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YMMV / Fallout 76

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     Gameplay and Story Related 
  • Alternate Character Interpretation: Is the Overseer of Vault 76 a Token Good Teammate of the Vault-Tec corporation or a Knight Templar extremist who never stops to question why she's getting nuclear weapons for a defunct corporation or why they're performing experiments on the sole surviving groups of humanity?
    • Did the Vault 76 Resident Go Mad from the Isolation or are they just Sidetracked By The Golden Saucer? While they don't have many people to talk to, a lot of the quests they voluntarily perform are just pointless in terms of rebuilding America or helping their surival. For example, there's no reason to help the Mayor of Grafton repair tourist traps given there's no tourists left.
    • Was Shannon Rivers in assuming the role of Mistress of Mystery in real life to fight crime using the Mistress’ methods helping Appalachia the only way she knew how? Or was she a past her prime actress playing her dream role no matter what? Was her decision to only take in orphaned girls, sexist and misandrist? Or did she take in girls only, because they were the most vulnerable compared to other refugees? Or was it because she only has experience raising a daughter and would have been out of her depth trying to care for orphaned boys? Was her decision to keep her Order of Mysteries completely compartmented from other groups such as the Responders and Brotherhood of Steel, out of a desire to protect her Order via secrecy? Or did she just not want to have any outside influences on her organization, fearing that she can’t role play as a comic book superheroine once actual professionals at law enforcement (Responders) and warfare (Brotherhood) start working with her and force changes?
  • Awesome Music: Copilot's absolutely gorgeous cover of John Denver's "Take Me Home, Country Roads" is used as background music in the teaser trailer, and is generally seen as the game's main theme.
    • Indeed, the one thing universally praised about the game is the music which combines recycled music from previous games with lots of excellent new choices including "Ghost Riders in the Sky", "Old Man Mose", and "Sixteen Tons."
  • Complete Monster: Thomas Eckhart was a member of the Enclave and the Secretary of Agriculture under the Pre-War Government. Being the last surviving member of the presidential cabinet, he became the leader of the Enclave forces inside the Whitespring bunker. His first action as leader was to hold a vote on whether or not they should continue the nuclear war against China and then had everyone who voted against him looked inside a room that was flooded with Deadly Gas. In an attempt to have the automated control system of the Appalachia’s nuclear silos raise the DEFCON Level and give him access to nuclear missiles, he unleashed Liberators and Super Mutants onto the survivors on the surface. When this wasn't enough, he also released the Scorchbeasts, which would eventually wipe out most of the remaining human population in the region. Despite being long dead by the time the game takes place, he left behind a region devoid of human life but full of dangerous creatures.
  • Darkness-Induced Audience Apathy: One would naturally expect the post-apocalypse to be a Crapsack World but Fallout 76 takes it to another level. Once you have listened to holotape after holotape of brave, hopeful Responders talking about their new-found hope, purpose and determination only to know that they are all dead, find notes from various survivors planning escapes or discussing their relationships with loved ones, discover that things like the inoculation were literally hours from completion, and know that even the mighty Brotherhood of Steel was obliterated by a Zerg Rush, it starts to become very hard to get worked up about how unrelentingly pointless everything in the game is.
  • Demonic Spiders: Many return from the previous installment alongside several new ones, including:
    • Liberators. Small robots with only three real attacks, these little shits can be some of the most tedious enemies to kill. Their small size makes it easy for them to jump around and avoid being hit, they rarely are alone and thus tend to swarm players in large groups, and despite often being lower level enemies, they are surprisingly tough to kill and do decent damage to even high level players. It certainly doesn't help that you can encounter them right out of the gate, since a small pack of them have taken up residence on the road to Vault 76.
    • Scorchbeasts. First off, they deal huge amounts of damage with their primary attack (which they love to spam and also takes up most of the screen), Secondly, due to them being mutated bats, they're flying most of the time, meaning they're well out of range for many guns (and also making melee-oriented builds useless). Thirdly, they're incredibly persistent, being nigh-impossible to lose once one has spotted you. And lastly, they can show up randomly around the map no matter where you are, and many show up at the same time in the Cranberry Bog region due to the many Fissure Sites there. Have fun with dealing with 3 of them at the same time! They were eventually toned down so they no longer spam their sonar blasts, but they're still incredibly difficult to deal with
    • Wendigos are essentially Deathclaws but much harder to hit due to their skinnier bodies. They do craptons of damage even in Power Armor and despite their appearance are surprisingly tough to kill. Facing one without a strategy will easily get you killed.
