and chased myself. I have done assignments and events and plenty to explore and create.

I’m tall, far from having any kind of judgment, but here are my three big takeaways from my time with beta.

Fallout 76 is full of stories, even without human NPCs

When exploring a deserted area in the north, I came across a small, ruined house. Inside there was a workstation with a few short posts that mentioned the owner’s troubled business, his young son and the son’s robot nanny. The result was a side guard that lasted for an hour. I could trace the nanny who asked me to find out what happened to the son who passed before the war, leading me to a survey to find clues that involved many places and other characters, their motivations and what eventually happened to where and one of them.

Often these stories are on a small scale, but they are still satisfying to unravel.

Fallout 76 is full of stories like this. They will grab you and derive you from what activity you were in the middle of, and you can often approach different ways: this offered an optional craft-based solution to reveal a clue, and while my terminal hijacking capabilities were too low to breaking a place through the doors, I could find a secret entrance by snooping around). Often these stories are on a small scale – we talk about finding out what happened to a single person in a world where countless millions have been forgiven – but they are still happy to rage, often more so than grander, lofties, more “important “and more violent missions.

I definitely miss the type of interaction found in singleplayer Fallout games where you can choose how to respond to NPC and affect others with charisma controls or bribery or roleplay what kind of characters are you through things you say to others sign. It’s obviously hard sometimes not to imagine how much depth could be added to Fallout 76’s mission if we really got to interact with other NPCs.

But that does not mean that missions and stories do not work in Fallout 76. They do. They are just a little different. And there are stories, many of them, everywhere, if you dig and look around. There are no AI people but friendly robots are a complete pleasure to meet, and while I’m not a big fan of the most exaggerated holotape voice game, I love to snoop into the details of someone’s life with their personal terminals. Most of the assignments I have found in this way have been rewarding (and not just in material sense).

You can play alone even when you play with others.

I joined Jarred for a few hours of beta. We played and explored and struggled side by side sometimes and struggled to do our own things sometimes. When we were to find something interesting, we would let each other know about the microphone (OK, sometimes I would just swear or mutter and he would ask what happened) and we would return on a fast break.

Another time I hunted a stranger with a bounty (one of my favorite driving time) and while he and I were dealing with gunfire, we were talking about the proximity club. He said that bounty was a takeover from the previous beta, and while he did not mind losing his caps, he had a lot of junk he wanted to save. So I held my gun and swore to protect him from other players who could show up for his bounty (nobody did), we visited his base so he could store his junk and then he asked me to kill him to remove bounty so he could come back to playing without fear of murder. We played for a while together but eventually each time went out to do our own things again.

This is all that says Fallout 76 feels like a good hangout game. You can fix and deal with things like a duo or a group, but it’s also incredibly easy and natural to take care of while you’re still technically part of a team. My biggest misgiving about an online Fallout game was that I’m not much of a multiplayer guy, and while I’ve solved most of the beta version, I’ve collaborated with a friend or even a stranger has always been funny and got me still walking

The PC version needs a lot of work it never has to be

Much of our focus during beta was to see how the computer version was performed and there are some obvious flaws we already have have covered but which berries are repeated. We lack all kinds of standard PC options, such as being unable to turn off motion blur or adjust depth of field, plus a FOV lock and a fps cap. Bethesda is addressing some, not all of these issues, saying it will add overall support and push-to-talk and look at adding text chat.

Menu navigation is also pretty terrible on the computer with a keyboard – some menus scroll you through Q and E, some with Z and C, you can open the map with M but also Escape also certain maps you use Escape to close and others you use Tab … it’s just a real inconsistent, unintentional mess, altogether, and not all keybindings currently exist

At Reddit, Bethesda said the purpose is to create “a consistent experience regardless of what platform you’re on, “but the reason we love PC games is all the flexibility and alternative computers give us. Many of these options are currently not present in Fallout 76. While it will undoubtedly be a big day 1-patch, my guesses are many of the issues we hope to see, not coming until Fallout 76 launches, and Some, like unprotected fps, can never come anywhere.

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