Fallout 3 reviews, hype, thoughts?

Misanthropicus Grandiosus

First time out of the vault
Well first of all, let me state that yes I do like the game, and some of the ideas were really well done, whilst others are severely lacking compared to the previous games. (And boo all you want, if you title something as the sequel to an awesome series, you’re not supposed to do something completely different…)

I’d like to focus a little on the later and see what you guys think. I’ll also state that I’m a huge fan of the original works, and I’ve played both at least 50 times from beginning to end..

To be honest, overall, the game is good, noone should really argue that. However I do feel that the guys making it were running out of ideas or simply started getting lazy at parts.

(I’ll try not to include spoilers, though read with caution if you haven’T finished the game yet.)



1. Gameplay…



All I have to say is… WTF? ... Okay I knew they would be using the oblivion engine, but still… all the more reason to make a better game.. the engine was there, all they needed is 3d modeling and proper scripting/game dialogues.



a) SPECIAL



Now this is just outright hilarious… or sad depending on your perspective. I welcomed it’s implementation, however it could have been done much better.

First off, where are the ‘traits’ you gain right off the bat? I would’ve welcomed Gifted for one… one I always selected in the original games.

Okay swallow that, moving on, first thing you do is select your basic stat points. Nothing wrong there, however as I will discuss later, I simply didn’t feel the impact on the game. Not to mention luck… the only goal of which is to increase your chance of a critical hit…

Tag skills… okay, yes tag skills are welcomed and implemented… however tagging means nothing more then a 15 point bonus, again quite unlike the originals, where a tag skill increased two points for one skill point until it reached 100% or near it. On that note 100 skill points maximum? Oh yes silly me I forgot lvl cap at 20… wait what?... 20??? I thought this was supposed to be a long game… nevermind moving on…

Leveling… This was just plain weird… a little off topic here, but if they kept the battle sequence starting and ending sounds for VATS, why didn’t they put in the original chirping sound from the game for when you gain a level? That drumroll is just annoying… and on that same note why does the game force me to take a level in the middle of a friggin action sequence??

Okay again we swallow like good little boys and do our leveling. Nothing special here, except wait… perks? Right of the bat? What?... Oh right silly me lvl20 cap, you get a perk with each level… but why do you choose the skill points first and the perk afterwards? If you choose a perk that would influence your number of given skillpoints, that should take effect right away and not only when you next level.(This is just my minor sillyness really no big deal.)

Okay, moving on to skill points… They don’t quite have the serious effect I was expecting… I mean at close range, I could snipe someone in the head with just as much a success rate when my small arms skill was at 35 as when it was at 100… and trust me most of the combat will be done close range… unless you consider the odd supermutant with a rocketlauncher sniping you from the top of some ruins. The next thing is with the other skills… repair… I never once had to repair a broken generator or a computer except where it was preprogrammed separately… the whole skill was a waste of points. That includes Science and Lockpick on the double! The increments for the difficulty of locks and terminal hacks go from 25, 50, 75, and 100.. and if you have enough skill points you automatically succeed… yes… WTF?



b) VATS, combat



I wasn’t expecting much from a first person shooter (Because I refuse to call this a pure RPG no matter what anyone says.) to be honest… but this is just way too easy. Those who complain about the game being too hard are doing something very wrong… I –FINISHED- the game with a lvl 14 character… Later I found myself asking why I had made 80 savegames for this. I only died once during the entire game. No it wasn’t set to easy, and I didn’t even find it just mildly challenging.

The VATS implementation really was a pleasant surprise, I have to say that is one aspect that’s well done. The only one thing I found myself bothered by, is if used crouching behind a table or other object, it only takes into account your field of view for the hit chance percentages, and often you end up grinding tens of bullets into the edge of the table, which is especially annoying with something like the minigun which just eats bullets like there’s no tomorrow.

For those of you who complain that shots miss outside of VATS, there’s nothing wrong with that. That is the way it should be with a supposed RPG as you have a miss chance depending on your skill with the used firearm.

