The world of Fallout 4 might be a dump, but it’s your dump, dammit

The last thing I expected to feel in Fallout 4 was civic pride. Games by Bethesda, vital as they are, can be cold and alienating—monoliths of content populated by awkward, dead-eyed automatons. They’re sandboxes ready to be manipulated and mined to the player’s whims, offering little reason to consider the chaos that your selfish meddling introduces to the lives of unsuspecting inhabitants. You can play the virtuous hero and avoid ugliness or take on traveling companions, but in the end, it’s you versus the world, and the world doesn’t stand a chance.
That’s all true of Fallout 4, too. As always, it’s up to you to direct your story and manage conflict. You could tear through this vision of a post-nuke Massachusetts as a hardened adventurer out for yourself, hunting the bastards who wronged you without regard for the people you meet along the way. But Fallout 4 makes an appeal to our sense of community and belonging. It shows you the life your character once had—a family and a futuristic suburban home decked out in the chrome and pastels of the 1950s, long the series’ anachronistic aesthetic of choice—and rips all of it away, as you shuffle into a high-tech bunker while the world undergoes nuclear armageddon. What starts as the most familiar and welcoming of recent Bethesda games becomes the most tragic and lonely. You’re left with a pistol and a vendetta, as usual. The difference this time is that Fallout 4 provides all the tools and reasons to rebuild, to make a new life with a place and people you call your own.
Those themes of family and community drive the game and its characters. The major settlements make up for their small size with personality and spirit. Diamond City, a neon-tinged shantytown inside the fortified walls of Fenway Park, is packed with strange characters and relies on the comforting familiarity of classism. Its cooler, more dangerous cousin, Goodneighbor, is a haven for the criminals and misfits who Diamond City deems unfit to live behind its big green wall. Both have their fair share of memorable citizens with an infectious, unwavering will to do right by their hometown.
After getting to know them for a bit, some of those characters will agree to tag along on your adventures. The writing of the companions is where Bethesda has shown the greatest progress. Your bond tightens as you kill and pillage and protect together. Eventually they reveal intimate details of their pasts and their fears for the future. Borrowing from the Mass Effect playbook, these relationships create the feeling that you’re building a tight-knit motley crew, a reliable gang of friends who provide more than just an extra backpack to share the burden of your inventory. Along with a steady stream of effective callbacks and quiet long-term storytelling—once, I left a hotel room after a one-night stand and ran into an acquaintance from 200 years ago—the quest’s companionship goes a long way to creating a real emotional connection to The Commonwealth and its people.