Fallout 76

Fallout 76 is a post-apocalyptic multiplayer online role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the 11th installment in the Fallout series, following Fallout: Wasteland Warfare. The game was released on Windows, PlayStation 4, and Xbox One on November 14, 2018.

In 2022, it was announced that developer Double Eleven would be co-developing the game. New content is planned through 2027.

Background
The story is set in Appalachia, comprising the former state of West Virginia. The player takes the role of a Vault Dweller from Vault 76 as they attempt to reunite with their missing overseer. On their journey, the dweller discovers how Appalachia has been devastated by the fallout, and crosses paths with different factions with conflicting ideas on how to revitalize or conquer Appalachia.

Setting
Fallout 76 originally began on October 23, 2102 (Reclamation Day), 25 years after the Great War. Time progressed by one year with the release of additional updates, including 2103 with the Wastelanders update, and 2104 with the Steel Reign update.

Series connections
The game delves deeper into the story elements of previous Fallout games, such as Fallout's Forced Evolutionary Virus, the Brotherhood of Steel and Roger Maxson, whose voice is heard for the first time. The Enclave introduced in Fallout 2 is expanded upon, alongside the G.E.C.K. The Pitt from Fallout 3 will be explored in the Expeditions: The Pitt update in 2022. The Vault 76 overseer almost became the overseer of Vault 101 and characters such as Jen come from the Capital Wasteland or the Pitt. Connections with Fallout 4 include Hubris Comics, Elliot Manfield, the Mistress of Mystery's actress Shannon Rivers, and a Nuka-World collaboration called Nuka-World on Tour. Robert House from Fallout: New Vegas is mentioned in a terminal and the Ultra-Luxe casino is mentioned as being the location of a shootout.

Gameplay


According to Todd Howard, Appalachia's map is four times the size of Fallout 4. Howard emphasized the environment has more detail than Fallout 4 and would utilize an open-world environment. Random encounters return. One player can have up to five characters under the same account. Each server has its own weather and time of day with occasional verdant seasons for better harvest yields. Due to its multiplayer nature, it is not possible to manually save, as the game instead keeps track of every action the player does, such as moving around the map or dropping an item.

Fallout 76 has some UI changes and quality-of-life features over Fallout 4. Players can now fast travel from indoors and with enemies nearby as long as they are not attacked within fifteen seconds. The inventory now has a tab for newly obtained items. Armor and apparel, as well as food and aid, are now distinct categories. The menu now differentiates between main and side quests. Quest markers now show the names of objectives. The player can use an easy-to-read semi-transparent menu HUD instead of the Pip-Boy. The player has the option to see floating damage numbers. With the Night of the Moth update, the ability to quickly loot all enemies within a certain radius was implemented, and the keyring was added as well.

Mods are currently not officially supported by Bethesda as they were in Fallout 4, although in August 2020, Jeff Gardiner mentioned that the team is working on an official mod support system.

Multiplayer
While the game is meant to be played with others, solo play is possible, either by avoiding interactions with other players or by using a private server via the game's subscription service. Most of the quests can be solved solo, with only a few events requiring to team up with others. The game is run on multiple servers, with each having a maximum capacity of twenty-four players, who can team up into squads with a maximum of four people. Interaction with other player characters is done via the emote wheel and voice chat.

Combat and equipment
Combat in Fallout 76 is similar to Fallout 4. A major difference is a way that V.A.T.S. works, as it now functions in real-time, whereas in the previous game it slowed time. This change is due to the game's multiplayer nature. The ability to target body parts in V.A.T.S. now requires a perk card. V.A.T.S. can now be used in mid-air.

Weapons and armor have durability and will need to be repaired occasionally. They now have level requirements with the max level cap at 50. Some equipment known as legendary equipment have modifiers called "legendary effects" which each star by its name indicating the amount of legendary effects it has. Using modules, players can "roll" a weapon for different effects in a process known as legendary crafting.