Overall I have to say VATS is probably the highlight of the game. It’s cleverly implemented and usable aside from the above mentioned glitch.
(Though I still say I would’ve preferred an overhead view like in Neverwinter Nights combined with the hex grid and turn based combat for the simple reason that it actually gives you a reason to think before you do something and not just vacantly shoot at stuff and flee for cover before they can shoot back.)

The only drawback in combat is the level of difficulty… on normal difficulty level, heading into Little Lamplight and Murder Pass beyond it, I was scared sh*tless as the kids were talking about man eating monsters, I was expecting a full blown deathclaw hive at least… Getting supermutants instead wouldn’t have been bad if they actually posed a challenge. I went in with 70-something stimpaks, and came out with 65 or so when I woke in the Enclave… I didn’t die not once…

I’m not sure on this so correct me if I’m wrong, but I think they put in the ‘enemy throttling’ from Oblivion, because going down to Rivet city past supermutants, killing them with just two hits of the Rock-IT to the head with a –LVL9- (!!!!) character just seems to be wrong to me… I mean they should’ve torn me to shreds… Wherever you go in the game, whatever your character level, I haven’t met a single instance where I was hard pressed for health or stimpacks. (Okay in Minefield but that was simply because I ran into mines before I noticed them, once I backed off and approached from a different angle it was a piece of cake.)

I won’t comment on the lack of eye and groin shots, or the unkillable children… these are obvious flaws that Bethesda left in in fear of soccermoms… would be nice if they released an unofficial patch to fix that though…(Not entirely sure why they fear them though if it’s a game rated Mature.)



c) Storyline, depth, NPC interactions



I have to say that when I began the game, I was absolutely thrilled. The screens and the intro all suggested a tightly fitting well built game. In the end, that turns out to be a little weak towards the ends, and based on the amount of detail that went into the intro and opening/menu screens, I would’ve expected much more depth.

The main storyline is okay. It starts off rather strong, and I particularily like how they solved the character creation. It is tightly fitting, right up to the point when you arrive in the enclave… from then on it goes downhill, and ends outright disappointingly. I won’t go into much detail not to spoil it for folks that might want to read this and haven’t finished the game yet. Let it be enough that I would’ve expected at least a challenge in the Enclave, not to mention at the end when you march in to take over the purifier. Basically if you stick to the main quest after leaving the Enclave, all you do is –WALK- right up to the end… there are three guys you need to kill, but if you just take cover the npcs will kill them…By then I was –praying- for that unstested commie-killer robot to turn against us for a boss fight… but no… sadly the ending is bleak and simple.

The sidequests are decent, though there are some odd ones here and there… like the android quest… to this point I have no idea when I even learned about it… Often quests came into my pipboy or got ticked off before I actually learned the information needed for them. For example locating the last vault, I opened up the BOS terminal, and started reading in order… I didn’t even read about the vault I needed yet, but already I got the task complete message.
NPCs are put together decently, and it is obvious that Bethesda tried to improve on Oblivion here, and while I have to say the progress is noticeable, the dialogues leave a lot to be desired to come to a fallout level. I also miss accents. While most NPCs actually do seem to have somewhat of a personality, (for example all ghouls have the personality of sandpaper) I don’t believe everyone speaks perfect English… where are the accents? That is however the least of the problems, the other is the actual dialogue… “Have you seen my father?” Who is he? How does he look? “Middle-aged guy”.. .there are hoardes of middle-aged people in the game… nevermind… it simply lacks detail.

On that note, overall while there are hoardes of locations, it actually feels to me as if they tried to compensate for the lack of depth with the amount of places avalible to visit. For example when the girl in Megaton asked me to visit the Rob-CO factory, I was expecting something exciting… instead the place is filled by nothing but roaches and molerats… okay there are deactivated robots too… The entire place has one usable terminal, that has the amazing amount of information… *drumroll* of a short welcome to the only worker who was supposed to run the factory… When you plug in the module, OMG unexpected… the robots attack you… (Unless you hack the mainframe that is which is in’t much of a challenge if you have enough science skillpoints.) The entire place is bleak and uninteresting. Compared to places like the SAD or The Glow, these were a big disappointment, with little to no actual valuable loot inside. That includes the vaults aswell…

Despite that there were parts which were just right, like the scene in the vault when you find your father, or Vault 106 with the visions and psychotic gas. But parts like the Enclave,BOS,Rob-CO, and a bunch of others felt way too slapped-together, as if only there to fill space.

