Cubed Issue #1, January 2016 | Page 8

QUANTITY OVER QUALITY: A CLOSER LOOK AT FALLOUT 4 FALLOUT 4 HAS BEEN OUT FOR SOME TIME AND RECEIVED ALMOST UNIVERSAL PRAISE. BUT DOES ITS APPROACH TO QUESTS AND CHARACTERS LEAVE SOMETHING TO BE DESIRED? MICHAEL HAWTHORN 6 W hen I first loaded up Fallout 4 I was bludgeoning molerats and thinking ‘this is a masterpiece. This game is a certified masterpiece; look at how they burrow underground and burst out behind you, it’s genius. They’re descended from moles, so they would do that, probably. That’s genius.’ I was clearing away the debris in Sanctuary Hills, flicking through all the preset structures and building materials thinking, ‘look at all this potential. I’m gonna build a fortress, with sliding doors and secret passageways, and an underground dungeon housing a collection of stuffed deathclaws.’ I was scouting the ruins of Boston warily, crouching at every sign of life, VATSing frantically in every "As soon as it became a game of completing quests, I lost all interest." direction like a paranoid addict firing blanks at his own shadow. The wasteland was fraught with unknown dangers, and here I was, a young suburban mom in a bright blue jumpsuit with a baseball bat, taking it on, my imagination reaching out ahead of me. A while later and I’m on a quest in a derelict building. I’m crouched, but not in any way cautious. Raiders, mutants, robots or ghouls? Mutants. I clear it out, find a cache in the hardest-to-reach room storing a handful of weapons and a paltry sum of caps, then fast travel back to Sanctuary to offload. My fortress is a wooden platform with a nameless man guarding against nothing, a few turrets splutter uselessly here and there, some powerless lights line the street. Forgotten companions potter about, sit on stools, go to bed, potter about, sit on chairs, go to bed, potter about, and stand on the roof of a house. I store my junk, talk to Preston, receive word of a potential settlement, fast travel to the nearest available point to my destination, and find myself in a derelict building. I’m crouched, but not cautious. Raiders, mutants, robots or ghouls? Raiders. I clear it out, find a cache in the hardest-to-reach room storing a handful of weapons and a paltry sum of caps, then fast travel back to Sanctuary to offload, where Preston waits with another quest. This was my experience of Fallout 4. I loved it when I knew and had nothing, when I was just a scavenger picking through society’s bones, wondering what I could make of a desk fan; but as soon as it became a game of completing quests rather than of surviving and exploring, I lost all interest. I’ve become completely disillusioned with the concept of ‘side quests’. When translated properly, ‘side quests’ just means ‘repetitive and trivial tasks for you to carry out so that the game might go on forever’. The proliferation of ‘side quests’ in games today might be a sign that things are becoming focused on quantity rather than quality. By no means am I saying that games should be more linear – one of the things I love most about the pastime is being able to discover secrets off the beaten track – I’m suggesting that there shouldn’t be a distinction between main quests and side quests, so that one is accepted merely as an added bonus. There should just be