This paper explores how players of Fallout 4 discuss death in response to their interactions with the game and each other. Using Atkinson and Rodger's concept of the 'murderbox', a distinction is forwarded that details player engagement in relation to explicit and implicit encounters with representations of death. Two data sources are explored using discourse analysis: the first is a player-constructed narrative charting an individual's experiences of trying to stay alive having set their own limits on survival; the second is a series of exchanges relating to the discovery of skeletons fixed in the gameworld environment. Drawing on Jenkin's work on narrative architecture, it is argued that environmental storytelling facilitates extra-narrative dialogue between players framed by reflections on the context-specific nature of mortality including the death of the avatar, emotional responses to dying at different locations in the gameworld, an interrogation of the validity of the end-of-the-world scenario and broader social death as presented in the game. In closing, the paper will argue -with regards to notions of convergence and representation -for a more nuanced consideration of mortality in videogames through both explicit and implicit encounters with death and dying. Yin-Poole's epigraphs neatly encapsulate the sort of narratives that gamers develop in relation to depictions of death in the gameworld of Fallout 4 (Pagliarulo, 2015), a post-apocalyptic action role playing game set in a collapsed version of Boston in the year 2277. The world as we know it has been destroyed by nuclear weapons, and your avatar -a bungalow-dwelling father or mother who survives the blast by entering the Vault 111 fallout shelter -is tasked with finding the whereabouts of Shaun, the son you witness being kidnapped from your cryostasis pod in the game's prologue. You emerge in to a world where the trees are little but greying trunks devoid of leaves, a spectrum of characters from mutated former-humans to gigantic Praying Mantis-like Deathclaws are keen on killing you and, as Yin-Poole suggests, the gameworld is dotted with skeletal reminders of the world that existed pre-catastrophe; in short, death is ever present.Using these observations about skeletons alongside a player-created travelogue, both featured in online games magazines, this paper will explore narrative discourses of death in Fallout 4 and consider how these extra-narratives -stories that are developed by players externally to the gameworld -can be understood in relation to explicit and implicit encounters with death, reflecting what (Schulzke, 2014) calls the power of 'critical dystopias' in helping frame the present. In doing so, the intention is to underscore how depictions of dying and the dead enable us to engage in speculation (by proxy) on our own mortality, but also how representations of death are spatial, manufactured through environmental design and manifest in multiple narrative dynamics (the programmed story line, the role of the avatar, the agency o...