  • Epileptic Trees: The fan theories started to fly concerning the game based on random leaks, the trailers, and the E3 presentation. What helps is that even after the E3 presentation, almost all information about the game is intentionally vague in order to help stir up interest for its eventual release.
    • The focus on "rebuilding America" in all the imagery and trailers have people wondering how the Enclave will factor into things, possibly leading up to a reveal that Vault 76 is related to them. The Enclave does have a presence in the story, but it has nothing to do with the vault.
  • Ensemble Dark Horse: Rose is a Badass Adorable Ugly Cute Ms. Nanny programmed with the personality of Poison from Final Fight. She's a Perky Female Minion and a Minion with an F in Evil. The fact she's blackmailing you into doing meaningless "evil" tasks makes her entire questline hilarious.
    • MODUS is also considered to be a highlight of the game, perhaps because of how Obviously Evil he is and yet simultaneously helpful.
  • Game-Breaker:
    • Since health doesn't regenerate in this game, any armor with the Regenerating prefix will save you a lot of healing, especially if you don't want to leave an area. It isn't very fast and only works out of combat, but that's pretty easy to pull off if you just move far enough away from any threats.
    • The Speed Demon, Healing Factor and Marsupial Mutations are widely considered the best mutations to get in the game, even without using a serum (which only gives you the positive effects of the mutation and forgoes any negative penalties). Speed Demon buffs movement speed and reload speed by 20% with no drawbacks whatsoever, Healing Factor grants players with 300% health regeneration when outside combat and Marsupial increases jump height significantly, adding a great amount of mobility when combined with a Power Armor Jetpack (though the latter 2 have drawbacks with a 55% less effective chemicals penalty and a -4 penalty to Intelligence respectively when gained outside a serum, and serums themselves are rather rare to come by outside a specific vendor). Combined with the Starched Genes perk (which when upgraded Radaway and Decontamination Showers will never remove Mutations), and you end up having flat buffs to everything when stacked together.
    • Nuka-Grape. It heals 150 health, cures 400 rads and grants a AP boost. Not too by itself, but the real game-breaker comes from having a maxed-out Cola Nut perk card (which doubles and later triples the effect of Nuka-Colad). With this card, a single Nuka-Grape will heal 450 HP, cure 1200 rads and grants a hefty boost to your AP regen, in addition to restoring 45% of the thirst bar. The only drawback is Nuka-Grapes rarely spawn in the wild (aside from one relatively unknown vendor who's guranteed to sell one, but only one at a time), making it hard to stockpile. But once you actually manage to stockpile a few dozen Nuka-Grapes, you'll never need to use another Stimpak or Radaway ever again.
    • The Two-Shot Legendary perk when combined with the Explosive legendary perk. Even the most useless of weapons turn into damage-chugging monsters with these two perks. Shotguns in particular were capable of one-shotting nearly everything, with the drawback of lower accuracy with the Two-Shot perk not being much of a problem due to Shotguns being a close-range weapon. It was ao overpowered that the perks were eventually nerfsd so they don't dish obscene amounts of damage when rolled onto the same gun but even then it remains pretty powerful
  • Goddamn Bats: Wild Ticks. They don't have much health (about as much as a Radroach, even at level 28) and deal as much damage as one but they're incredibly fast, have tiny bodies making them hard to hit and sometimes carry diseases which will more often than not infect you on the very first hit they land on you.
    • Mole Miners. They rely on close-quarters fighting as they only carry Shotguns and Gauntlets and are quite slow, but they can take punishment, come in packs of 3 or more, can suddenly pop up from the ground as an ambush, and some might carry Missile Launchers (in which they're really quick to use them, with frightening accuracy to boot). It's incredibly easy to get overwhelmed if you're not careful
  • Good Bad Bugs: The quest "Feed the People" used to give meat stew to every player on the server, even those who didn't participate in it.
