On Fallout 4’s “survival mode”

I realize this is the billionth post I have made regarding Fallout 4, but I feel as though I have not quite compiled my thoughts on the “survival mode” Bethesda decided half-assedly to add to the game months after its release into a single post yet, so here it is; while I’m on the rage train after losing my week of progress last night, I might as well make this to finish my raving triad of a tantrum masterpiece.

The amazing new mode

If you still haven’t played survival mode, don’t worry; the only thing of substance it contains is the actual survival element, which, I will once again stress, is a half-assed attempt at “fixing” the old survival “Bullet Sponge Xtreme” difficulty.

Some of the mode’s features are as follows:

  • Food, water and sleep “meters” are added to the game while playing with survival mode on;
  • Fast-travel is disabled, meaning the player has to walk everywhere in real time;
  • The player’s and enemies’ defence damage resistances have been substantially lowered and so take quite a lot more damage;
  • Ammunition is no longer weightless, meaning the player and companions now have to take care not to bring useless ammunition everywhere;
  • Players’ limbs no longer auto-heal after disengaging combat;
  • Locations take way longer to repopulate;
  • Illnesses have been added to the game, such as fatigue, parasites and infection;
  • Companions no longer get up by themselves after being knocked out during combat. Instead, they must be revived using a stimpak or robot repair kit if they’re human or robot, respectively; and
  • Killing enemies grants an adrenaline damage bonus every five kills.

There are more lesser features, but I will only comment on the ones listed here. If you want an extensive list of features and differences from the standard game mode, take a look at the Nukapedia article.

Food, water and sleep

This is probably the biggest feature of the survival mode in Fallout 4, and it is probably the one that brought my attention to it. In the survival mode, it is required that the player eat food, drink water and sleep regularly in order to stay alive. Refusing this results in penalties to S.P.E.C.I.A.L. stats and action points (AP).

There is little for me to say about this feature, as I have no personal issues regarding it. If I had to be nitpicky, I would probably decrease the interval within which food is needed, as  a human being can survive for weeks without food.

Actually, there is one issue with this system: mattresses and sleeping bags only allow for a maximum of five and three hours of sleep, respectively. I’m sorry, what? Why would a mattress and a sleeping bag restrict the player’s sleep like that? I have slept a whole night in a sleeping bag before! It didn’t just limit my sleep arbitrarily to three hours. Likewise, a mattress is just an object upon which the player may implicitly lie down but which lacks a bedframe upon which it may rest. There is nothing else differentiating a mattress from a bed in this game. That’s a bit bullshitty, to be quite honest.

Disabled fast-travel

Here’s a feature of which I am not particularly a fan. In the survival mode, the player is denied the ability to fast-travel. This system functions exactly as it does in TESV: Skyrim and Fallout 3 etc.

While it may sound like it would add to the survival experience to force the player to walk everywhere, it gets rather tedious after a while. This is especially the case if the game keeps crashing every damn time I try to open V.A.T.S. However, it is not a bad thing in and of itself, although I will, once again, stress that it gets rather tedious after a while.

Increased player and enemy damage

This is bullshit. Seriously. I keep reading on the Internet that both the player and enemies receive more damage, making it even more of an incentive to stay out of the firing line. However, this has not been my experience. My experience has been that the enemies are still bullet-spongy. Many raiders still take several shotgun blasts to the face at point-blank distance with a fully upgraded legendary combat shotgun. I am not even joking.

If what I just said has not been the case of you reading this, you have been hallucinating. You belong in a madhouse. Enemies do far more damage than the player with a weapon much weaker than the player’s. You cannot tell me this is not the case, for I have observed such utter nonsense with my own eyes.

Massive ammunition

This is fine. I have no problems with this. There is little to complain about regarding this feature. I should not even have brought it up. Wait,,, cut that out. I sound like a little bitch again.

Non-auto-healing limbs

This is also fine.

Locations have longer respawn times

This is not fine. I personally like enemies respawning, but I do know a lot of people are opposed to it. The issue with non-respawning enemies is that it makes a game feel so… empty after a while. I do agree that overly aggressive respawn rates are annoying, though; respawn rates are an artform, and only the chosen may master the superior way of the Respawn. *cringe*

One of the first games that showed me that this could become a problem is “Drakan: The Ancients’ Gates“, a very unknown open-worldish game for the PlayStation 2. I guess the fact that it is a PlayStation 2 exclusive is probably a contributing factor to its effective presence in oblivion, which is sad; I am quite fond of the game, although it is a pretty buggy game, which is funny, seeing how Fallout 4 is also a buggy mess. However, at least the game can run for more than 20 minutes at a time without crashing, and it apparently did not even undergo beta testing! If you want to take a closer look at the game and its exploitable glitches, I would recommend Jasoya’s series on glitches and bugs in the game.

Illnesses

I honestly do not care about illnesses with the exception of two illnesses in particular: parasites and infection. The former results in having to eat more food in order to sate the character’s hunger. I do not think this affects the water intake. The latter, infection, is just a pain in the ass; all it does is cause periodic damage as “the infection spreads”. Whatever.

Other illnesses include fatigue, which results in the player requiring sleep more regularly; insomnia, which results in the player requiring more sleep when sleeping; lethargy, which results in halved action point regeneration; and weakness, which results in 20% more damage inflicted from enemies.

For more information regarding illnesses, check out this article on Nukapedia.

No auto-healing companions

For bitches like me, this is a problem. I suck at this game, so I run away like a pussy when my companion goes down, because when my companion goes down, I will certainly go down. This is just how things go. Feature-wise, however, this is not really a problem, and it is really my own fault for sucking so bad at this game. This is not a bad feature in and of itself. Per se. On its own.

Adrenaline

Yeah, I could not care less. To be frank, I hardly notice this. In fact, I notice this so hardly, I notice it not at all.


That was all I had to say. Now I must install the mod that allows me to quicksave anywhere I want because the game is too fucking unstable for me to be able to handle its bullshit anymore.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s