The main wasteland turned out okay, though there was a slightly more lush vegetation in the original games, and for me, the bleak loneliness just made it a chore to go to any new place on foot. I simply didn’t feel like doing it, and contemplated just stopping playing on several occasions.

Of course it’s supposed to be bleak, but the total lack of actually valuable loot just baffles me… I mean… It’s one thing in the wasteland… But in a vault? Or the BOS? (There was –some- loot in the Enclave at least) And the prices…1000 caps for a good plasma rifle?... Come ON!

At this point I’d like to comment on the lack of different weapons. Put simply, there are rather few weapon types avalible ingame. Have a look at how many different small guns there were in F1 or F2 and compare it with F3… same goes for chems and other objects. And still on the note of weapons… weapons wear… I mean come –on- it’s a GAME not realism simulation… and even in reality they wouldn’t be deteriorating so quickly… not to mention that without several other guns of the same type you have no chance of repairing anything to full, and again not to mention that I found no merchant in the game who could repair items to full ‘health’(admittedly I haven’t visited all the places yet so correct me if I’m wrong here).

The ending… aside from lacking even a basic boss-fight, I tend to believe perhaps the lie about more then 200 different endings… however… the ending slideshow is just horrible. It doesn’t say much about what you did outside of the main quest, while if you actually want to take your time and –play- the game you’ll be doing a lot of sidequests and saving villages and the sort. F1 and F2 both commented on every single place you visited… I was very disappointed in this tidbit lacking…

Item descriptions! Totally lacking. Bartering is just plain annoying without seeing what is what exactly, you just see a name without any background information, or the sort. Again not very necessary, but I miss them.

Random encounters!! They could have totally been implemented with the fast travel idea. I’m baffled as to why they omitted them completely, I doubt it would’ve been so hard to program them.

Peaceful solutions… where are they? This game –cannot- be finished without firing a bullet… if you un, most things can catch up to you and slice you to shreds from behind while you run. And using the speech skill earns you a little bonus at most, not worth the effort.

Pip boy… man this thing got overcomplicated… it looks okay, but there are just way too many buttons to navigate through. Yes it is logical, but it could’ve been much easier to navigate through them. Why weren’t four screens enough? Why did each have to have several sub-screens?

Overall I don’t think I will be playing this game near as much as I played the original titles.



2. Appearances



Honestly, I’m very pleased with the intro and the movies, as well as in-game visuals. The energy weapons and grenades, explosions and fire are all captured very nicely. What’s more I’m –very- pleased that they managed to get rid of the fish-eye perspective that I so hated in Oblivion as well as many other games. The only downside is the choppyness of the game engine. I’m running dual ATI 3870 X2 cards (2 gig of video memory, 4 GPUs total) and true I’M playing at 1400x something resolution with all details on full, but the way the game speeds up in tight spaces and incredibly slows down in the large open wastes is just horrible. (And this is a rig that runs Crysis at 2000+resolutions at a playable speed, true with lowered detail settings.)

Another thing, which might be just a driver bug on my part, I couldn’t for the life of me get anti-aliasing to work. Still these are minor issues, and overall I am very pleased with the look of the game.

The only design-faults I can find are minor, but examples follow: Molerats… they are supposed to have fur… why are they naked and uglier then a deathclaw? The supermutants are decent, though they don’t seem to have enough of that ‘funny-dumb-big-ass-guy’ look they were famous for in the original games. Some items have been completely redesigned. I’m not sure if F3 plays in an alternate dimension but if plasma grenades had an established look in f1 and f2 why couldn’t they copy those like they did with the vault chairs air vents and the sort? Centaurs are just as ugly as they’re supposed to be, though I have yet to meet any floaters. Or Aliens for that matter.

Pip boy… man this thing got overcomplicated… it looks okay, but there are just way too many buttons to navigate through. Yes it is logical, but it could’ve been much easier to navigate through them. Why weren’t four screens enough? Why did each have to have several sub-screens?