    • Fusion Cores used to recharge to 100% if you quit the game while in a suit of Power Armor.
    • After Patch 5 was released, players quickly discovered that the changes to the disease "Rad Worms" (50% more radiation damage) has a unintended side-effect of also increasing any current buffs by 50% (including mutations), as long as the disease is active. This quickly got patched out when Patch 6 rolled along.
  • Misaimed Fandom: A weird version of this with Bethesda itself. The series has always had a serious anti-nuke stance to it — lore from the first few games explicitly states that WWIII lasted a little under two hours, and the horrific landscape that encompasses 1 through 4 is an explicit reflection of this. In 76, launching a nuke is seen as a positive gameplay mechanic because it allows you to harvest higher tier gear and fight the Final Boss, which is the core goal of the game. While Fallout 3 had similar issues with this, it was a comparatively small scale (that being the mini-nuke launcher glorifying the atomic mushroom cloud as being "cool"), but the sheer misunderstanding of the core message for the series is baffling. This goes even further when looking at the live-action trailer, which shows a shot of a bunch of different people looking on at a nuke triumphantly rather than, say, being horrified at the sheer destructive power of the weapon that ended the world.
  • Moral Event Horizon: David Thorpe is a Posthumous Character who crosses it in this as he's responsible for destroying the city of Charleston by causing the Christmas Flood. As leader of a gang of Raiders, he and the other survivors at the Top of the World (Snowshoe Mountain) were turned away from Charleston early on due to a lack of supplies. While they killed and stole, not all of them were beyond redemption. However, when his girlfriend, Rosalynn was captured by the Responders, David responded by using a bunch of mini-nukes stolen from the Brotherhood of Steel to destroy the nearby dam in order to kill everyone inside. Ironically, this killed his girlfriend in the process (and may have been the point).
  • Nausea Fuel: The minor improvements to game details means now monsters can be reduced into a pile of gooey flesh and bones, with flies swarming over it.
  • Scrappy Mechanic:
    • The exclusion of push to talk in-game voicechat means that players can only use voice activated voicechat, which can cause all sorts of problems such as inadvertent transmitting of background sound or the mic catching you saying something you didn't intend other players to hear. This has led to many players just disabling ingame voicechat altogether. Thankfully, Bethesda fixed this a few weeks in.
    • Roaming packs of enemies. Randomly across the world, small groups of sometimes four to six enemies will travel around and attack players that they run into. While this was likely intended to provide a surprise, it can be very annoying for players early on to be walking and suddenly have six ghouls attack without warning, or worse Super Mutants. If a player gets attacked while at low health, expect to die quickly with no way to survive. They also often spawn at your camp, meaning if you load into the game or fast travel to it, you can find up in the middle of an ambush not because you were reckless, but because the game forced one onto you.
    • Camp attacks. Randomly while hanging out in your camp, the game will spawn a pack of enemies to go attack your camp, ranging from Wild Animals to Super Mutant. This can get irritating very quickly if you're simply trying to craft or modify inventory items at various workbenches and don't have the necessary turret defenses yet, forcing you to get out of the workbench and go kill the pack before they destroy the camp (in which they absolutely love targetting generators the most).
    • The game's implementation of VATS. Since the game cannot be paused due to its online nature, the traditional method VATS worked by slowing down time to allow you to aim better was impossible to implement. Instead, VATS is now just a basic autoaim function that uses the same AP resource that you need to sprint, making it a far less compelling game mechanic.
    • The game's UI has received much flak, being slow and unwieldy to navigate. While it wasn't much of a problem in the single player games since the game would pause when you opened the menu, the game still runs in real time in 76, meaning that if you run out of ammo or your weapon breaks mid fight, you'll be left digging through your inventory while you're getting mauled by enemies.
    • Weight limits for the player's inventory and stash. While it is natural for online games to have caps on inventory space to reduce stress on their servers, the way it is implemented in 76 is particularly egregious. All of your armor, weapons, and healing items have their own weight, and carrying your basic combat loadout means up to 60-70% of your weight limit is already taken up. Add the fact that the crafting system requires you to collect various items for raw materials, and that leaves players with the choice of heading out into the world with fewer armor and weapons to collect more loot, or make more tedious trips to carry small amounts of loot back to camp. The relatively small stash size also puts players in the bad position of choosing to either use it as long term storage for valuable weapons and armor or to stock all of their raw materials, not both at the same time.