Events and nukes
Nukes can be used following the completion of the main quest, I Am Become Death. To launch a nuke, a player must visit one of the three main missile silos; Site Alpha, Site Bravo or Site Charlie, all of which have identical layouts. After a series of small tasks, the player can launch a nuke using a nuclear keycard and a launch code, the latter of which changes weekly. When utilized, the resulting nuclear blast zone is highly radioactive, and while it holds valuable resources and high level enemies, entering it requires a high Radiation Resistance. Any C.A.M.P. caught in a blast zone will be destroyed. Except for a protected part of the Forest starting region, nukes can be launched at any destination.

A variety of different Events are ongoing in each server. A player favorite, Radiation Rumble is the go-to event for fast character progression. Two specific events, A Colossal Problem and Scorched Earth, require one player in the server to nuke either Monongah Mine or the area around fissure site Prime in the southeastern Cranberry Bog. The first allows to fight Earle Williams, while the second results in an encounter with a Scorchbeast Queen, both of which are considered "end-game bosses". Daily Ops are events in which up to four players race against time to complete objectives in one of many maps.

NPCs and quest system
Quests at launch were akin to found-world quests. They were largely received through holotape recordings, terminals and notes. Robots were also utilized to deliver the story of the quest and other traditional roles played by NPCs in past iterations.

There are robots and other creatures with personalities that can give out quests and engage in bartering. At launch, almost all other characters met by a player were those of other players at release.

Due to the multiplayer format, many quests are instanced. For players to assist each other in an instanced mission, they require the team leader to enter a location first. Other members of the team can assist the team leader in their instance, although they will not have progress done on their own character. Members can listen to the team leader's dialogue with NPCs as well.

The Wastelanders update introduced living human NPCs with to Appalachia who now give quests. Moving away from the dialogue system of Fallout 4, players can now see their full responses, and conversations often have SPECIAL checks. Due to the online shared nature of the world, with the exception of very few moments during quests, NPCs can not be killed or harmed by the player. They can not be pickpocketed and they do not react to the player looting items in their vicinity. Nuking an area with NPCs will result in them wearing hazmat suits.

Survival elements
The game has been described by Todd Howard as a "softcore survival game." Death does not result in loss of progression; instead, the player will merely drop all their junk items on-hand. Players can retrieve their junk left behind in a bag, indicated by a map icon, and other players may steal it. On occasion, the player will be downed instead of being killed right away, in which case another player can use a stimpak to revive them. Like previous Fallout games, the player can sleep in beds to restore their health, but due to the time of day being uniform in the server, sleeping does not advance time.

Appalachia has a railway connecting various train stations which can help supply the player. There are also thirteen lookout towers where the player can examine the landscape at the top which will add new locations to the world map.

Initially, food and drinks were important to help survive as starving would result in continual HP damage while being dehydrated would limit the maximum AP. This was later patched out, so that being more well-fed will grant more max HP and disease resistance, while being hydrated will boost AP regeneration and disease resistance.

Inventory management is a huge part of the game. Every player has their own instanced stashbox with a current maximum capacity of 1200. Stashboxes have the same contents no matter where they are accessed. Fallout 1st players have access to a scrapbox, which allows them to place unlimited amounts of components in it.

Diseases act as temporary debuffs, and can be acquired by various means; by being submerged underwater without protective headwear, sleeping on the ground, or by fighting diseased enemies. While diseases do not last longer than an hour, they can be removed prematurely by using antibiotics, disease cure or a Sympto-Matic.

Mutations can be developed by players, either by being exposed to radiation, or by using a special serum. They are an important gameplay mechanic, and each mutation gives both advantages and disadvantages. They may be removed by RadAway, unless the second rank of the Starched Genes perk is equipped. Their effects can be temporarily suppressed by taking Rad-X.

Crafting is a major part of the game. Players loot junk items from the world, and scrap them into raw components, with which they can build a variety of items, ranging from weapons, ammunition, armor, furniture, to consumables such as food and medicine. Raw components are also required to repair weapons and armor, as they gradually deteriorate, with higher quality equipment requiring rarer components. Certain items also require plans or recipes in order to be crafted. In addition, it is possible to harvest ore from mineral deposits, which can then be smelted at a chemistry station.

