$ 98 $39.99 Save $15.01 (38%)
+ $4.64 shipping
Trade in. Get paid. Go shopping.
Ship it to us for free.
We are unable to process your trade-in order.
About the product
- Next generation of open-world gaming
- Developed by Bethesda Game Studios under the direction of Todd Howard
- Fallout 4 is the follow up to the 2008 'Game of the Year' Fallout 3
- First title from the world-renowned studio since the release of Elder Scrolls V: Skyrim
Frequently bought together
Customers who bought this item also bought
Have a question?
Find answers in product info, Q&As, reviews
Please make sure that you are posting in the form of a question.
From the manufacturer
About This Game:
Bethesda Game Studios, the award-winning creators of Fallout 3 and The Elder Scrolls V: Skyrim, welcome you to the world of Fallout 4 – their most ambitious game ever, and the next generation of open-world gaming.
As the sole survivor of Vault 111, you enter a world destroyed by nuclear war. Every second is a fight for survival, and every choice is yours. Only you can rebuild and determine the fate of the Wasteland. Welcome home
Freedom And Liberty
Do whatever you want in a massive open world with hundreds of locations, characters, and quests. Join multiple factions vying for power or go it alone, the choices are all yours.
Collect And Build
Collect, upgrade, and build thousands of items in the most advanced crafting system ever. Weapons, armor, chemicals, and food are just the beginning - you can even build and manage entire settlements.
Super Deluxe Pixels
An all-new next generation graphics and lighting engine brings to life the world of Fallout like never before. From the blasted forests of the Commonwealth to the ruins of Boston, every location is packed with dynamic detail.
Violence And V.A.T.S.
Intense first or third person combat can also be slowed down with the new dynamic Vault-Tec Assisted Targeting System (V.A.T.S) that lets you choose your attacks and enjoy cinematic carnage.
Tips From The Vault:
Adapting To The Outside
You've Left The Vault. Now What?
The moment you exit the vault, you will notice a piercing bright light. Like a creature of the night, your eyes are not accustomed to the bare sun. Make sure to shield the retinas with tinted goggles.
Radiation And You
Beware The Silent Killer:
While some harmful radiation should have dissipated years ago, lingering radiation will remain. In the Wasteland, ceaseless radioactive bombardment will attack your body without warning until it’s too late and you begin to suffer the debilitating effects of its poisoning. This will be a real threat to your survival. Use your Vault-Tec assigned Pip-Boy to monitor radiation levels at all times.
Order your copy of Fallout 4 today. Available for PlayStation 4, Xbox One, and PC.
Bethesda Game Studios, the award-winning creators of Fallout 3 and Skyrim, welcomes you to the world of Fallout 4. Winner of more than 50 Game of the Year awards, including top honors at the 2016 D.I.C.E. Awards. Fallout 4 is the studio's most ambitious game ever and the next generation of open-world gaming. As the sole survivor of Vault 111, you enter a world destroyed by nuclear war. Only you can rebuild and determine the fate of the Wasteland. Welcome home.
Top customer reviews
Fallout 4 is the fifth main game (and ninth overall) in the Fallout franchise of post-apocalyptic roleplaying games. As with the previous two games in the series (Fallout 3 and Fallout: New Vegas), the game is played from a first-person perspective. You create a character and set out to explore the wasteland. Although there is a main storyline to follow, you are free to ignore it and pursue side-quests, do jobs for various factions or simply explore and scavenge for loot and money. Fallout 4 also introduces the idea of settlement building, allowing you to construct entire new towns and outposts in the wilderness and establish shops, trading links and supply lines between them.
This type of gameplay, sometimes called "sandbox" or "open world", has become enormously popular. It gives the player the freedom to decide how to play the game and allows for huge amounts of content. It also personalises the experience: every player may encounter the same enemies and missions, but the order in which they encounter them and the degree to which they vary the story and their own activities will be unique to them. It's also something that Bethesda, who developed both Fallout 3 and Fallout 4 as well as the Elder Scrolls series of fantasy RPGs (their latest of which was the phenomenally popular Skyrim), have struggled to do in a really satisfying manner, especially compared to the team at Black Isle. Black Isle created Fallout, Fallout 2 and, in their current guise as Obsidian, New Vegas.
