PC GAMER (US)

The Silver Shroud quest in Fallout 4

Becoming a comic book vigilante on the streets of Goodneighb­or.

- By Samuel Roberts

RIGHT: Our art editor, John, said the screens I originally supplied for this piece were too similar, so I set these guys on fire.

Ienjoyed my 70 hours with Fallout 4, but despite finishing Bethesda’s latest open-world RPG around a year ago, I find myself unable to recall much about it. Perhaps this is because it felt so structural­ly similar to the other 3D Fallouts and Elder Scrolls games, despite looking a lot nicer and having significan­tly better combat. Or maybe it’s because following up such a rich vision of a postapocal­yptic American city was always going to feel like slightly diminishin­g returns. When asked recently to recall the best bits of the game, two moments came to mind. One was stepping into the irradiated wastes of the Glowing Sea and finding the eerie chassis of a passenger plane destroyed in the epicenter of a nuclear blast. The other was The Silver Shroud quest, where you assume the role of a Dick Tracy/The Shadow pulp hero. It reframes Fallout 4’ s systems to fit the life of an in-universe radio serial vigilante—it’s essentiall­y another layer of roleplay within a roleplayin­g game. This gets you to invest in the game in a different way, even though you’re doing the same things you do in every Fallout quest: Going to a place, fetching a thing, and killing a bunch of guys. This time, though, you’re doing it in a trilby.

You start by tuning into The Silver Shroud radio station, where old episodes of the serial are playing on a loop. In these broadcasts, the Shroud stalks the shadows and delivers justice to bastards with a shiny silver machine gun, and it’s performed with the hammy gusto of something broadcast in the first half of the 20th century. Like many players, I understand this frame of reference through secondhand pop culture influences, since everyone who remembers listening to radio in the ’30s is almost certainly dead by now.

The serial leads you to Kent Connolly in the town of Goodneighb­or, who runs the station. He’s sincerely trying to make the town a better place by offering people a slice of yesteryear fiction. “Sometimes you just got to escape a little to make it through the day.”

Radio days

Since your character has been cryogenica­lly frozen, you remember listening to the broadcasts live before the war, and connect with Connolly over the show. Kent wants The Silver Shroud to come to life, to confront the escalating crime in Goodneighb­or and offer people hope. He’s fashioned the character’s machine gun himself, and asks you to retrieve the costume from Hubris Comics in downtown Boston. Kent then asks you to don the outfit and assume the role, since your own comic booky Fallout origin makes you a good fit.

The quest then has you patrol the streets of the town, murdering thugs and assassins at Kent’s suggestion, while yelling at them in The Shroud’s exaggerate­d voice. Meanwhile, residents around the town react to your new getup in amusing ways. “You look like one of the wankers from those posters,” says Whitechape­l Charlie, the British Mister Handy bartender working at The Third Rail. Unfortunat­ely, Kent ends up crossing the wrong people, and at the quest’s climax you must track down his kidnapper, Sinjin— and save Kent from execution, if you can, or if you want to.

stepping up

The nuts and bolts of The Silver Shroud are similar to the game’s other quests, but it demonstrat­es how context is everything in an RPG. In my experience of the genre, the difference between a good and a bad quest is usually just the writing and the way the world reacts to your actions. Here, Bethesda really makes you feel like you’re stepping into the shoes of The Shroud, having previously spent hours as an ordinary survivor of the wastes. Some NPCs on the streets mock your getup scathingly, but that persona is also powerful enough to scare some of your enemies into thinking this fictional character has actually come to life. It’s magnificen­t.

Meanwhile, Kent’s own sincere intentions to improve his hometown make you feel like you’re doing a genuinely good guy a favor, in a world where there aren’t too many decent people around. It’s a convincing simulation of becoming a superhero, and believing in it is the successful combinatio­n of a campy costume, daft voice acting, and some of Bethesda’s best writing.

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 ??  ?? RIGHT: Again, John said we needed more variety in screens, so I just set this dude ablaze. Who’d have thought arson would be the solution?
RIGHT: Again, John said we needed more variety in screens, so I just set this dude ablaze. Who’d have thought arson would be the solution?
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