Anyways, all in all I have to say that this game is good. It’s not spectacular, but it’s good, and deserving of the Fallout title. Though I may have second thoughts about calling it a sequel, it is definitely more worthy then FOBOS. The visuals are aside from minor glitches rather impressive, and it is fun to play if you get to playing it without expecting something better then Fallout 2. Fallout 2 is still superior bar it’s graphics. However I doubt it’s replayability really… I’m trying a char with totally different stats from my first to see just how much of a difference it makes.

Any of your thoughts and vies are welcome, but I do stress this is not a flame post, simply a collection of criticism about a game that to me feels like something that started out good before the devs got lazy.

Please excuse any typos I left i nthere.
 
As far as the level cap goes, I remember the level cap in Fallout being 21. Even in Fallout 2, after doing most of the quests and finishing the game I was still about level 18 or so. I don't see the level cap as an issue.
 
chaosapiant said:
As far as the level cap goes, I remember the level cap in Fallout being 21. Even in Fallout 2, after doing most of the quests and finishing the game I was still about level 18 or so. I don't see the level cap as an issue.

Yes but Fallout 1 was semi-linear and very well balanced

If you can kick Horrigan's ass with a lvl 18 char then congrats (that is if you did it yourself without talking the guards int helping you or without the turrets)>.>
By the time I got to Horrigan I was around 28 or so and he still gave me trouble if I couldn't persuade the others or use the passkey. Even when I had 160+ small arms and 9 perception, it was a challenge.
Anyways it's not the level cap that I see as an issue, but basically beating the game with a lvl 9-10 character is just ridiculous.
 
And you reach level 20 after you have exploring about 25% of the fallout 3 world. pretty stupid I think, punishing the players which want to see the game and not play the stupid mainquest thing. and thats very different from f1/2
 
Based off of what I read in interviews, they did add some level scaling to the main quest. It's minimal everwhere else. I have a level 16 character still running into rad-roaches, which is nice. I have also ran into things at a very early level that I shouldn't have. Ultimately, the leveling will be extremely subjective. I am level 16 with over 30 hours in.

I have mixed feelings on the SPECIAL system. I thing the flaws with the system were bigger in the first two games, so I like the balance of it. But it does feel a bit hollow. I don't like that tag skills no longer double when leveling up, but it makes sense with a skill cap of 100 and a level cap of 20.

I do miss that my own dialogue options aren't as lengthy as they were in the original games, but the NPCs dialogues are at least as good, IMO. They are lengthy and have character. I don't play with subtitles, so it is more cinematic.
 
Misanthropicus Grandiosus said:
chaosapiant said:
As far as the level cap goes, I remember the level cap in Fallout being 21. Even in Fallout 2, after doing most of the quests and finishing the game I was still about level 18 or so. I don't see the level cap as an issue.

Yes but Fallout 1 was semi-linear and very well balanced

Wait, what?

Fallout 1 was anything but balanced.

A major point you seem to be trying to make in your original post is that system as it existed was perfect, and I am sorry but it was not. The fact that you admit you ALWAYS selected Gifted as a trait is proof enough.
 
chaosapiant said:
I do miss that my own dialogue options aren't as lengthy as they were in the original games, but the NPCs dialogues are at least as good, IMO. They are lengthy and have character. I don't play with subtitles, so it is more cinematic.

True, though my main issue is that they only have ONE character. A lax character is always lax, a happy character is always happy, etc. The talking heads in FO1/2 at least react to your words. As a contrast, when you almost directly tell Moira "are you retarded", she's still happy!

betamonkey said:
Wait, what?

Fallout 1 was anything but balanced.

A major point you seem to be trying to make in your original post is that system as it existed was perfect, and I am sorry but it was not. The fact that you admit you ALWAYS selected Gifted as a trait is proof enough.

Better balanced one way or the other. And Gifted offers a fair trade-off, and IMO not worth the perks you're giving up.
 
Ausdoerrt said:
chaosapiant said:
I do miss that my own dialogue options aren't as lengthy as they were in the original games, but the NPCs dialogues are at least as good, IMO. They are lengthy and have character. I don't play with subtitles, so it is more cinematic.

