Even Xbox One and PS4 Mods Can’t Solve the Real Problem with Fallout 4

So finally Bethesda has made good in their promise to bring mods to Xbox One and PS4. The Creation Kit beta is available on PC right now, with Xboxers getting them in May, and Playstation gamers picking them up a month later.

Modders just upload their creations to Bethesda.net, and gamers can download them in-game. After years of no console modding (and still keep your warranty at least), Bethesda brings it in and, snaps, it’s that easy.

(You may also like: Studio Wildcard’s ARK: Survival Evolved getting community console mods)

But let’s be honest, there’s a large and craterous problem with Fallout 4.

Gamespulp love Fallout 4. We’ve killing so much time, and so many festering ghouls, out in the wasteland, and we’re not ashamed to admit we do that jump-up-and-dance whenever Civilisation by Danny Kaye and the Andrew Sisters comes on Diamond City Radio. And we certainly didn’t care too much about the graphics because it was nice to be home after Fallout 3 (and a detour in Vegas).

But what is up with those side-quests?

Fallout 4 Preston Garvey Minutemen

Just need you to do some shit for me.

Not those incredibly important sub-story line quests, that alter relationships and the game’s world. That force you to choose who you really are. We’re talking about those so-called radiant quests. You know the ones we mean – ol’ Preston directing you to a wasteland settlement to protect it. You playing good guy and blowing out mutant brains.

Radiant quests are random in the same way a base-level meme generator that is. Pick task from this list, pick location from that list. There’s your quest sorted. Again. And again. And again. These quests are supposedly infinite, even though it feels like there’s actually just one. The whole point of radiant quests being to keep you playing as the same character for longer, keeping you immersed while they feed you hit-and-miss DLC.

Fallout 3 Nope Dogmeat Fallout 4

…Is how Fallout 3’s Lone Wanderer would deal with that.

These quests do more than that, though. They slow Fallout 4 down to the point where you start realising that, hang on, actually, it is only a game – and that’s an immersion-breaking cardinal sin in videogamesland (Or will be, one day. Let’s vote on it).

If we hear anyone in Sanctuary who even sounds like they’re going to ask for help, we turn and dash away quicker than Mario OD’ing on Super Stars. And the game is equally apathetic – follow the Railroad quests for long enough and they just plain stop giving locations proper names. Randolph Safehouse 1, Randolph Safehouse 2… It goes on and on.

That’s not how it should be. Everything in a Fallout game should add meaning, in the same way every word in a book should, or every shot in a film.

Fallout 4 Story Bank Job

Bethesda tell some beautiful, deep stories about the game’s universe. Most characters show some ounce of nuclear-ravaged humanity, and just marvel at how their simple positioning of a few corpses and a handgun. But they didn’t apply that level of care to quests of every kind.

That’s one problem any Fallout 4 mod can’t save. But they’ll keep us busy when we’re not saving yet another damn settlement.

What mods do you most want in Fallout 4? Which ones will you create? Drop us a Tweet and Facebook the hell outta us.


2 thoughts on “Even Xbox One and PS4 Mods Can’t Solve the Real Problem with Fallout 4

  1. Ok, first off the “Randolph Safehouse” quests actually only have 6 parts, with and actual ending to them. As for the other actual radiant quests, it’s the best you’ll get anywhere to keep you playing, and there’s nothing wrong with that. There can’t be an infinite amount of plot missions, eventually in every game you do everything there is to do. Would you rather just have no quests in your log just because you don’t like the repetition that’s caused by you completing everything else? Or can you not wait until you get the next dlc in your hands? Either way this article was complete whining that a video game couldn’t have an infinite amount of plot based story driven gameplay, even though every game has story end somewhere.


    • Hi Just, thanks for stopping by. It’s not that we wanted the quests to go on and on and on. It’s that we wanted them to have meaning within the game’s universe – those that quests have zero impact in the world. We’d like to see a company like Bethesda, who delight in world-building and narrative, lead the way here.


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