This video gave me a lot of newfound respect for the Escape from Vault 101 quest. Previously I saw it as, just more of the rest of the game, however Many succesfully pointed out many of the areas in which this quest does some unique things that, if they weren't in such a mixed bag game, would be pretty much praised as ingenious quest design.
In general, gave me more respect for how early-game Fallout 3 designed the map. He is correct in his assertion that the game does lead you towards Megaton, and used pretty damning proof. Similarly the idea that
His point about Megaton's general aesthetics being good. While not that unique(It is mostly derivative of Junktown), it does have a very interesting pattern of buildings, and the circular design with buildings layered on top of each other is good. I also agree that Goodsprings, as well as a few other towns in New Vegas are somewhat lackluster in this regard, mostly because they are based around real towns(Though that's not an excuse, they could have added a unique feel to the towns anyway)
He is correct about some of the quests in Fallout 3 being quite good. The Paradise Falls quest as an example. What he seems to fail to realise is that these are, for the most part, a minority. Most of the quests revolve around a tunnel of vampires or a battle between superheroes. The depth of this quest is the exception, not the rule.
He is correct that outer Vegas feels lackluster, and the metro tunnels make Washington DC feel bigger. While this is to be expected, since the old world ruins of New Vegas are treated as secondary to what's happening now(As a Fallout game should be), Fallout 3 does well for it's assigned theme.
He is correct in asserting that Autumn is a lot more established than Lanius. While I believe the confrontation with Lanius is far better handled than the final confrontation with Autumn, he is correct in asserting that Fallout 3 does a better job of setting up Autumn as a major villain.
I mostly agree with his assesment of Fallout 3's ending being a great idea, but poorly executed. Had it followed the style of the originals a lot more(With a town by town breakdown), and avoided the plot hole of having radiation immune companions, the character's death would have been a very good place to end the game.
A lot of Fallout 3 is very cinematic, and I agree with him when he talks about the little moments.
I agree with him that the Museum of Technology was a good dungeon with lots of interesting ideas. Had they maybe made the obstacles a little more than just combat, it'd possibly be even on 1/2/NV level.
He raises a good point about Superhuman Gambit having interesting ways to solve quests. That was quite a good, solid example. I believe Fallout 3 does have some very interesting ways to resolve quests. There are also plenty of quests with just plain bullshit in them, like the talking down Eden with one speech check nonsensically.
Great point about Reign of Grelok being hidden so very few players will see it. That is something that I feel is missing in 4, that players won't find things. 1, 2 and New Vegas do this differently by making different options available for different character builds, but 3s method works too, and It's good you can see parts of the game that nobody else would.
He gives a few good examples of morally interesting questlines. That being said, these are isolated examples. For the most part, the vast majority of moral decisions in the game are treated as straightforwardly good or bad(Nuke a town or don't, commit mass genocide or don't), or sometimes even horrifically bizzare(How date raping a guy in to marriage is somehow treated as a good action)
His whole idea about the game design fitting the world is, pretty much on point. It's hard to argue with the points he's making. I'd suggest that they had the wrong priorities to begin with, and so we shouldn't be seeing it to begin with, but for what world they are trying to establish they are good at establishing that through the world and mechanics.
He raises very valid point about the world being designed in a way that encourages exploration. Personally I think it's better when the games actually give you good reason to find all the locations, however for a game about exploration, it's now pretty much undoubtable in my mind that Fallout 3 does it extremely well.