True, though my main issue is that they only have ONE character. A lax character is always lax, a happy character is always happy, etc. The talking heads in FO1/2 at least react to your words. As a contrast, when you almost directly tell Moira "are you retarded", she's still happy!

Because that's Moira. She is retardedly optomistic.

There are plenty of people whose disposition and tone change based on your attitude towards them. And let's not act like the talking heads in Fallout 1/2 wouldn't go from smiling to snarling back to smiling based on whatever dialog option you last chose.


Better balanced one way or the other. And Gifted offers a fair trade-off, and IMO not worth the perks you're giving up.

So that explains why you took it on every character, because it wasn't worth it?

And you are thinking of Skilled. Gifted didn't cost perks, Skilled did.
 
betamonkey said:
Wait, what?

Fallout 1 was anything but balanced.

A major point you seem to be trying to make in your original post is that system as it existed was perfect, and I am sorry but it was not. The fact that you admit you ALWAYS selected Gifted as a trait is proof enough.

No I admit it wasn't perfect, but it was better IMO with the skills actually having a roll associated with them instead of a straight on simple level where you either have enough of a skill to do somethign or don't. It just takes away the chance element and simplifies things.

And how is selecting Gifted a proof of that? Do explain because I don't see how. It's merely a personal preference because I value base stats over higher starting skills.
 
they wouldn't. some would refuse to talk to you, some would shoot you. in fallout 3 however you can mostly go back to previous emotiones (if they have some anyways) without any sort of penalty. even the sheriff of a town needed 5 insults before he started shooting. and I had the worst karma possible.
 
Misanthrope nice review two big problems I had that were not addressed were and lets be honest two big things lacking that made the first 2 so amazing and you want to replay them.

1. Charm

Where are the loveable sidequests and little nuggets that I enjoyed so much in the first two, npcs that I actually care about living or dying i mean it was hard for me when playing evil in fallout 2 to kill Harold and the ghouls or the Vault 13 deathclaws.

2. Npcs

I know people will say the old ones did not have that many lines, but what about the leveling messages, the banter you could do with them, they were genuinly likeable, well ok Vic was not and I Fallout had an unlikeable npc party member but they were all there and felt like they should be. The only one that I enjoyed in this game was Fawkes.

Sidenote, did the East Coast Enclave and East Coast BOS get some phony gear i mean look how little strength you gain but what annoys me the most is how little rad resistance you get from a self contained ceramic bodysuit with a fillitration system, 20% rad on the Telsa and that's without the helm *head explodes, maybe my game is bugged but even with taking multiple rad x I cannot get over 64% rad resistance. Also I'm sorry but apart from waste dumps and so forth the oceans and every piece of living tissue would not be irradiated 200 years later, I know they wanted to go with the whole feel. Sidenote 4 I know Besthesda has a massive hard on for vampires for their goth buddies but it's Fallout, here would be 2 acceptable alternatives, 1 you go to a lab and are kidnapped by supermutants and are turned into one and 2 you from tons of radiation exposure you turn into a ghoul over time. Massive rp potential from these and it would affect the main quest. But no I'm just sitting there and i can drink bloodpacks like out of some 1980's teenage vampire movie.
 
[quote="betamonkey]And you are thinking of Skilled. Gifted didn't cost perks, Skilled did.[/quote]

Yeah, sorry mixed them up. Gifted strikes some of the very important skills down to like 10-15 though, unless you're tagging those, you're in thouble.
 
the lone deathclaw said:
Sidenote 4 I know Besthesda has a massive hard on for vampires for their goth buddies but it's Fallout, here would be 2 acceptable alternatives, 1 you go to a lab and are kidnapped by supermutants and are turned into one and 2 you from tons of radiation exposure you turn into a ghoul over time. Massive rp potential from these and it would affect the main quest. But no I'm just sitting there and i can drink bloodpacks like out of some 1980's teenage vampire movie.

Yeah what the hell is up with those bloodpacks? Can we trade in 50 of them for 5 stimpacks or something useless like that somewhere?
 
Do the bloodlines quest in arefu... but don't kill the family. Instead talk them into using bloodpacks. You can trade them for caps afterwards.
 
