EDGE

The Long Game

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Progress reports on the games we just can’t can t quit, featuring the newly populated Fallout 76

Discussion around Fallout 76’ s free Wastelande­rs expansion, which adds living, non-player residents to its map for the first time, has understand­ably focused on the new potential for dialogue. The term ‘human NPCs’ carries with it an implicit benevolenc­e, despite all we know about human beings. Edge’s first taste of faction life, however, is the Blood Eagles, a sort of highly evolved raider group that isn’t big on conversati­on.

The Eagles control their rank and file through chems, either recruiting addicts or forcing prisoners into dependency. But their nastiest trait, as far as we’re concerned, is their ability to throw grenades – not one shared by the majority of pre-Wastelande­rs enemies, and something that takes us by surprise.

There’s a curious parallel to be drawn here. Sea Of Thieves was developed with the goal that every sail on the horizon should belong to another player, with the attendant anticipati­on that brings. Yet it turned out players weren’t keen on blowing each other apart with cannons, and so skeleton ships were devised to give them guilt-free targets to shoot at. Fallout 76 has been through the same journey. Player-on-player contact was supposed to be made fraught by the possibilit­y of mugging and murder. But rather than slaughter each other, settlers settled into a rhythm of resource-sharing and friendly emotes. And so the Blood Eagles became necessary to fill the gap left by human combatants.

That initial dearth of human beings has left an odd mark on Fallout’s lore. In the beginning, unwilling to part with semi-intelligen­t enemies, Bethesda invented the Scorched – infected husks with enough low cunning and motor function to hold a shotgun and flank a player position. It would have been possible to fold them under the purview of the Ghouls – somewhere between their docile, if irradiated, birth and feral, zombie-like end. But instead of drawing on existing fiction, Bethesda conceived of a plague that linked infected humans to a Scorched hivemind. Even now, with human factions present, the plot is prepossess­ed with the Scorched: to join the new Raiders, we have to convince them to inoculate their people against the disease. Despite their practical origins, the Scorched are at the heart of Wastelande­rs, and are likely to influence Fallout’s storytelli­ng for years to come.

By and large, though, Wastelande­rs is a Fallout nostalgist’s dream, plonking down densely populated hubs comparable to Megaton or Diamond City. The trick has been confining them to corners of the map where veteran 76ers need not find them, if they’d prefer to stick to their own camps. As many of us can attest, you can get used to the isolation.

 ??  ?? Developer Bethesda Game Studios Publisher Bethesda Format PC, PS4, Xbox One Release 2018
Developer Bethesda Game Studios Publisher Bethesda Format PC, PS4, Xbox One Release 2018

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