Favorite Fallout 3 Quest

TheodoreRoosevelt

First time out of the vault
What's your favorite fallout 3's quest? Mine would have to be Replicated Man or Strictly Business. You gotta shoot'em in the head was pretty good too.

I sometimes like to compare Strictly Business sort of towards Three-Card Bounty which was one of my favorite quests from New Vegas ( i love bounty hunting i played all the New Vegas Bounties mods, which they added more potential bounties to the game new vegas if they had more time).
 
Replicated Man was probably my favorite too. In my opinion it explores the same themes that fallout 4 tried too but better. Much better. Probably because they didn’t try to make a whole main quest out of it.
 
I liked the first quest of growing up in the Vault and escaping. As with everything in Fallout 3 it could have been done better with such basic changes, but the Bilbo Baggins esque feeling of being a sheltered dweller emerging into the barren Wasteland felt like the mood of leaving Vault 13 but with more flesh, only if your character was the precise type of good-natured nerd that the storyline is structured around obviously.

I remember also liking the quest for the Declaration of Independence just because the decision as to take the real thing to the history collector in Rivet City or a fake copy was one of literally the only choices in 3 I stopped to think about.
 
Both Sydney and Harkness should've been Companions. Anyways, I'd have to say Tranquility Lane is my favorite Quest. It's just so creepy and the "good guy" solution is dark despite it being cut-and-dry like the other Quest ending s in the game.
 
Ah. So many great side quests in this game. I'm going to narrow it down to a few.

Superhuman Gambit, Stealing Independence and You Gotta' Shoot 'Em In The Head. Why?

Superhuman Gambit is an excellent example of just how campy and over-the-top Fallout can be at times. It's not out of the realm of possibility or too over-the-top. It's just fun with memorable characters and their "superhuman" identities. The design of the places you have to visit are very well-done, their hideouts being representative of the characters they wish to portray and being filled with their minions.

Stealing Independence is one that doesn't seem too unique, but it's special to me. I loved exploring the National Archives and that entire Mall area in general. The Museum of History, the National Archives, the Washington Monument, the Lincoln Memorial, the Capitol building. Sydney is likely one of the best written side characters Bethesda has ever created. She feels like an actual person in many aspects, fleshed out with her own holotape explaining the death of her father, her own unique 10mm submachine gun. She's not even essential either, so you can just kill her and take 100% of the reward for yourself. But why would you do that, you monster?

You Gotta Shoot 'Em In The Head is extremely fun and one of the largest, most quality-filled side quests in the game. It brings you to many of the strangest minor characters in the 3D Fallout games. And the most fun part? You can convince ALL of these characters to give you the keys without harming them, you can steal it from them and the cherry on the top? You can completely betray Crowley, take his key and go to Fort Independence for yourself, beat him to it after giving him the keys or just kill him outright. There's many outcomes for this quest and they're all extremely fun to pull off.
 
Superhuman Gambit is an excellent example of just how campy and over-the-top Fallout can be at times. It's not out of the realm of possibility or too over-the-top.
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Not all of us can have well thought out opinions.

The response is quite simple. I'm not sure that there is a place in Fallout 1 which has something similarly that campy or over-the top. And I suppose you would have to showcase how the Ant-agonizer or the Mechanist are not unrealistic or out of the realm of possibility as you would put it, before we can respond to it more fully than that.

I guess I'm falling for the bait though.

To answer the thread as a whole though, I would either say Take it Back! because it meant the end was near, or......

Really struggling here to find a good one. I guess The Amazing Aqua Cura! From Broken Steel. Or Trouble on the homefront, cause it was nice to hear the line from the end of Fallout 1 again.
 
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^^^^ Prime Example: The User Above ^^^^

The response is quite simple. I'm not sure that there is a place in Fallout 1 which has something similarly that campy or over-the top. And I suppose you would have to showcase how the Ant-agonizer or the Mechanist are not unrealistic or out of the realm of possibility as you would put it, before we can respond to it more fully than that.
It was mainly in reference to Fallout 2 and New Vegas. Read it again. I don't mention Fallout 1 anywhere.
 
^^^^ Prime Example: The User Above ^^^^


It was mainly in reference to Fallout 2 and New Vegas. Read it again. I don't mention Fallout 1 anywhere.

I read it several times. I'm aware of what you said or didn't say. Curious why you feel the need to be aggressive, I won't respond in kind.

