So here we are, a few weeks after release, with our review of Fallout 76. After spending several hours in post-apocalyptic West Virginia, with a plan to play for a lot more - is it as bad as internet sentiment would have you believe? Well, reviews are an opinion. That said, Fallout 76 is heavily flawed. Fun, but, yeah. It's got problems.
The idea of factions, picking a side, towns, hubs of activity, storefronts, safe zones, and so forth are what one might immediately associate with an online RPG. Or expect to find, even if their underlying function is to simply serve as a communal place to meet and greet other players.
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In keeping server populations to roughly 24 people roaming the lush wasteland of West Virginia, Fallout 76 is in many ways a lonely experience – and very different style of online game. Where being in a group amounts to not much more than an amplification of the companion system seen in earlier Fallout titles. It’s the best version of this concept, because your companion in Fallout 76 can be someone you know. Sharing ammunition, weapons, helping craft supplies or even a new C.A.M.P. – Fallout 76’s more streamlined and better version of Fallout 4’s settlement system – is all here. And in many ways feels like the first step in the realisation of the Online Fallout dream. Except that for the most part co-op lets you share the loneliness.