Compara los precios de Fallout 4 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Bethesda Game Studios. Publicado por Bethesda Softworks. Lanzado el 9/11/2015. Disponible en PC, Xbox, Nintendo Switch. Géneros: RPG. Puntuación Metacritic: 84/100.

Probably the most debated RPG Bethesda ever shipped: a shooter-first, role-player-second sandbox that will either eat 200 hours of your life or leave New Vegas veterans quietly furious at the dialogue wheel.

I've come back to Fallout 4 three times now, and every run ends the same way: I tell myself I'll focus on the main quest, then spend forty hours scrapping toilet seats for copper so I can wire lights into a settlement I'll visit twice more before the credits roll. That loop is either this game's greatest trick or its central problem, depending entirely on what you came here for. Set in post-nuclear Boston, the Commonwealth, Fallout 4 puts you in the boots of the Sole Survivor, thawed out of a Vault-Tec cryopod and hunting for a kidnapped child across a wasteland that is genuinely one of Bethesda's most atmospheric open worlds. The environmental storytelling does real work here: irradiated Fenway Park turned into a walled market town, a broken Freedom Trail threading through ghoul-infested streets, little dioramas of pre-war domestic life frozen mid-catastrophe in every collapsed apartment. When the world is just letting you look and piece things together, it is close to magnificent. The S.P.E.C.I.A.L. perk grid gives you enough build variety to stay occupied past hour forty if you commit to a specific playstyle: a stealth-sniper investing in Rifleman and Sneak perks plays almost nothing like a Power Armor bruiser spec'd into Heavy Gunner and Nuclear Physicist. V.A.T.S. no longer pauses time the way it did in Fallout 3 and New Vegas, slowing it instead, which forces actual tactical thought mid-combat rather than letting you cheese encounters from a menu at your leisure. Weapon modding is genuinely deep, letting you retool the same pipe rifle from a trash-tier starter into something respectable with enough scavenged parts and Gun Nut ranks. Here is where it gets complicated for RPG purists, though. The dialogue system reduced your conversation options to a four-choice wheel, and the absence of a karma system strips out much of the moral scaffolding that made New Vegas feel like it had stakes. Faction choices between the Minutemen, Brotherhood of Steel, Railroad, and Institute carry real consequences for the endgame, but the road to those choices is rarely as morally thorny as the series' best writing. The main quest involves a twist the game telegraphs so obviously that it barely lands, and a lot of the side content boils down to radiant quests that send you back to locations you have already cleared. That is the filler I hate in any game, and Fallout 4 has plenty of it dressed up as Minutemen busywork. Settlement building is the wildcard that genuinely splits the audience. The workshop system lets you construct outposts at up to 37 sites across the Commonwealth, managing food, water, power, defense ratings, and settler happiness, connecting them by supply lines once you invest in the Local Leader perk. For players who want that layer, it is a compulsive time sink. For players who wanted a tighter RPG, it reads as a distraction that the main quest keeps nagging you to engage with via Preston Garvey's endless radiant assignments. The system almost did not make it into the final game at all, and that backstory feels appropriate: it is genuinely fun in isolation but unevenly integrated with everything around it. The PC version remains the stronger platform, with modding support that can rework everything from settlement building limits to full companion overhauls, and without the frame-rate problems that plagued console versions particularly around Boston's denser areas. If you have never played a Fallout game, this is an easy recommendation: the world is rich, the shooting is the series' best, and the sheer volume of content is staggering. If you adored New Vegas for its reactivity and writing depth, temper those expectations hard. The Commonwealth rewards explorers and builders more than it rewards readers. It is a Bethesda sandbox at its most polished and most compromised simultaneously. Monika, Scout Team

Fallout 4

Fallout 4

9 nov 2015Bethesda Game StudiosBethesda Softworks
GamerScout opina

Probably the most debated RPG Bethesda ever shipped: a shooter-first, role-player-second sandbox that will either eat 200 hours of your life or leave New Vegas veterans quietly furious at the dialogue wheel.