From the limited way you did respond however, New Vegas is far more tonally controlled than Fallout 2, barring the optional Wild Wasteland. But the developers of Fallout 2 have said for years that they went too far in their over-the top-ness there. Therefore, it should be for you to say why the Superhuman Gambit, just for one, is justifiable as a quest in a Fallout game, given as you have said, its campy and over-the-top nature, which as I have said, is not present in Fallout 1 and discouraged by the developers of Fallout 2.
 
New Vegas is far more tonally controlled than Fallout 2, barring the optional Wild Wasteland
True but still over-the-top in many aspects, even some quests unreleated to Wild Wasteland, like Come Fly With Me.
But the developers of Fallout 2 have said for years that they went too far in their over-the top-ness there
Don't care. I'm judging it on it's own merits, not what they said they should've done.
Superhuman Gambit, just for one, is justifiable as a quest in a Fallout game, given as you have said, its campy and over-the-top nature, which as I have said, is not present in Fallout 1 and discouraged by the developers of Fallout 2
Campiness is not barred from Fallout. It's stupidly crazy over-the-top wackiness which is terrible in my opinion. Not down to earth, perfectly realistic wackiness.

Two people roleplaying as superheroes in a town is not unrealistic. People do it today in real life. More than two people for that fact as well.

Having a Church of Scientology and a group of ghouls fly to the moon and back is.
 
Essentially it feels like the camp was Bethesda's solution to squaring Fo2's lore-breaking humor with Fo1's gritty seriousness. Instead of having literal superheroes, we have people that think they're super heroes, etc.
 
Essentially it feels like the camp was Bethesda's solution to squaring Fo2's lore-breaking humor with Fo1's gritty seriousness. Instead of having literal superheroes, we have people that think they're super heroes, etc.
Finally, a well-thought out post. Have a rad.

That quest was so good for this exact reason. It blended silliness with realism in a way that felt genuine without being too over-the-top and insane.
 
Essentially it feels like the camp was Bethesda's solution to squaring Fo2's lore-breaking humor with Fo1's gritty seriousness. Instead of having literal superheroes, we have people that think they're super heroes, etc.
It would have been all fine and dandy if not for the fact that apparently the Capital Wasteland is a hell hole where people don't even have a source of clean water and the wasteland is filled with mutated monsters and other dangers. And yet they have time to cosplay as superheroes and do silly shit.

It's like complete tonal whiplash born from incompetent writing and really poor worldbuilding. Fallout 2 at least established that its part of the world is no longer a complete hell hole where people barely survive. Meaning several pockets of civilizations no longer live in constant state of trying to survive each day, meaning they have time for recreational activities.
 
Almost as bad as Fallout 2's incompetent writing.

Like, you have some depressing rusty, shitty hellhole of a wasteland with areas like the Hub and New Reno being full of vices and drugs.
Then you've got the Church of Scientology and talking deathclaws. Wtf?

Is it supposed to be gritty and harsh or silly and bizarre? Pick one.
 
Almost as bad as Fallout 2's incompetent writing.

Like, you have some depressing rusty, shitty hellhole of a wasteland with areas like the Hub and New Reno being full of vices and drugs.
Then you've got the Church of Scientology and talking deathclaws. Wtf?

Is it supposed to be gritty and harsh or silly and bizarre? Pick one.
Of course that is a valid criticism, and in a lot of ways Fo2's sense of humor is arguably worse than Fo3's, but I think the fundamental difference is that in Fo3 almost all of the actual meaty content - quests and dialogue - is devoted largely to exploring silly and campy characters and places, but there isn't much content that explore the world in a more complicated way, which we do get in Fo2.
 
In fact, a lot of the campy shit in Fallout 2 are out of the way and you have to actively search for it. Meanwhile Fallout 3's dumb shit is as early as the intro where apparently no one noticed the vault being open when your character's dad left the vault to start working on the water purifier. Fallout 3 is filled to the brim with dumb shit, and the main quest is filled with a lot of it. Not something you can just ignore out of preference, specially areas like Camp Littlelight. I'm not defending Fallout 2's dumb shit, it deserves every bit of criticism, but it's less prevalent compared to Fallout 3.

And i have said this many times and i'll repeat until the cows come home, Fallout 2 and 3 had vastly different development times. Fallout 2 was made very fast, to the point the devs were just putting the first stuff that came into their heads to just to fill the game with content, because the publisher said they wanted a game as big as Baldur's Gate. Meanwhile Fallout 3 had years, literal years, and Bethesda thought the content they put into it was in any way shape or form acceptable. Specially when they try to make the wasteland look all gritty and devastated, implying it's very hard to live here, and turn around and make a location where people play democracy and live right next to deathclaws, and people make locations around nukes.
 
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