My first impressions:
I am 2 hours in the game by now, i've just reached Megaton and started talking to the people there. i'm taking my time because i'm trying to get used to the XBOX controls.
So far, it's not the disappointment i expected, but still a disappointment.
There are things i've seen so far that i like.
The level design of the vault and the settlement are beautiful and fitting, and i've managed to stop thinking about the timeline inconsistency (200 years after the war and they're still living in rubbles? WTF). I'm pretending it's like 50 years after the war, and it works.
The graphics are OK i guess, however i've seen more convincing animations in older games, and the heavy hardware requirements for PC are by no means justified by the visual result.
One thing I really, REALLY hated as predicted, and i totally miss from the SOURCE engine, is that when you are in 3rd person, all you have for a cursor is the center of the screen like in First person, not the spot where your Character points to. Sticking the camera right behind the character, instead of having it float freely, is supposed to compensate for that, but it does a very poor work. Was it soo hard to raycast the characters viewpoint and see where you aim? Valve did it 5 years ago. Not understanding that technology is supposed to enhance instead of refrain the user's capabilities does not qualify for being a software developer IMO.
The PIPBOY interface is comfortable, and if you get passed the irrationality of a PDA knowing what you're carrying, how charismatic you are (with the bonus from the drugs you've taken) and how many "good" and "bad" deeds you've done, it's doing its job as a character sheet just fine. I' don't think it would be very comfortable on the PC with all those clicks you'd need to see your perks for example. I also found bartering and inventory management very ergonomic and well designed, and i think it beats the system in fallout 1/2. There, i said it. The HUD is all right, and i don't mind the compass, it's handy, given the limited overview you have due to the first person perspective, and after all it's not much for the Almighty, All-knowing pipboy to include a compass and radar, IIRC a motion sensor was designed for fallout 1.
VATS is a good take on fallout 1's body targeting system, and the only case i've seen so far where bethesda actually got creative, in the positive sense of the term. But i'd prefer the enemies to completely pause until you're finished instead of dealing less damage. And also, it's funny when you think that the tech from 10 years ago allowed for choosing where to kick someone (hmm, the groin maybe? nah, the reproductive organs are removed, because this is a game for kids isn't it?) Whereas in 2009, the targeting for melee/unarmed fighting is generic, obviously because the animations are generic. Because, visuals govern engineering, right? So if i spended 50 euros on a new "gaming" video card, i'd get more polygons and less gameplay options? How professional.
The character design/tutorial part was fun, and better than fallout 2's. Oops, i said it again. I'm not into Barbie doll dressing much, but i have to admit i spent quite some time looking at beards, haircuts, clothes, armor and the like. Too bad the body model is fixed, and not very distinct between sexes. I guess in fallout 4 i'll get the option to be fat, short and with big breasts and i'll need 256 more MB of video RAM for that.
[edit: unskippable tutorial rant removed- you can skip it if you use the autosave in the end of the tutorial]
I liked the way the whole process of designing your character was merged with the story of her/his early years. Big part of my idea of what is roleplaying, right there. Another part, which is to have consequences of your choices, is missing. For example, the GOAT is fun, but you can undo it if you dont like the result. Of course, this is a small issue, because it would be pretty hardcore to pay consequenses in the tutorial phase, but i have a feeling that this is repeated in the rest of the game: You can't fail no matter what, mr. Munchkin.
Which brings up traits. TRAITS. They're gone. Only positive perks exist. I can never get a handicap in exchange for a bonus. No handicaps. Critical misses anyone? drug withdrawal symptoms? stupid dialog? repeat after me: NO. HANDICAPS.
And now for the big issue - writing. Did people actually get paid to write it? It's terrible. Laughable. Uninteresting and uninspired stories. Juvenile humour. Generic lines from generic, unmemorable, NPCs.
"Have you seen my dad? middle aged guy", this line alone speaks for itself. Damn it how am i supposed to endure the alleged 100+ hours of playing, when all the text in the game (which seems to be a lot) is so boring and unmotivating? If I'm not intrigued to continue the storyline, what's the point? to see what the power armor looks like? To max my skills? for what?
Bottom line: 2 hours in, and there's a lot of things already to complain about fallout 3, though it could be very, very worse. I can force myself to forgive all of those and keep playing, because the game is undoubtedly fun. Most of the time. Did i mention it crashed once already? On XBOX? Nevermind.
But there's One thing i just can't get over, and that's why i decided to post in the "negative impressions".
It's that Bethesda tried to fix something that was not broken: The game mechanics. And this shows great arrogance, because they clearly are in no position to tamper with them. They don't appear to have the talent, or the skill required. Why don't the stats do what they used to? Because bethesda think they know better. Why is there no damage threshold? Because bethesda think they know better. Why do i have so many skill points and hit points? Because beth... (*continues perpetually*)
i will return for a more educated impression, later...