Backpacks can be used to increase carry weight. A plan for small backpacks can be found exploring Morgantown Airport. A larger backpack involves the completion of the side quest The Order of the Tadpole.

Faction reputation
Two distinct factions were introduced with the Wastelanders storyline: The Raiders and the Settlers, located in the Crater and Foundation, respectively. A reputation mechanic exists, which allows for the player to slowly improve their standing with either faction. Certain decisions in quests can increase the reputation with a faction, and daily quests available in each faction's settlement guarantee that the reputation with both can be maxed out. The benefit of a high reputation lies in having access to more plans at a faction's trader. There is generally no reputation loss for killing members of a faction.

Housing and allies
The Construction and Assembly Mobile Platform, or C.A.M.P. for short, is a key feature, which allows players to construct their own dwellings. It can be moved to another location in exchange for a small amount of caps. It also allows for players on a private team to build objects at their teammate's C.A.M.P., even when the owner has not learned the plan for the object built. Teammates can also freely use furniture and appliances at each other's camp, as long as they are not locked. It is also possible to build vending machines, through which a player can sell their items to other players. C.A.M.P.s can be attacked by hostile creatures or other players, and destroyed parts of a C.A.M.P. can be repaired.

While initially only one C.A.M.P. per character was allowed, a free second slot was made available with the One Wasteland For All update, which also introduced shelters. Shelters have less strict building restrictions when it comes to placing items, as they are interior locations and not part of the actual game world, even though some items cannot be built inside them. Additional C.A.M.P. slots and shelter variants can be purchased from the Atomic Shop.

Workshops are temporary C.A.M.P.s, and each workshop has a predefined amount of resource deposits available, which can be harvested by building mineral extractors. Just like shelters, certain items are prohibited from being built at a workshop. Control over a workshop is lost, if the player leaves a server.

Much like settlements in Fallout 4, C.A.M.P.s, shelters, and workshops all have a budget limiting the number of items that can be built. Each buildable item has its own value contributing to the budget.

Allies are found throughout Appalachia, each one having a specific method to unlock, and each one has their own piece of furniture which can be placed at a C.A.M.P to summon them. Only one ally can be active at any given time. Three allies (Settler Wanderer, settler forager, raider punk) can be recruited if they are found wandering outside; these allies assign daily quests resembling radiant quests. Sofia Daguerre and Beckett, found in fixed locations, are unique in that they offer their own narrative questlines. Additionally, more allies called "lite allies" can be obtained through seasonal scoreboards or by purchasing their plan after maxing Foundation's reputation. Allies may offer unique temporary bonuses; for example, speaking with Maul temporarily raises Strength. Certain bonuses, such as Lover's Embrace, may only be accessed after meeting a personal reputation criteria. With the exception of Daphne and Maul, the player can customize their ally's outfit and headwear.

Leveling and perk card system
After completing the initial release from the vault (level 2), players gain a point and need to build their SPECIAL attributes. The seven categories are each presented to the player in the form of perk cards. Players can then build on those SPECIALs by adding additional cards (perks) to them.

Players have to spend a varying number of points on cards, dependent on the initial value. Cards of the same type can be combined with an additional point cost to create a higher ranked version of that initial card, max rank depends on the card. The value of the card is shown in the upper left corner. Players gain a SPECIAL point on level up until level 50 which they can assign to a SPECIAL stat of their choosing. After level 50, players are still able to pick a perk card but no longer receive SPECIAL points. From level 25 onward, punch card machines can be utilized for different SPECIAL Loadouts. They allow for easy (re-)distribution of SPECIAL points for loadouts, and also for changing the currently active loadout.

