Unfortunately, Bethesda haven’t learned from CDProjekt’s The Witcher 3, while lots of side quests are intriguing, they often fall short at a point where it feels like the quest was meant to continue. There are, what I can only guess are procedurally generated side quests, and these are the closest thing to Geralt of Rivia’s Witcher contracts, but they’re not a damn patch on them. This is unfortunate because at first they seem like a clever way to direct you to particular ‘dungeons’, and this is a great idea to get you to discover some of the map, but it falls flat when it sends you to the same ‘dungeon’ full of respawned enemies for the same undertaking….or when the NPC settler you’re supposed to speak to has spawned in the middle of nowhere and gets killed by random enemies as soon as you get close enough for them to spawn in. There is a character who gives you these quests, and I found after handing one in I would attempt to run away from him just as the line of dialogue ended to avoid being given another one. I shouldn’t have to run away from the friendly gentleman because I don’t want another crap side quest thrown at me, now should I?
Arse, I’m complaining again aren’t I? For real this time, I’ll be nice. Look, those good quests are really good. I’ll leave it at that, I had a blast doing the interesting quests and learned to just not let the shite distract me and that was a lot of fun.
Visually it can be a pretty breath-taking game, generally the less human characters there are on screen the better the game looks, as the old Bethesda random assortment of facial features that react really weirdly to lighting is back, but the environments look goddamn fantastic in places. Standing atop of a building in the centre of Boston feels great and you can see pretty much as far as is humanly possible. This is also the first Fallout to feature a truly densely packed large city that’s full of nooks and crannies which are filled with smart storytelling and great use of emergent storytelling, frequently illustrated through the skeletal remains of pre-war folks who were caught in the middle of their final acts when the bombs dropped and obliterated them.