For a very easy review, if you enjoyed Fallout 3, it's very likely you'll enjoy Fallout 4. The game is similar, but the graphics are vastly improved, the settlement-building adds a new dimension to the game, there are a lot more quests, there are more factions with more complex interrelationships and the writing is stronger. The characters in Fallout 4, companions, mission-givers, vendors and random passers-by, are vastly superior to those in the earlier game. Companion characters are also vastly more present. They offer opinions about what's going on, will sometimes join in conversations with important NPCs if they have pertinent information and will interact with you more. Some of them can even be romanced, and all of their have their own personal storyline and missions to fulfil once you've earned their trust. Combat is much more satisfying, with chunkier, more viscerally satisfying first-person shooting and an improved VATs system (which slows time down and allows you to target individual body parts) for more strategically-inclined players. There is a new system for modding armour and weapons, resulting in a truly vast array of weapons and armour to compare and contrast.
The art design is also much better, with Boston being a more vibrant location than the burned-out remains of Washington, DC in Fallout 3. The sky is a glorious blue, the water effects are hugely improved (up close, anyway, from a distance or in the air the water looks distinctly odd) and character animation, long Bethesda's sore spot, is much better. For the first time in a Bethesda RPG, all your dialogue is voiced (as both a male and female player). Whilst some may hate this due to how it limits the writing (the need to record dialogue months in advance prevents late changes), others may feel it's more immersive, especially as Bethesda programmed several thousand names into your robot butler so it's possible you may actually get called by your real name (which is a bit weird the first few times it happens).
In terms of being a game in which there is absolutely tons to do, Fallout 4 ticks a lot of boxes. It will suck up enormous quantities of time regardless of if you focus on the main quest, the faction missions, random side-quests, combat or on settlement-building. An enormous amount of work went into the game and the attention to detail is sometimes breathtaking, such as the subtly anti-Communist posters dotting the ruins or the stories about ordinary people's lives which were suddenly ended on the day the Great War took place. Interrupted computer logs, skeletons of entire families slumped in front of televisions and hand-written notes subtly tell the story about a nation of individuals who tragically had their lives snatched away from them by politicians and generals in far-off cities.
Unfortunately, such subtlety does not extend to the primary game design or the writing of the quests. Bethesda's main achilles heel has always been the fact that, after crafting an amazing open world playground packed with stuff, they then completely fail to craft a reactive narrative that interfaces properly with it. The last time they did do this reasonably well was in Morrowind, released in 2002 (astonishingly, Fallout 4 actually uses the same engine - albeit upgraded - as Morrowind, and the occasionally stodgy movement and awkward area transitions are problems it inherits from it). Since then, their main stories have always been a bit on the tepid side and failed to acknowledge the open world design of the game.
This was most notable in Fallout 3, where the final mission of the game required you to enter a radiation-soaked chamber and sacrifice yourself, even if you had a radiation-immune companion with you. Later on they fixed this problem in expansions, but it was a good example of Bethesda's attitude to open world game design, which offers apparently limitless possibilities but boils down to "Save the world as a good guy or save the world as a psychopath."
Particularly problematic for Bethesda is that Obsidian showed with New Vegas that, even with the same clunky engine, they could deliver a game rooted in more mature themes which reacted ridiculously well to almost any decision the player could make, down to killing the main bad guy halfway through the plot just because they got a good enough weapon to get through the enemy camp, or rejecting all the options offered by all the factions and conquering the wasteland themselves. Fallout 4, on the other hand, offers only mildly differing finales despite there being four major factions you can align with, in varying degrees of opposition to one another. In fact, there's a rather nasty bug in the endgame which can prevent you from taking one particular faction to victory which is enraging if you've been working with that faction for dozens of hours.
