Fallout 4: 10 Small Problems That Stop It Being Perfect

So, about that armour system...

Fallout 4 review Fallout 4 is by all means an amazing game - it features a compelling narrative, an unrivalled and engrossing setting, and superb gameplay. I'd be lying if I said it was perfect, though. Despite the fact it does so much so well, there are a bunch of tiny (though not insignificant) factors that inhibit the enjoyment to be had in roaming the Commonwealth. Though not necessarily immersion-breaking by any stretch of the imagination, these few negatives do draw attention to some of the more perplexing elements of the title, or rather, the elements that whilst not bad, don't seem to make much sense. These nitpicks range from everything including character customisation and armour to elements that hinder the immersive nature of Fallout itself. As a sequel it serves the franchise well, but there are so many half-baked ideas that just don't translate well to Fallout's world, even if the intention behind them was to make something that complimented the experience rather than take away from it. At the end of the day, Fallout 4's ideas are fantastic, but often the execution isn't conducive to its intention to captivate an audience, especially when compared to its other, more well-rounded aspects. When its enjoyment depends so diligently on the ability to immerse and enthral an audience, sometimes it's the smallest things that can be the worst of all. Note: Story spoilers will follow.

10. Combat Mechanics Aren't Fleshed Out Enough

Okay, so I think we can all appreciate the level of innovation that went into Fallout 4's gunplay. Both Fallout 3 and New Vegas didn't really have shooting mechanics that could rival other post-apocalyptic shooters of a similar vein, so when 4 came out with the fluid gameplay fans had been requesting it was really neat to see, even if everything doesn't stack up that well together. Whilst the player can now aim more efficiently and dispatch targets with equal ease, movements are the same sluggish ones we've become accustomed to with the franchise's previous entries. Combine that with the fact that enemies can now move a heck of a lot more quickly - as well as there being an inability to pause time with VATS - and it creates quite the headache, especially when you're in the teething stages of the game's early levels and stumble upon a nest of Mirelurks. Like Skyrim before it, it just creates the sense that stealth is the only real way to go. Even if you fancy causing a ruckus and letting out some aggression, stealth attacks are still the easiest way to go about accomplishing any given objective, which is only detrimental to the supposed variety on offer.
Content Producer/Presenter
Content Producer/Presenter

Resident movie guy at WhatCulture who used to be Comics Editor. Thinks John Carpenter is the best. Likes Hellboy a lot. Can usually be found talking about Dad Movies on his Twitter at @EwanRuinsThings.