Ar1z said:
Do the bloodlines quest in arefu... but don't kill the family. Instead talk them into using bloodpacks. You can trade them for caps afterwards.

The problem with that is that by the time you get to that point in the game, you'll have enough money not to care about it. It's like collecting scrap metal for the water purifier in Megaton. I just never bothered. It may be useful at the very beginning of the game, but later on you just won't bother to go down there. (Seeing you can't fast travel straight into sub-levels of any towns...)
 
i enjoyed your write-up. this is the honest and insightful kind of critique needed, to make informed purchasing decisions.

weapons wear and tear:

weapons wear and tear generally is ridiculous in shooters, that do implement this aspect. programmers cannot differentiate between servicing a gun and repairing it. service means fixing jams, taking it apart, oiling and cleaning it's components. repairing means replacing broken components.

having been a machine gunner in the army, only once after approx. 300.000 shots, did my machine gun need to be repaired (a minor part needed replacement). on the other hand, my gun needed to be carefully serviced each day for at least half an hour.

guns falling apart after a couple of shots is silly and a p.i.t.a.
 
schatzi said:
i enjoyed your write-up. this is the honest and insightful kind of critique needed, to make informed purchasing decisions.

weapons wear and tear:

weapons wear and tear generally is ridiculous in shooters, that do implement this aspect. programmers cannot differentiate between servicing a gun and repairing it. service means fixing jams, taking it apart, oiling and cleaning it's components. repairing means replacing broken components.

having been a machine gunner in the army, only once after approx. 300.000 shots, did my machine gun need to be repaired (a minor part needed replacement). on the other hand, my gun needed to be carefully serviced each day for at least half an hour.

guns falling apart after a couple of shots is silly and a p.i.t.a.
Yeah, I agree with this. I would like to see a game where you take the gun apart and clean it, and can take the guns apart piece by piece, and insert one piece in for a broken piece.

However, let's be fair here; the guns in Fallout 3, from my perspective, are mostly falling apart because they're almost all old and haven't really been newly manufactured (unless they're custom-made weapons).

Still, I've heard of custom made weapons being as good as mass produced firearms, and you make some good points overall. Still, a lot of games attempt to abstract such things instead of make them realistic.
 
betamonkey said:
Better balanced one way or the other. And Gifted offers a fair trade-off, and IMO not worth the perks you're giving up.

So that explains why you took it on every character, because it wasn't worth it?

And you are thinking of Skilled. Gifted didn't cost perks, Skilled did.

Gifted is very unbalanced and I think it would be much better balancing it with the negative effect of Skilled instead. while taking away Perks for a few added skillpoints seemed very unbalanced the other way around.
 
Ausdoerrt said:
True, though my main issue is that they only have ONE character. A lax character is always lax, a happy character is always happy, etc. The talking heads in FO1/2 at least react to your words. As a contrast, when you almost directly tell Moira "are you retarded", she's still happy!
It's not so much that they're mono-dimensional. Most of the Fallout NPCs were as well. It's that the game in general, NPCs included, goes out of its way to protect the player from himself. In TES:Fallout, you're not going to get shot down as a mad dog because you pull out a gun and point it at the city guard. The only way to upset anyone/anything, is if the game gives you special dispensation to do so, and then only after repeatedly affirming that "yes, I really do want to do this" to the extent it becomes a meta game, rather than role playing.

If you'll forgive the crass analogy, the difference between the Fallouts and TES:Fallout is like the difference between wanking and making wanking motions in the air. The former feels nice, the latter just pointless and vaguely silly.
Better balanced one way or the other. And Gifted offers a fair trade-off, and IMO not worth the perks you're giving up.
TES:Fallout is far better balanced than the Fallouts ever were. That's not saying much, of course, but still.

The real difference is that character builds no longer affects gameplay in any meaningful way. In TES:Fallout failure is almost impossible to achieve, and there's no "great!", "good", "not so good" and "oh fuck!" story/quest paths that kick in based on the kind of character you play.

In Fallout, every character had a different, often radically different, experience of the game. It's an aspect of play completely absent in TES:Fallout. It's also what makes Fallout replay heavan, and makes me hesitant to give TES:Fallout another go (because I didn't realise the game would end with the storyline).
 
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