On top of players assigning cards to their character to enhance their own build, there are also cards available to enhance the current statistics of their team as a whole, most of which fall under Charisma. There are few solo-player Charisma cards, as the majority are designed for team play. Another way players can support their team is by sharing perk cards. Players can only share one perk card, the rank of the card they can share is based on the Charisma SPECIAL stat. For every three points of Charisma, one perk card point can be shared.

Initially, players receive a Perk Card Pack every two levels up to level ten. This is a random selection of four cards that the player can swap out with their current cards. After level ten, players receive the card packs every five levels. These packs can occasionally include a card that is higher in value than normal, increasing a stat or ability more than it would otherwise. There are hundreds of cards available.

Legendary perks unlock after level 50 and allow the player to equip certain perk cards and rank up their effects using perk coins.

PvP
Player versus player (PvP) combat does not become available until the player character is level 5, and PvP is only available to players if they have Pacifist Mode turned off in the game's settings. Player characters invite other characters to duel by attacking, though these attacks do not deal any damage. Before patch 7.5, they dealt nominal damage. If the player being attacked fires back, the damage being inflicted between the two players is regulated, but only if there is a large level gap between them. Players who are close to the same level inflict full damage with no restrictions. Player characters who are severely different in level have their damage placed on a curve with the higher level player doing less damage than they normally would at their level, while the lower level player does more.

If the opposing player responds but then dies, they can seek revenge. If they kill the initial instigating player, they receive double the rewards. Killers can collect any junk their target drops. If a player continues to attack another player and that player has not responded, but eventually is killed by the instigating player, the offender will have a bounty placed on their head and are "wanted". They receive no loot or experience for killing the opposing player. The now-hunted player is visible to all others on the map, indicated by a red star. They also cannot see anybody else on the map. Killing the marked player results in higher-than-normal rewards.

Fallout Worlds and private worlds
Fallout Worlds was added to the game, allowing players to play in a rotating Public World for free, which offers a unique customized setting. Fallout 1st subscribers have access to Custom Worlds, allowing them to choose the individual settings. No character progress carries over into the main adventure mode.

Private worlds is a mode where players with the Fallout 1st subscription can play on their own private server. It was released on October 23, 2019, along with patch 14. The server holds up to eight players and has better server stability than Adventure mode servers. Any progress made on the server is not saved, such as taking a workshop, farming junk spots, killing enemies, etc. If the server host leaves and no other players within the server have a Fallout 1st subscription, remaining players have a 30-minute grace period to leave before the server shuts down. However, if a player other than the original server host has a Fallout 1st subscription, the server will not shut down.

Expeditions


Expeditions are an upcoming system coming to Fallout 76 in Fall 2022, taking a role similar to add-ons from previous Fallout games. The system allows players to visit cities outside of Appalachia. Expeditions feature repeatable mission-based content, new NPCs and quests. The first in the series is Expeditions: The Pitt. After The Pitt, the next Expedition will feature a new city never seen before in the Fallout series. To access an Expedition, players will need to head to the Whitespring Resort.

Defunct game modes
Fallout 76 has had a few game modes that have been removed from the game:
 * Survival mode was a more competitive way to play that was separate from the main game, had fewer PvP restrictions, higher stakes for PvP combat and a permanent XP bonus. It was released in a beta form as part of the Wild Appalachia update with patch 7.5 on March 26, 2019. There was also a scoreboard system, as well as new weekly challenges that had legendary rewards. Survival mode went defunct on October 1, 2019. Its spiritual successor is the "High Risk" Public World setting.
 * Nuclear Winter was a battle royale mode that debuted on June 10, 2019. It went defunct in late 2021.
 * Vault raids were introduced alongside Nuclear Winter. They went defunct April 14, 2020, and their spiritual successor are Daily Ops.

Seasons, S.C.O.R.E. and scoreboards


Seasons last for roughly three months, and with each season, a new scoreboard is added to Fallout 76. Daily and weekly challenges, such as obtaining purified water, defeating mole miners or visiting a teammate's shelter, can be completed in order to gain SCORE, which is automatically used to rank up and progress on the scoreboard. Each rank increases the amount of S.C.O.R.E. required to reach the next rank. Rewards can be claimed directly from scoreboard, and are usually only available for the duration of a season. With recent updates, Bethesda has started to make certain items of past seasons available via plans, which can be bought in exchange for gold bullion from certain traders.