This also interacts with the game's second major problem. The Fallout franchise has always been one about choice, about offering the player the option to solve problems through violence, wits, stealth or diplomacy, and facing the full consequences of how such decisions are made. Fallout 3 rolled this back but didn't dispense with it. The fate of the town of Megaton, for example, was well-handled and there were a few quests that could be completed without violence. New Vegas took this to the extreme of allowing you to kill every single person in the game (including vitally important quest-givers) or by allowing you to use your skills and charisma to virtually avoid combat altogether, apart from some forms of wildlife.
Fallout 4 has absolutely zero truck with this. Once in a blue moon you may be able to convince an enemy to flee or surrender with a dialogue choice, but it's insanely rare you are even given the option. Otherwise almost every single quest in the game involves slaughtering everything in sight with high-powered weaponry. This leads to repetition: you get given a quest to go somewhere and kill everyone there. Then the next quest tells you to go somewhere else and kill everyone there. And so on and on. When combined with the "streamlined" character levelling system (which now only gives you a single perk point per level, with virtually all of the perks being combat-related), the result is a game that is effectively a first-person shooter with looting, crafting and occasional dialogue choices. It's fun, for a while, but it's not really Fallout.
Then there's the third problem, which is a perennial issue with RPGs but Fallout 4 somehow takes it to new extremes. The game's levelling system (which, unlike previous games in the series, is uncapped) is slanted almost preposterously in favour of the player. By the time you hit Level 20, you're capable of taking on anything in the game with no issue. By the time you are Level 40 you're an effectively bullet-proof, radiation-proof demigod, able to walk through storms of bullets almost without harm and capable of one-shotting virtually everything in the game. The game is extremely generous with stimpacks (which replenish health), bobby pins (which act as lockpicks), currency and ammo, especially when you choose feats which make them even easier to find. A well-designed game will usually build to a climax where it presents its greatest challenge to the player in the finale, where they have to use all the skills and tools they have amassed to overcome the enemy. In Fallout 4 the final story missions are an absolute cakewalk with zero threat to the player's life.
This leads to an awkward game that, from moment to moment, is often great fun to play. Fallout 4 has a sense of humour to it largely missing from Fallout 3, although not to the riotous extent of the Old World Blues expansion for New Vegas. The game certainly has more personality and flair to it than any previous Bethesda RPG since Morrowind. The combat is great, the settlement-building and equipment modding gives creative players lots to do. The factions are all well-thought-out, and it's a tremendous relief to see the Brotherhood of Steel back to being techno-hoarding fascists rather than the inexplicable white knights they were in the previous game. The new additions to the game, such as the Institute, Minutemen and Railroad, "feel" like Fallout factions. Some of the locations are brilliantly-designed and hauntingly atmospheric. Some of the setpieces, whether designed by the story or encountered randomly, are epic. Some of the questlines, such as ascending a Super Mutant-infested skyscraper in a homage to Die Hard or helping out a crew of robotic pirates trying to convert a 17th Century galleon into a skyship, are original, amusing and memorable.
But the feeling remains that Fallout 4 has fallen far short of its potential. The decision to roll back the real roleplaying elements in favour of violence and combat is disappointing, taking away some of the much-vaunted freedom and flexibility of the game. Dialogue is often clunky and filled with infodumps. The game's "big twist" can be guessed within minutes of the start. And, after what can be a tough opening couple of hours, it becomes far, far too easy. Even as recently as Skyrim these problems could perhaps be overlooked due to a lack of real, credible alternatives. But now if you want an open-world game focused on combat, there are the likes of Far Cry 3 (and 4) and Just Cause 3 to consider. If you want an open-world RPG with much, much more emphasis on roleplaying, The Witcher 3 has Fallout 4 pretty handily beaten. More awkwardly, Fallout 4 falls short of the standards set by its immediate predecessor. It looks a heck of a lot uglier and is much less approachable due to a badly-designed opening area, but Fallout: New Vegas has a much more challenging, interesting and original storyline and narrative, offers far more reactivity and adapts to player choices in a more meaningful way than Fallout 4 does.
Fallout 4 (****) is definitely a good game. It's fun, it drains away the hours and it proves that Bethesda's game design paradigm, despite its age, is still effective. But it's definitely moving further away from the Fallout notions of freedom and consequence that made the franchise one of the most popular and critically-praised video game series of all time. For a lot of people, this won't matter one jot. For others, it will be a shame to see what could have been the greatest CRPG ever made merely settle for being "pretty good".