    • The inability to increase the level of acquired gear has been a thorn for players. If the player finds gear they might like, such as a semi unique weapon, the weapon cannot be upgraded beyond whatever modifications allowed to it, meaning a unique level 5 weapon will always be a unique level 5 weapon. This means the player needs to basically invest in generic weaponry every five levels because their gear will be outdated as they explore, leaving behind unique weapons or armor behind simply because they lack the raw stats of other weapons or armor. Armor suffers this the most as a result; if you don't have the resources to consistently create armor close to your level, expect to take a lot of damage that could have been avoided.
    • The shop system has been completely revamped, to its detriment. Where previous installments allowed you to barter for things by selecting shop items and your items until you've worked out a favorable trade, this game forces you to buy or sell one item (or stack of them) at a time, meaning you absolutely need enough caps to afford whatever it is you want. Furthermore, vendors only retain about a fourth of the caps you pay them, and only to a maximum of 200 caps, so the trade system is intrinsically weighted against the player. Given the system charges you for fast travel to locations other than a C.A.M.P. or Vault 76, this is almost certainly meant to be a Money Sink.
    • The game's PVP system is so neutered and inconsequential it may as well not exist. In an effort to minimize potential griefing, Bethesda made it so that players have to mutually agree to PVP by actively shooting each other at the same time, otherwise if only one player is attacking another they deal significantly reduced damage giving the attacked player plenty of opportunity to run away or prepare themselves to retaliate. Given how troublesome it is to engage in PVP, most players don't even bother.
    • At launch, there was no way to respec your stats, meaning that if you didn't know what stats to prioritize or made a mistake in your build, you're locked into it permanently. This could prevent you from using certain perk cards and skills, especially if you already hit the perk point cap. A respec system was eventually added, but it has its own problems. It only kicks in at level 50, which is where SPECIAL allocation caps out, and forces you to choose between reassigning a single SPECIAL point or selecting a new perk card.
    • The way the game handles enemy levels causes significant problems for lower-leveled players. The game weighs spawns based on two factors: the location and the level of the players in the area. Beyond the game's Forest region, which is designed to keep enemy levels at a low threshold, a high-leveled player can massively increase the levels of the enemies in a given area just by being there, effectively making it suicide for lower-leveled players to even approach. Furthermore, certain areas of the game attract players merely as a consequence of their utility (Whitespring, Watoga), so these areas will almost always have spawns that are maxed out. The only hope is to server hop until you find an iteration that is currently devoid of players and hope it stays that way.
  • Sequelitis: In what seems to be a trend for Fallout spinoffs, the game is generally considered to be of extremely poor quality and is widely considered the worst game in the series since Bethesda bought the franchise. Dated visuals, a huge amount of bugs, an archaic and aged engine, insipid and asinine gameplay design, boring content, poor implementation of multiplayer and a lack of things Fallout fans actually like (such as detailed lore, fun and interesting quests, meaningful RPG character-building and a rich thematic undertone ripe for analysis and interpretation) all add up to a game that has been savaged by review outlets and fans alike. The result is a game that seemingly pleases no one, except the most die-hard fans of the franchise. It's worth noting that many fans and critics agree that the idea of a multiplayer Fallout game is a great one, but its implementation leaves a lot to be desired.
  • Take That, Scrappy!: The E3 2018 presentation features the player killing another player by the name of "PGarvey," in what's an obvious Take That! towards Preston Garvey from Fallout 4.
  • That One Sidequest:
    • When you go to the Whitespring Golf Course, you're given a task to kill ten feral ghouls in golf outfits. As simple as it sounds, this is a nightmare to complete. The golf course is frequently visited by high-level players, so lower-level players can get shut out by high-ranking enemies. Only ghouls in golf outfits count, and the club is mostly filled by generic ghouls. Finally, because players tend to congregate there because they're also trying to complete the sodding quest, others may/will probably kill the few valid targets in the area.