Currencies
Fallout 76 uses four major currencies: Caps, gold bullion, legendary scrip, and Atoms. Several minor forms of currency also exist. Caps are most frequently used for the majority of transactions with vendors and other players. They are awarded for completing quests, can be found in stashes and other containers, or on defeated enemies. Gold bullion is primarily obtained by exchanging Treasury Notes, and is used to buy plans that are rare or unobtainable otherwise. Vendors accepting gold bullion are Minerva, Regs at Vault 79, Samuel at Foundation and Mortimer at the Crater. Legendary scrip is obtained from completing daily quests, or by exchanging legendary weapons and armor at a legendary exchange machine. Scrip can be used to buy random weapons and armor parts, as well as crafting components such as legendary modules, from Purveyor Murmrgh at the Rusty Pick.

Atoms can be obtained through different methods; by completing lifetime challenges, by ranking up S.C.O.R.E. on the scoreboard during a season, or by purchasing them using real-world money (100 Atoms are akin to US$1.) Most challenges are tied to the account rather than a created character; for example, collecting 760 wood only grants Atoms once, collecting the same amount with another character does nothing. However, this also means that progression can be shared between characters; for example, a player could collect 500 wood with one character and 260 wood with another in order to obtain the Atoms for the challenge. Completing a scoreboard will net the player 500 Atoms, and additional 100 Atoms for each 10th rank after rank 100.

Atomic Shop
Atoms can be used in the Atomic Shop for a variety of items. They include purely cosmetic effects in form of skins or paints for weapons and armors, furniture and other object for C.A.M.P. decoration, or emotes. The contents of the Atomic Shop are updated every 7 days, with certain bundles being available for as long as 14 days. Past offers are usually returning at some point, though it is impossible to say if or when. An item, such as a nuclear keycard or a repair kit, is available for free every 24 hours.

Story
The game is set in Appalachia, comprising the former state of West Virginia. Appalachia, as explored in the game, consists of six distinct regions: the Forest, Ash Heap, Toxic Valley to the west, the Savage Divide in the center, and the Mire and Cranberry Bog in the east. Drawing from real-life inspiration, various West Virginia cities have been adapted into Fallout 76 such as Point Pleasant, Charleston, Welch, Beckley, Lewisburg, Summersville, Sutton, Clarksburg, Morgantown, Flatwoods, and Harpers Ferry. However, their locations have been re-arranged compared to a real-life map of West Virginia. Some locations such as Camden Park, the New River Gorge Bridge and Mothman Museum exist in real life, while The Greenbrier was adapted into the Whitespring Resort and Woodburn Circle into Vault-Tec University.

Several creatures from local folklore, such as the Mothman, Flatwoods monster, Grafton monster, Wendigo, or Sheepsquatch, were also taken over for the game.

Original questline


Vault 76 is one of the 17 control vaults designed without an experiment; physical, psychological or social. Manufactured by the Vault-Tec Corporation, Vault 76 was designed to commemorate the 300 years since America's founding due to its opening in 2076. The player characters, the Vault Dwellers, some of the best and brightest of America, survived the nuclear blasts from China during the Great War on October 23, 2077. 25 years later on Reclamation Day in 2102, the Vault Dwellers emerge from Vault 76, having been sent on a quest to rebuild Appalachia by their overseer, who left the vault before the rest of the inhabitants.

The Vault Dwellers discover a world in ruins with robotic Chinese Liberator robots still running amok. The Vault Dwellers learn about the Scorched Plague, a virus transforming survivors into Scorched, and the emergence of scorchbeasts spreading the virus which are gigantic mutated bats. The player character is given the task of tracking down the overseer, following her footsteps and holotapes as she travels Appalachia and discovers how the War has changed her former home, as well as her fiancé Evan. In the process, the player character becomes familiar with different pre- and post-War factions, and how they coped with the disaster, or were destroyed by it.