I'll try to avoid spoilers, though there may be a few (particularly about the opening). I haven't played through the entire game yet, so I can't speak to the ending. I do know you can continue playing after the ending, however, so it can't possibly as bad as the original ending to FO3.
Fallout 4, the latest entry in the post-apocalyptic RPG series by Bethesda, starts off suitably bleak with you the Sole Survivor of Vault 111. Technically, that's not true; you start off in 2077 before the war, and get to see a slice of life in the final days as you and your spouse plan your day with your infant offspring. The war comes to Boston and as fiery mushrooms sprout on the horizon, you race to Vault 111. Fade to black and when you come to, you are the Sole Survivor... sort of; your infant survives, too, and is kidnapped before you can free yourself from the cryogenic tube in which you've spent the last 200 years. Yes, Vault-Tec is back to its morally questionable antics with non-consensual experiments on its residents.
Thus begins the Main Quest: GIVE ME BACK MY SON! (Confession: I made a male character, so I don't know if your child is a girl if you choose a female protagonist). It would be appropriate to make your character look like either Mel Gibson or Liam Neeson, and the robust character creator (which is similar, yet more detailed than Elder Scrolls Online's character creator) allows creative and patient players to do just that. SPECIAL is still there, but skills are gone and you're allowed to put a point into perks at each level (or level up a SPECIAL attribute; your choice). I hear there's no level cap, so there's plenty to go around (in fact, I understand in order to max out at 10 in all attributes and every perk (most, if not all, perks have multiple levels now), you'll have to be over level 220). This makes it really hard to gimp your character by creating an energy weapons guy, then find out there aren't very many at all in the first 1/3rd of the game (New Vegas, I'm looking at you).
That being said, rushing headlong into every fight thinking you can FPS your way to victory is a bad idea. It's easy to get carried away exploring and wander in an area that's far too dangerous for a fresh-out-of-the-Vault dweller. Power Armor makes a comeback, though, and with great power comes great responsibility, i.e. the responsibility to make sure you have enough fusion cores, because power armor actually uses power this time around. It's also customizable if you've scavenged the right materials, so you can pimp it out and make it your own. Weapons and armor come in different flavors now, so they can be found with special qualities, similar to the weapons in the Borderlands series. While it's pretty awesome to find a shotgun that fires exploding ammo from a game play perspective, it does take me out of the game a bit, because it just doesn't feel real. That's a minor quibble, though, because you can still mod those weapons and make them more awesome. You can't break them down for scrap, though, so if you don't want a particular legendary weapon, just pawn it off to your companion or sell it.
Fallout 4 is a scavenger's delight and by the same token, the Settlement Building mini-game is an OCD packrat's worst nightmare. You're probably already in the habit of taking everything that isn't nailed down. While you will immediately have a use for it (most things can be scrapped for parts), you can easily spend hours at a time building up your settlements. In theory, you could spend quite a lot of time doing nothing but. Too bad the controls are a little funky, a situation that will be modded on the PC, I'm sure.
Speaking of controls, Bethesda has committed the cardinal sin of screwing with keybinding. Some baffling choices have been hardcoded into the game. For example, melee and grenades are bound to the same key and cannot be separated. Rebinding the movement keys removes your ability to move around in Workshop mode, making building settlements such a huge pain-in-the-butt, that it is no longer something you'll want to spend time on. If you're not a leftie and are comfortable with a controller or the WASD default set up, this won't be a bother. I'm a leftie though, and WASD is very uncomfortable for long periods of time. Breaking the interface when reassigning keys is extremely irritating (ME3 did this, too). I know WHY this is: it's easier to design one control scheme shared across Xbox One, PS4, and PC than it is to design multiple control schemes that play to the strengths of each one. Still, that's no excuse. It sucks, frankly. Fortunately, some Googling showed me how to install a keybind applet that resides in memory and bypasses the game's keybinding so I can set up my preferences without breaking the interface too much (it's NOT a mod for the game, so it doesn't interfere with quests in any fashion). I can't use the workshop menu at all with that script, though. I'm not sure which solution is better. The script is easier to disable when I do want to work on my settlements. I shouldn't have to do that fiddle with these things to have a playable experience, though.
