Everyone keeps boasting about how the whole Fallout 1 world in interconnected and everything has long-reaching consequences.
Well here is how it goes:
- Found Shady Sands:
"Greetings stranger, welcome to our town. Can you please save us from the radscorpions?". Say "no", nothing happens. Say "yes" and kill radscorpions. Consequnce: "Oh thank you traveling stranger" +XP. Just a "thank you" from one or two persons. Then they default to their previous dialogue dispenser forms.
"Oh my daughter has been kidnapped, can you please save her?" Say "no", nothing happens. Say "yes", go to raider camp and save daughter. "Oh thank you traveling stranger" from father and daughter. +XP. Then they default to their previous dialogue dispenser forms.
- Raider Camp: The one we visited to save the damsel in distress.
"Kill these two women for me". Say "no" he kills you or you kill him. Say "yes" and kill the two women. Consequence: "good job, now get out". +XP. You join their clan, and it's absolutely meaningless.
- Junktown:
"Evil greedy Casino man is evil, please help up get him". Help them get him. Consequence: "oh thank you traveling stranger". +XP. Or help the evil Casino man. Consequence: "Good job, now get out". +XP.
It's just adventuring from one town to the next. These locations are not interconnected, they are isolated, and have static quest dispensers that wait for you to come help them then give you nothing but caps and a "thank you". There is neither consequences in what you do in one location over another location, nor any impressive consequences for choosing whichever 2 or 3 ways the game lets you finish a quest. And frankly, Fallout 3 choices felt like they had more consequences than this game, like blowing up Megaton from tenpenny tower literally turned the town to ruins, or helping the ghouls genocide the snobs and take over the hotel changed the entire hotel and its inhabitants and the dialogues.
Well here is how it goes:
- Found Shady Sands:
"Greetings stranger, welcome to our town. Can you please save us from the radscorpions?". Say "no", nothing happens. Say "yes" and kill radscorpions. Consequnce: "Oh thank you traveling stranger" +XP. Just a "thank you" from one or two persons. Then they default to their previous dialogue dispenser forms.
"Oh my daughter has been kidnapped, can you please save her?" Say "no", nothing happens. Say "yes", go to raider camp and save daughter. "Oh thank you traveling stranger" from father and daughter. +XP. Then they default to their previous dialogue dispenser forms.
- Raider Camp: The one we visited to save the damsel in distress.
"Kill these two women for me". Say "no" he kills you or you kill him. Say "yes" and kill the two women. Consequence: "good job, now get out". +XP. You join their clan, and it's absolutely meaningless.
- Junktown:
"Evil greedy Casino man is evil, please help up get him". Help them get him. Consequence: "oh thank you traveling stranger". +XP. Or help the evil Casino man. Consequence: "Good job, now get out". +XP.
It's just adventuring from one town to the next. These locations are not interconnected, they are isolated, and have static quest dispensers that wait for you to come help them then give you nothing but caps and a "thank you". There is neither consequences in what you do in one location over another location, nor any impressive consequences for choosing whichever 2 or 3 ways the game lets you finish a quest. And frankly, Fallout 3 choices felt like they had more consequences than this game, like blowing up Megaton from tenpenny tower literally turned the town to ruins, or helping the ghouls genocide the snobs and take over the hotel changed the entire hotel and its inhabitants and the dialogues.