They first become familiar with the defunct Responders led by Maria Chavez, a humanitarian relief effort formed after the War but dissolved in 2096. With the research efforts of a Responder named Claire Hudson, the player character vaccinates themselves in an old medical center. Hudson's message sends the player character to become part of the Fire Breathers, once led by Melody Larkin, and they learn about Hank Madigan, a Fire Breather seeking to eradicate the Scorched.

Searching Hank's trail, the player character meets a robot named Rose at the Top of the World; Hank's body is trapped in a cage, having been killed by raiders. Rose's personality and voice is based on a raider woman named Rosalynn Jeffries. Rosalynn's boyfriend, David Thorpe, would later design the robot after her. David was lied to about Rosalynn being killed by the Responders; he used a mini nuke to avenge her by destroying the Summersville Dam dam on Christmas morning. This caused Summersville Lake to catastrophically flood Charleston, actually killing Rosalynn, and over one thousand other survivors and Responder members in what would be known as the Christmas Flood. Rose requests the player character to find an old Raider stash. After seeing they can be trusted, Rose helps them obtain Hank's uplink, a device that can locate Scorched, but it was broken by Raiders.

To help repair the device, Rose sends the player character to the bunker of Abigayle "Abbie" Singh, who was developing the project. The player character becomes familiar with an anarchist group Abbie was part of, the Free States, who distrusted Vault-Tec and, apprehensive about the United States' government's ties to the corporation, decided to build their own bunkers instead in the Mire. Abbie survived the War in her family's bunker and learned about the Scorched threat which took over Harpers Ferry in 2086. Her deceased father built a defense detection system against them, although its sensors were damaged by the swampland humidity. Although Abbie took over and quit the project out of difficulty, the player character is able to bring it to fruition after finding the access codes located in a terminal owned by Sam Blackwell, another Free States member.



Although Scorched can become detected, the player character still requires weapons to fight against them and the scorchbeasts. Abbie's message informs about the Appalachian Brotherhood of Steel. The player character heads to Fort Defiance, previously known as Allegheny Asylum, and learns the Brotherhood in Appalachia was led by Elizabeth Taggerdy, which was adapted from the Taggerdy's Thunder unit due to Elizabeth's close ties with Roger Maxson, whom she communicated with over a radio transmitter from California. Elizabeth pleaded with Maxson to grant her team permission to use nuclear weapons against the scorchbeasts but was forbidden by him because he found the concept of using nuclear weapons, even to help fight the scorchbeasts, to be too morally abhorrent after their world was destroyed by nukes.

Searching for her, the player character finds out the fate of the Brotherhood in a cavern after the group attempted Operation Touchdown. It turns out that nuclear strikes are essential to defeating the scorchbeasts. The player character attempts to fulfill the overseer's desire to secure one of the missile silos in the region in order to launch a nuclear weapon to fight the scorchbeasts spreading the plague, protecting humanity by preventing the plague from spreading beyond the boundaries of Appalachia.



After doing more investigation into Sam Blackwell, as Taggerdy's notes suggested he could be the key to unlocking the nuclear silos, the player character learns of a bunker under The Whitespring Resort and goes there in hopes of finding survivors. There, they discover the bunker was used by the Enclave, the remnants of the United States government. They encounter the Enclave's AI, MODUS, and also discover the scorchbeasts are a bioweapon unleashed by Enclave leader Thomas Eckhart in 2086 in order to overcome DEFCON. With MODUS' assistance, the player character launches a nuke, inviting other vault dwellers to fight against the scorchbeasts and their virus. However, the overseer has left behind a frustrated holotape for the vault dwellers who chose to launch nukes for any purpose other than destroying the scorchbeasts.