    • Rose, despite being an Ensemble Dark Horse, sends player characters all over the map in order to fulfill her insane requests. Key to the Past is the worst of these by having almost a dozen steps to completing it, but it's part of a trio of tasks that also include many-many steps to complete. Even when you finally get the digital keycard made and find Rosalynn Jeffries' body, you are then informed by Rose that: 1. She never actually needed you to do any of it. 2. Your Princess Is in Another Castle!.
    • The "Kill a Wendigo while wearing a clown costume" miscellaneous quest. For starters, Wendigos themselves are massive Demonic Spiders. Secondly, it's possible to come across this quest while in the lower levels, meaning you'll likely be unprepared to go up against such a threat. And thirdly, you're not allowed to use Power Armor, meaning the Wendigo will very much likely kill you in only a few hits. Sounds like fun, right?
  • They Wasted a Perfectly Good Plot: A prequel detailing a community of Vault Dwellers trying to rebuild the world in the wake of a nuclear holocaust while interacting with natives and fighting radioactive threats could've been a great story in itself. However, any potential for that story is squandered by there being zero human NPCs to interact with in the game.
    • In terms of the game world, rural West Virginia ought to be a pretty interesting setting for an open-world RPG. Fallout 3 and 4 were set in decidedly urban areas that were hit hard by the war, so going to the comparatively rustic and untainted countryside could have been something special. Ideally it'd take a page from Skyrim's book and present an expansive wilderness full of forest-swept mountain ranges and river valleys for the player to traipse around in. That's not even accounting for all the industrial set-pieces that would make for perfect post-apocalyptic ruins (IE, dilapidated train bridges, underground shaft mine tunnels, the gorges left by ancient strip mining, ruined steel mills overgrown with creeper vines, ramshackle mountain towns inhabited by the tribal descendants of pre-war coal miners and labor unionists, etc). While some of these elements are present, they're not executed anywhere as effectively as they could have been. The game-world certainly looks lush and pretty, but the rural Appalachian setting's potential isn't fully taken advantage of. The developers failed to make it truly absorbing and fleshed-out like the Mojave was. Part of the problem is that this stretch of Piedmont mountains being populated entirely by monsters and bland zombies but barely any actual human beings. It doesn't feel like a believable location that human beings live in because there aren't any human beings to be found. Combined with the underwhelming writing and artificial, halfhearted design, the game-world ends up feeling even more empty and lifeless than the barren wastelands that 3 and 4 were set in.

     Design and Marketing Related 
  • Author's Saving Throw:
    • The armor system in Fallout 4 was criticized for being overly restrictive, with you only able to wear a handful of different outfits if you wanted to wear armor over it. 76 lets you wear whatever outfit you want, causing your armor to turn invisible if the outfit doesn't fall under the category of an undersuit (like the Vault suit, for example) while retaining the defensive bonuses of the armor. Want to run around West Virginia as a clown? Go for it.
    • In the wake of the poor reviews and criticism of 76, Bethesda quickly came out with promises to address some of the most common complaints such as lack of push to talk voicechat, lack of advanced graphics settings, small and restrictive inventory and stash limits, and more in future patches.
    • In response to controversy about the falsely advertised canvas bags for the Powered Armor editions, Bethesda finally promised to send actual canvas bags to those who were entitled to them.
    • After frequent complaints about items being too expensive in the Atomic Shop, Bethesda made new items far cheaper to purchase and introduced limited-time sales on pre-existing items. Meanwhile, virtually every new Atomic Shop pack release contains at least one free item for players.
    • The newly introduced Survival Mode is this for those who want a no-holds-barred PVP experience, albeit still pretty rough as spawnkilling is a very common occurrence.
    • Free Easter Eggs for your C.A.M.P were available to be acquired during the week leading up to Easter 2019, which was a welcome change in contrast to how the Christmas 2018 event had several bundles worth 2000 atoms up for sale in the Atomic Shop.
    • E3 2019 saw a good amount of overwhelmingly-positive reactions from the fanbase. Among the announcements made were the return of Human NPCS for the Wastelanders update, along with a revert to the original dialogue style from 3, instanced story with branching choices, returning weapons such as the Plasma Caster, parts of the map being revamped into settlements, companions for your C.A.M.P. and much more. The Nuclear Winter seasonal update also began the day after the conference, alongside a free trial week, saw the return of the fan favorite Hellfire Armor from 3 and a Battle-Royale mode for PvP players.
