Fallout: The "No More Heroes" Quest in London: An Example of Shallow Thinking
The enormous Fallout 4 mod, Fallout: London, is a monument to the commitment of its developers, Team FOLON. But not all of its stuff is as high caliber as the others. One quest, "No More Heroes," highlights the game's shortcomings as a conversion mod by illuminating a frustrating tendency of shallowness that permeates parts of it.
Strictness and Absence of Option
The game "No More Heroes" is set at the visually striking Prilladog Food Factory, where the player is first introduced to the Vagabonds group and their affable bulldog, Churchill. Though the quest's initial structure implies a fight between employees and management, it soon becomes a straight development with no player agency. The player can only communicate with Harvin, the plant owner, who demands Allen's murder right away, even though Allen, a dynamic union leader, is present.
The skill checks create a false impression of choice. Players are prevented from supporting the more likeable character because all three alternatives result in the same thing, which puts Allen in a weaker position. The Fallout series' fundamental tenets of role-playing are compromised by the dearth of meaningful options, depriving players of a sense of agency.
Fallout: Formalistic Approach to London's Conversations
"No More Heroes" is one particularly horrible example, but it's hardly the only one. Fallout: Linear talks that feel more like formalities than real interactions are a common problem in London. This is demonstrated in a conversation with Vagabond member Blind Nelson, where speech options are limited and ultimately lead to the same mission goal: repairing his malfunctioning radio.
It's unreasonable to anticipate completely voiced, branching dialogue trees from a mod with this level of scope. But the shallowness of many of the chats takes away from the immersive experience that the mod's amazing worldbuilding and factions provide.
Fallout: London's Role-Playing Game Components: A Regression?
The limitations of "No More Heroes" cast doubt on Fallout: London's overall depth as an RPG. Apart from Fallout: New Vegas, the quest's basic layout and dearth of significant options are reminiscent of a current Fallout game trend. Later games, such as Fallout 4, have come under fire for simplifying player agency, whereas Fallout: New Vegas placed a strong emphasis on player choice and consequence.
Fallout: London's goal is admirable, but the "No More Heroes" mission serves as a reminder that the mod is constrained by the features of the original game. Although the update creates an intriguing new environment, it sometimes reverts to the shallowness and lack of options that have beset the Fallout series in recent years.
Fallout: London's Advantages: A Welcome Change of Pace
Even with these flaws, Fallout: London is still an incredible accomplishment. Within the Fallout universe, it offers a new experience thanks to its intricate worldbuilding, distinct groups like the Vagabonds and the Thamesfolk, and its realistic rendition of British culture. The mod's committed creators should be commended for crafting a large and captivating universe, despite the occasional misstep in the quest structure.
The "No More Heroes" mission in Fallout: London is a prime example of the mod's annoying tendency toward shallow quest design. This draws attention to the difficulties experienced by ambitious modders, but it doesn't take away from the accomplishment of making such a thorough and captivating contribution to the Fallout universe.