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I've come back to Fallout 4 three times now, and every run ends the same way: I tell myself I'll focus on the main quest, then spend forty hours scrapping toilet seats for copper so I can wire lights into a settlement I'll visit twice more before the credits roll. That loop is either this game's greatest trick or its central problem, depending entirely on what you came here for. Set in post-nuclear Boston, the Commonwealth, Fallout 4 puts you in the boots of the Sole Survivor, thawed out of a Vault-Tec cryopod and hunting for a kidnapped child across a wasteland that is genuinely one of Bethesda's most atmospheric open worlds. The environmental storytelling does real work here: irradiated Fenway Park turned into a walled market town, a broken Freedom Trail threading through ghoul-infested streets, little dioramas of pre-war domestic life frozen mid-catastrophe in every collapsed apartment. When the world is just letting you look and piece things together, it is close to magnificent. The S.P.E.C.I.A.L. perk grid gives you enough build variety to stay occupied past hour forty if you commit to a specific playstyle: a stealth-sniper investing in Rifleman and Sneak perks plays almost nothing like a Power Armor bruiser spec'd into Heavy Gunner and Nuclear Physicist. V.A.T.S. no longer pauses time the way it did in Fallout 3 and New Vegas, slowing it instead, which forces actual tactical thought mid-combat rather than letting you cheese encounters from a menu at your leisure. Weapon modding is genuinely deep, letting you retool the same pipe rifle from a trash-tier starter into something respectable with enough scavenged parts and Gun Nut ranks. Here is where it gets complicated for RPG purists, though. The dialogue system reduced your conversation options to a four-choice wheel, and the absence of a karma system strips out much of the moral scaffolding that made New Vegas feel like it had stakes. Faction choices between the Minutemen, Brotherhood of Steel, Railroad, and Institute carry real consequences for the endgame, but the road to those choices is rarely as morally thorny as the series' best writing. The main quest involves a twist the game telegraphs so obviously that it barely lands, and a lot of the side content boils down to radiant quests that send you back to locations you have already cleared. That is the filler I hate in any game, and Fallout 4 has plenty of it dressed up as Minutemen busywork. Settlement building is the wildcard that genuinely splits the audience. The workshop system lets you construct outposts at up to 37 sites across the Commonwealth, managing food, water, power, defense ratings, and settler happiness, connecting them by supply lines once you invest in the Local Leader perk. For players who want that layer, it is a compulsive time sink. For players who wanted a tighter RPG, it reads as a distraction that the main quest keeps nagging you to engage with via Preston Garvey's endless radiant assignments. The system almost did not make it into the final game at all, and that backstory feels appropriate: it is genuinely fun in isolation but unevenly integrated with everything around it. The PC version remains the stronger platform, with modding support that can rework everything from settlement building limits to full companion overhauls, and without the frame-rate problems that plagued console versions particularly around Boston's denser areas. If you have never played a Fallout game, this is an easy recommendation: the world is rich, the shooting is the series' best, and the sheer volume of content is staggering. If you adored New Vegas for its reactivity and writing depth, temper those expectations hard. The Commonwealth rewards explorers and builders more than it rewards readers. It is a Bethesda sandbox at its most polished and most compromised simultaneously.

Monika
Monika · Scout Team

RPGs

Etiquetas

Single-playerSteam AchievementsFull controller supportPlayable without Timed InputSave AnytimeStereo SoundSurround SoundSteam CloudRemote Play on PhoneRemote Play on TabletRemote Play on TVFamily SharingsteamSurvival ModeSettlement BuildingV.A.T.S. CombatWeapon ModdingPower ArmorFaction ChoicesOpen-World ExplorationVoiced ProtagonistMod SupportPost-ApocalypticPerk-Based ProgressionRadiant Quest HeavyEnvironmental StorytellingBase ManagementWeapon Crafting DepthFaction ConsequencesModding-FriendlyPost-Apocalyptic Exploration

Requisitos del sistema

Mínimos

Processor
Intel Core i5-2300 2.8 GHz/AMD Phenom II X4 945 3.0 GHz or equivalent
Memory
8 GB RAM
Graphics
NVIDIA GTX 550 Ti 2GB/AMD Radeon HD 7870 2GB or equivalent
Storage
30 GB a…

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Reseñas y valoraciones

Metacritic
84

Información del juego

Desarrolladora
Bethesda Game Studios
Distribuidora
Bethesda Softworks
Fecha de lanzamiento
9 nov 2015
Clasificación por edad
PEGI 18

Modos de juego

singleplayer

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Audio (5)
EnglishFrenchItalianGermanSpanish - Spain
Subtítulos (10)
EnglishFrenchItalianGermanSpanish - SpainPolish+4 más

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Fallout 4 está disponible en PC, Xbox, Nintendo Switch.

¿Cuándo se lanzó Fallout 4?

Fallout 4 se lanzó el 9 de noviembre de 2015.

¿Quién desarrolló Fallout 4?

Fallout 4 fue desarrollado por Bethesda Game Studios y publicado por Bethesda Softworks.

¿Merece la pena comprar Fallout 4?

Fallout 4 tiene una puntuación Metacritic de 84/100, lo que lo convierte en uno de los títulos destacados de RPG. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.