Wastelanders
Wastelanders was a major content overhaul to Fallout 76, featuring human NPCs. Wastelanders begins on October 23, 2103. In order to begin the Wastelanders storyline, the player finds Isela Mejia and Lacey Drummond outside Vault 76 when they first leave, who are disappointed they are having difficulties locating a rumored treasure. Afterward, the player is directed to The Wayward bar, where they encounter a woman, Duchess, being held at gunpoint by Batter.

After a series of events, the Vault Dweller reunites with their overseer at her house, who has returned due to her curiosity of the new people arriving in Appalachia, even despite her disgust at the portion of her vault dwellers who used the nukes like playthings. The Scorched Plague is relevant in this storyline, as well as efforts in order to widely spread a vaccine against it. After the people have been inoculated, the overseer convinces the Vault Dweller to see the value of revitalizing the economy with a gold-based currency, hoping it will bring humanity together in the end. The Vault Dweller and the overseer learn about Vault 79, the site of the rumored treasure, and discover the vault may hold the country's gold reserves.



The Vault Dweller meets two new groups that have settled in Appalachia; the Raiders at Crater led by a woman named Meg Groberg, and the friendlier Settlers at Foundation led by a man named Paige. The Vault Dweller can learn more about the people within each faction and the struggles they face. However, the Vault Dweller must eventually choose which of the two factions to raid the vault with. Regardless of the faction, a socially isolated ghoul (Penelope Hornwright or Lucky Lou) will, after an abduction, help break into the vault and try to find a home in the faction where they can be accepted in spite of their biology.

Steel Dawn and Steel Reign
Steel Dawn and Steel Reign are a story revolving around a recent Brotherhood of Steel expedition arriving from California, the Brotherhood First Expeditionary Force, who were sent to re-establish contact with the original Appalachian Brotherhood. By the time of Steel Reign, the year is 2104.

This questline focuses on two members with conflicting ideals about where the Brotherhood should go; Knight Daniel Shin and Paladin Leila Rahmani, as well as the Scribe Odessa Valdez who acts as a mediator between the two. The story also focuses on some youth involved with the Brotherhood, such as young brothers named Colin Putnam and Marty Putnam who wish to join the Brotherhood to better humanity, an inexperienced member who lacks self-confidence named Erika Hewsen, as well as a young woman who blames the Brotherhood for her family's demise named Marcia Leone. To begin the Brotherhood questline, the player must be at least level 20 and will need to visit Fort Atlas and speak to Russell Dorsey.

Development
The idea for Fallout 76 arose out of a desire to implement multiplayer into the Fallout 4 engine. Eventually, a decision was made to develop this as a standalone project. Development commenced shortly before the release of Fallout 4, at Bethesda Game Studios in Austin, Texas. Fallout 76 is the first Bethesda game to use tools for automatic bounced lights. Prior to this, all Bethesda games had their bounced lights manually placed by hand.

Because the engine of Fallout 4 was tailored to only handle one player, the developers experienced difficulties modifying the engine to handle multiple players. Whether or not the game should have human non-player characters was a large debate in the developer team. The developers agreed on a consensus to try an experimental approach in which other players took the role of non-player characters.

According to Marc Tardif in June 2019, content containing living human characters was initially "not even on [the] radar" for Bethesda, and community feedback was the driving force behind the development of the update. However, lead designer Ferret Baudoin stated in August 2020 that, from the beginning of development, some developers disagreed with the idea of excluding human NPCs in the base game. Despite this, there were a number of logistical issues that prevented human NPCs from appearing at launch, as it would have further complicated an already difficult technical process. Baudoin said that it was actually on the radar "from a very early point."

Despite the initial lack of human non-player characters, Fallout 76 has more voice lines than any previous game in the series, and this record was broken even before the Wastelanders update. It also has more holotapes and notes than all previously released Fallout games added together. Several voice actors for the game used Governor Jim Justice as reference for replicating a West Virginian accent; specifically, a YouTube video of Justice discussing the state's budget was highlighted by voice director Kal-El Bogdanove. For the Wastelanders update, Bethesda Softworks actually went over their budget for voice actors, as human non-player characters were being added to the game.