  • Franchise Original Sin: The previous Fallout games developed and published by Bethesda were criticized for their technical issues and dated visuals stemming from the increasingly aging engine. However, this criticism was overshadowed by praise for their diverse open-worlds, interesting characters, rich quests, and the VATS-system which compensated for the less-than-stellar gunplay. Fallout 76, as a real-time online-only title with no non-player-characters, can't rely on any character-driven quests or storytelling, and the VATS system is neutered to the point of uselessness. The real-time nature also means the clunkiness of the Pip-Boy interface is exacerbated as you can't pause the game while using it. With almost none of the positive aspects that salvaged the previous games, what's left is an unstable, bog-standard survival game with combat and looting. A combination of the removal of the series' signature role-playing coupled with trying to make a multiplayer-game on an engine that can't handle it note  has proven the breaking-point with fans and critics.
    • Bethesda-produced games have always been released in beta with seemingly no prior testing, and have even previously gotten worse through attempts at bug fixing.note  This game just hit the point where fans of the company were no longer willing to tolerate it. Worse is that the multiplayer gameplay means fan-patches are not possible, which wouldn't be problem except for that the game still includes some bugs from Fallout 4 that were only fixed by fan-patches.
  • Harsher in Hindsight:
    • Bethesda Softworks made a video defending singleplayer in response to claims by Electronic Arts executives that most people didn't enjoy singleplayer games anymore. Bethesda Game Studios then later made a multiplayer-only game in their primarily singleplayer franchise. Though some could see this as Hilarious in Hindsight.
    • While the lack of a unified government in the Capital Wasteland circa 2277 was already pretty depressing, it becomes even more so after learning Vault 76 had first tried to rebuild the United States way back in 2102, which heavily implies that the Vault 76 Dwellers' efforts are doomed to failure.
    • The state of West Virginia was elated by the attention brought by the game's announcement and thoroughly embraced it as a vehicle for promoting tourism, culminating in the state government defictionalizing the in-universe "Reclamation Day" holiday. The game's lackluster-at-best critical reception and the spate of controversies surrounding it make this enthusiasm somewhat awkward to look back on.
  • Hilarious in Hindsight:
    • Almost two years before the teaser trailer was released, DeviantArt member LocalSpaghetto drew a picture of Soldier: 76 in a Vault jumpsuit.
    • Due to the many similarities between the Elder Scrolls and Fallout franchises (aside from them sharing the same developer), many fans have jokingly suggested over the years various ways for dragons and other supernatural elements to show up in the Wasteland. This Prequel game introduces to the franchise the "Scorchbeasts," ferocious mutated bats the size of small business jets that can unleash sonic blasts from their mouths. So apparently, dragons have already existed in the Wasteland this entire time!
      • This one got even more hilarious when a programmer on Twitter dug into the game and discovered that the Scorchbeasts' coding was almost entirely recycled from Skyrim's dragons, with most of the files not even being renamed. Dragons were shoehorned into the Fallout universe with the Serial Numbers Filed Off!
    • Ever since Fallout Online was shut down by Interplay, rumors about a possible MMO game set in the far future of the Fallout universe have circulated. Lo and behold, Bethesda announced at the E3 2018 Fallout 76, which is a multiplayer RPG taking place before the entire main series.
    • The song "Take Me Home, Country Roads" in the game's trailer had been adopted, among others, by the West Virginia University and their sports teams, the West Virginia Mountaineers, who play it during every match. Their colors are old gold and blue, which just so happen to be the same color scheme as Vault-Tec and, by extension, the iconic Vault Suits.
    • Prior to the game getting revealed, Pete Hines claimed that the game wasn't an MMO or a Battle Royale. Take a wild guess what mode for 76 was announced at Bethesda's E3 2019 segment.
  • Memetic Mutation: As soon as the name was revealed, the memes began to fly.
    • Fans began joking that this is the 76th entry in the series and asking where are the all other entries, with one of the most popular suggestions being that the Final Pam ruined the missing 71 games.
    • People started depicting Soldier: 76 with a Borrowed Catchphrase.
