Technical issues aside & keeping in mind that I started playing this game at launch, I am having way more fun than I expected from Fallout 4.
- Combat: Recoil, enemies flinching, enemy weaknesses based on armor worn or type of opponent, feedback from breaking or destroying enemy limbs, aiming being governed by player skill and an overall faster pace. Weapons are varied and
they feel satisfying. Sounds like pretty standard stuff from an FPS perspective, but in a Fallout game where the combat has been unsatisfying at best in the past? This is a vast improvement.
- Difficulty: This is a fuckin' post-apocalyptic wasteland and rightfully so because you will get your ass handed to you if you don't switch up your tactics and start approaching combat scenarios from different angles. In previous Fallout games, I have had to install mods to triple enemy spawns and decrease experience gain by 75% to get something of a decent challenge. Back to Fallout 4, playing on hard difficulty strikes a nice balance for starting out and the feeling of progression as I scrape through the first 10 levels is personally very satisfying. I might bump it up to Very Hard soon.
- Crafting: I had my doubts about this at first. I figured that I was just going to find better loot anyway, while it is certainly possible to just scavenge, it can't quite measure up to the experience of looting an area, discovering one weapon with say a suppressor/marksman stock/better scope and having the giddy feeling of anticipation wash over you while you skip back to the nearest settlement to transplant one attachment to one of your favored weapons. You cannot wait to try out your "new" upgraded weapon of choice.
- Companions: Companions have always been two things for me: A tactical nightmare or glory-stealing douchenozzles. (I don't steal your kills Boone, mind your own goddamn business. No I won't give your hat back!) In Fallout 4, companions feel like they're
contributing while not stealing the spotlight. Occasional quips are a nice touch on a long journey.
I love my companions, I get attached to them, I like having an audience for my frantic berserker playstyle. I also like to think that my companions are concerned when I start using tactics and resorting to silent kills -- since shit will get unbelievably real for anyone in my way if I get discovered.
- "Junk": Everything is useful. That desk fan? That is not
just a desk fan. You're looking at the last few missing components you need to craft that sniper scope. Ductape, Leather & Glue? More like a dampened armor modification so you make less noise while sneaking.
- Settlement construction: The interface is a little clunky, but I will say this it is very satisfying to look at what I have done with Sanctuary while bearing in mind what it looked like at first. Thematically, it's a nice touch, since I always felt that Fallout wasn't necessarily about survival but rather how societies have chosen to rebuild over time. A degree of personalisation goes a long way.
That said, considering I am a very tidy person in my everyday life, it feels good to clean a place up.
- New SPECIAL System. : It trims off the redundant fat from previous installments. Perks accommodate different play styles while giving you more time to focus on what you want, instead of faffing about with arbitrary numbers. Dump stats have largely been eliminated and there's a legitimate sense of weight behind your decision to rank up an existing perk/get a new one/increase a special point and gain access to more perks in the future.
- Morality: You decide, it's that simple. If you need a moral compass, feel free to take along a companion who will approve/disapprove or chime in on your actions and conversations, while also making their own values known --- y'know, like a normal partnership, not the presidential election for bad karma or good karma.
- Radiation: It actually feels like something I should avoid. In previous installments, I would go swimming without a second thought if it meant getting to somewhere more quickly. In Fallout 4? When running low on Rad-Away, I'll rather walk around the pond and fight that
Deathclaw pack of molerats.
- The Map: Areas feel densely packed and with the inclusion of traversing buildings on a vertical level, there's a lot more to explore in a smaller area. Previous installments had a lot of, well, nothing to experience while travelling for long stretches of time. Less undergound tunnel bullshit from Fallout 3, less boring desert that makes me wish for nuclear winter from New Vegas --- there's just more to see and do.