According to Bethesda's Pete Hines, the developers and writers took the lore and canon of the Fallout series very seriously when developing 76, which is why there were no living Raiders before the Wastelanders update, with the Scorched taking role of human-like enemies. He commented, "Why would there be super mutants, or the Brotherhood of Steel? How does that all fit and hold together? There’s absolutely reasons and explanations for how all that ties to Fallout 76."

Music


The soundtrack of Fallout 76 was composed by Inon Zur, who created the soundtracks for the previous Fallout games. The base soundtrack was originally around three hours in length, a little shorter than Fallout 4. However, more music was added to the game with its updates; Fallout 76 now has the most original music in the series so far with over four hours.

Developers
The project was headed by executive producer Todd Howard and directed by Jeff Gardiner and Chris Mayer; the game marked Jeff's departure from Bethesda who left in late 2021 after three years of working on 76 post-launch. 76 was produced by Kay Gilmore, with Emil Pagliarulo and Mark Tucker as designers. Ferret Baudoin, who previously worked on Van Buren and designed the Hoover Dam which appeared in New Vegas, worked on 76 as a writer and quest designer.

After the game's release, one of the game's quality assurance testers, Sara Matthews, passed away. A character with the same name was added as a tribute to her.

Promotion
The game was officially unveiled at E3 2018, although the game was hinted at three years earlier in Fallout 4 with Vault 76 mentioned by the newscaster at the beginning of the game. On September 15 and 16 in Point Pleasant, Bethesda collaborated with the annual Mothman Festival and welcomed Fallout cosplayers to join, also giving away Fallout merchandise. This promotion event was first pitched by the Mothman Festival to Bethesda. Bethesda also held an event at the Greenbrier which is known as Whitesprings in 76, allowing players to play the game in a ballroom.

At QuakeCon 2018, three months before release, Todd Howard attended a Q and A session where he explained how other players were going to replace NPCs, how the perk system would function, and more. Todd stressed that Fallout 76 upon release would not be the final version of the game, that it would be a live game constantly receiving updates, and that it could be a very different game several years in the future.

A beta version, the B.E.T.A. (Break-it Early Test Application), was available to those who pre-ordered the game. The beta began on October 23 for Xbox One and on October 30 for PC and PS4. The game's servers were only up for a few hours at a time, in order to test large amounts of players online at the same time. Player progress made during the beta was carried over into the full game. Active periods for the beta were scheduled as followed.

Updates
Updates in Fallout 76 are different from the add-ons of previous games. With the online nature of the game, add-ons function as a series of updates spanning a certain period of time featuring new content. All of this content is free and is incorporated into the game.

Reception
Fallout 76 received a Metacritic metascore of 52/100 on PC, 49/100 on Xbox One, and 53/100 on PS4 in 2018. The Wastelanders update received a 69/100 for PC in 2020.

Behind the scenes

 * At E3 2019, Todd Howard commented on the disappointment with the launch of 76, mentioning he and the team were caught off-guard by the number of issues. He mentioned much criticism was deserved and that it should have had a longer beta test which is one of his biggest regrets about the game's development. He appreciated the continuing constructive criticism from fans to help make 76 a better game. In 2021, Todd mentioned, "We let people down and were able to learn and be better from it. We're fortunate 3 years later to have 76 be one of our most played games, and it's thanks to the 11 million players who have made it an incredible community. It's made us much better developers in the end."
 * Bobby pins in 76 were originally 0.1 pounds. In 2019, a 76 fan sent Todd Howard a package of bobby pins and asked him to weigh them. The bobby pins were soon changed to weigh 0.001 pounds after.
 * Tim Cain, the original creator of the Fallout series, mentioned he was disheartened by people who used his work on Fallout and Fallout 2 to put down 76. Leonard Boyarsky of Interplay and Obsidian mentioned, "Making games is very hard. No one sets out to make a bad game. People spend years of their lives..." and, "To have those games come out and not do well is a crushing experience."

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