      Soldier: 76: We're all Vault Dwellers now.
    • Tabasco sauce/Hot sauce. Explanation 
    • Due to the game being set in West Virginia, fans of semi-famous West Virginians The McElroy brothers have demanded references either to the brothers themselves or any of their large family of podcasts in the game.
    • WEST VIRGINIAAAAA. Explanation 
    • "It just works." Explanation 
      • "Sometimes, it doesn't 'just work'." Explanation 
    • "16 times the detail." Explanation 
    • "Truth is... the bag was nylon from the start."Explanation 
      • Bethesda's initial response to the uproar over the nylon bags, "we aren't planning on doing anything about it", also quickly became memetic for just how bad of an answer it was.
    • LIGHT WOOD LAMINATE. LIGHT WOOD LAMINATE. LIGHT WOOD LAMINATE.Explanation 
    • “Tell me lies, Tell me sweet little lies”Explanation 
    • "This is GRRRAAAAAFTON's Mayor!" Explanation 
  • Mis-blamed: Many of Bethesda's singleplayer-oriented fans have complained that the development time spent of Fallout 76 will further extend the amount of time before the releases of Starfield and the next main entries in The Elder Scrolls and Fallout. While it's true the main team at Bethesda Maryland did work to a not-insignificant degree on Fallout 76 (and even Bethesda Montreal helped to a much lesser extent), the actual game is almost entirely the labor of Bethesda Austin (formerly BattleCry Studios, who make up an entirely separate team from the Maryland and Montreal divisions), meaning that the actual difference in development time is likely far more negligible than first assumed.
  • Never Live It Down: Thanks to the high price and low quality of some merchandise based on this game, every product Bethesda has offered for sale since then has been subjected to intense scrutiny and mockery.
  • Porting Disaster: The PC port of the game was considered one of the worst ever released by Bethesda. First, there are the poorly mapped and clunky controls that don't take full advantage of the keyboard and mouse setup. Second, there is lack of basic graphics settings such as FOV sliders and widescreen and 4k support. Finally, there is the poor optimization, which means even the beefiest top of the line gaming computers struggle to run the game at 60 fps. They later added these basic features in, but it still reflects poorly on the company that they weren't present to begin with.
  • Tainted by the Preview:
    • The new VATS system was poorly received by many fans. Since the system no longer freezes or slows time, the odds of hitting enemy body parts now increases or decreases in real time. Many fans wonder why the game would include such a system in a clunky form when it would be better off without the system.
    • The reveal that the game would be an online-only MMO hasn't done much to assuage long-time fans. The painful memories of The Elder Scrolls Online didn't help matters, especially given how the game was initially lambasted for its lore discrepancies and tedious grind.
    • The announcement that the game would not have any NPCs, save for questgivers and traders-almost all of which are either robots or left messages-was not exactly liked by many fans because it makes the world feel empty and forces the game to rely on more generic ways of having quests or stories being presented to the players. That being said, the idea of players being NPCs to some has an appeal to it.
      • In practice, having players as NPCs doesn't have the same effect as actual NPCs. Most players were far more interested in doing their own things and exploring on their own than interacting with other players.
    • The game's open beta felt rushed and underdeveloped. Many early play testers reported an empty, boring world filled with glitches and gamebreaking crashes, a sporadic story, some areas (Flatwoods, Abbie's Bunker) having hours of content while other seemingly intriguing locations (closed vaults, Valiant space station) having few rewards. Although comments from Bethesda about future events and free DLC gave hope that these locations will become more interesting, this also led many to decry the game as little more than an early access game.
    • The PVP has also gotten much flack with many reporting that after killing another player, that player will respawn within 5 feet. This means getting rid of that griefer will not help, and if the player isn't ready to turn off PVP mode they will spawn close by and be back for more.
  • Win the Crowd: Pretty much nobody was excited with the announcement of the Nuclear Winter Battle Royale mode, with it being seen as a cynical attempt to Follow the Leader by Bethesda. Opinion did a sudden 180 when they started playing the beta, however, as many people found it genuinely fun, well made, and surprisingly balanced. It even came with much needed weapon tweaks. The reception was so positive that Bethesda eventually just left the mode in rather than remove it after the planned alpha end date.
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