On the plus side, the game is playable. It is, in fact, the most stable Bethesda game I've ever played at launch. I didn't come into Skyrim until several months (at least 6) after launch, so I can't speak to it, but I remember the absolute nightmare FO3 could be (and NV was worse, but that was an Obsidian game built on Bethesda's engine). Of course, WHY game publishers get away with releasing such buggy software could be a whole essay in and of itself, and I won't get into that here.
In addition to the stability, the companions are the most well-rounded of any Bethesda game, to date. They have personalities and quests, and romance options more in depth than Skyrim's "I see you have an amulet and I like you well enough, let's marry!" Many of them have quests of their own for you. One in particular is a source of Radiant Quests, ala Skyrim that you'll either love or you'll grow tired of and avoid him (or if you're on a PC, hunt down a mod to turn off his Radiant Quests). Gone is the faction/Karma system of New Vegas, now your companions judge your actions based on their own philosophies and the rest of the world doesn't really care if you steal from the raiders who have been shooting at you.
The skeleton tableaus and subtle back story woven throughout the environment is just as strong here as it has been in past installments. Sometimes, these after-the-fact stories are stronger and more engaging than the actual plot. Someone in the Commonwealth certainly likes setting up their teddy bears in odd positions. I found a couple in flagrante delicato, and another trying to read the paper while doing his business, if you get my meaning. In addition, I understand Bostonians find the geography unsettlingly accurate, if a bit compressed, much like D.C. residents did FO3.
Crafting is pretty robust, even putting the settlement building aside. You don't have to hunt for food recipes, though perks are needed for some of the more advance chems, meds, weapon, and armor mods. In fact, food is pretty awesome, better than stimpacks in many cases. Plus, you get XP for cooking. Save your stimpacks for broken limbs and Dogmeat (if you can stand the whining when he's injured, he'll heal quickly, but it's REALLY realistic and I hate hearing a dog in pain). They didn't include the ability to craft ammo, though. It makes ammo nearly the most valuable resource in the Commonwealth, especially once you have a strong settlement up and running providing you with clean water and food. You can also rename your modded weapons, so you could have a ripper called "Dr. Teeth" and a gauss rifle called "The Electric Mayhem." My double-barrel shotgun is called "Nora," after my character's wife who was a lawyer before the war. See, she'd give the opposition both barrels in her closing statements, like I do Feral Ghouls, even after I think they're dead (ESPECIALLY if they look dead). I also modded up a flamethrower and called it "Trogdor the Burninator" and my scooped rifle is AT&T (reach out and touch someone).
The shooter portion of combat is better than it was in FO3 or NV and VATS is still there when you need assistance (and the annoying, darting giant insects are much easier in VATS). You'll want that assistance when you finally encounter Deathclaws and Super Mutant Suiciders (they give new meaning to the term "Nuclear Football").
Bethesda has definitely learned in the years since FO3, and probably have taken cues from other games as well. Fallout 4 is challenging and fun and a worthy addition to the Fallout Universe. There's hundreds of hours of content here and future DLCs will no doubt only serve to strength that. Unfortunately, as much as I praised the companions earlier, some of the interactions with other NPCs is lacking. For example, the first time I encountered a friendly ghoul in the game (which did NOT exist at all for my character just a few days ago), there was no dialog option why this guy was so obviously inhuman; he just just another Bostonian. As I understand it, there are certain friendly ghouls to whom you do have a WTF? reaction the first time you see them, so apparently, I wasn't supposed to encounter this guy before all the others. So, it's possibly an oversight, but it was immersion-breaking.
If you think it's a travesty that the Fallout series has moved beyond turn-based isometric games, then Fallout 4 is not going to change your mind. If you liked FO3 and NV, you will likely enjoy Fallout 4. PC gamers are used to Bethesda's quirks by now and know that a decent game by them can become great with the proper mods. Fallout 4 is already a great game, mod will make it awesome.