Cubed Issue #1, January 2016 | Page 9

FALLOUT 4'S SYSTEM FOR QUESTS CAN COME ACROSS A BIT ROBOTIC. quests, all of which are unique and intriguing, otherwise they needn’t be involved. We’re at a point today where the number of hours you can spend on a game is a selling point, as though mere time consumption is the aim. You don’t necessarily improve something by adding more and more to it; this approach often betrays a lack of real depth. I’ve raised this point before and don’t want to give the impression that I consider all open world games to be diffuse, unmanageable messes, so I’ll finish by describing a moment in open world gaming which illustrates how brilliant the form can be. There’s a relay tower in the northeast part of the map in Fallout 3 that allows you to pick up radio signal Oscar Zulu. If you find the signal highlighted on your pip-boy and tune into it, you get a looped SOS message from a man called Bob Anderstein asking if anyone can provide medical assistance. He says that his boy is very sick, and that his family are taking Fallout 4 has 140 quests available in the base game, beating Fallout: New Vegas on 109 and Fallout 3 at just 59. refuge in a disused drainage chamber near to the tower. No marker appears on your map to point out where this is, no quest name rolls onto the screen, you simply get the radio message, and, should you choose to try and help the family, you have to find the shelter using the few clues given in the message. Once you eventually find the entrance to the drainage chamber and go inside, you find nothing but the recording of Bob Anderstein’s message left on repeat on a table, and two skeletons lying side by side in the opposite room. It sounds a bit grim and uninspiring, but discovering the bodies of Bob Anderstein’s family after working so hard to find them captured the mood of a post-apocalyptic world perfectly, and it’s a part of the game most people probably don’t even know about. For me, the endless number of quests, the empty character interactions, the sheer number of ‘things to do’, are not what makes these games enjoyable. Fallout grips me most when it immerses you in its bleak and hostile world for hours at a time, with no clear goal or direction, then stuns you with these fragments of environmental storytelling. Perhaps there are a number of Oscar Zulu moments waiting to be discovered in Fallout 4, but after 40 hours of grinding through quests and setting up settlements, I’m just too tired to find them. DRAINED AWAY - THE A