Minorkos said:
I have played Fallout 3 for... Around 60 hours now. Everything works great, atmosphere, humor, environment and all the creatures. It's just perfect.
I'm happy that you're happy about the most superficial of elements - graphics.
The quests are deep and I think nearly all of them can be solved without killing anything. The original Fallout's quests were a lot like "Go there, kill that and get that", these are much better.
Let me conclusively prove that you're clueless.
Fallout:
Vault 13:
1. Calm the rebel faction.
Quest can only be completed by talking to Theresa and convincing her that the OVerseer is right. Killing them is not desirable, as it gives no experience.
Plus, a consequence is, if you don't complete it within the first 100 days, the rebel faction deserts the vault.
"Go there, kill that and get that": No.
1. Destroy the Mutant leader.
Assassinate the Master:
1. Diplomat: Infiltrate the base and convince the Master that his plan is a failure.
2. Infiltrator: Sneak into the Cathedral, activate the nuke and get out.
3. Rambo: Slaughter everything and everyone.
"Go there, kill that and get that": No.
3. Destroy the source of the Mutants.
1. Diplomat: Infiltrate the base and hack the self-destruct sequence.
2. Infiltrator: Sneak into Mariposa, hack/blow up the self destruct console.
3. Rambo: Slaughter everything and everyone.
"Go there, kill that and get that": No.
4. Find the Water Chip.
Largely depends on the way you play. The above three paths apply, plus you have to locate it on your own with some detective work and even there you have the three Diplomat/Infiltrator/Rambo options to choose from: talk your way through Harry, sneak by him or kill him outright.
"Go there, kill that and get that": No.
5. Find the Water Thief.
Guard duty, you can either convince the thief to turn himself in for 1000 XP or kill him for half the amount.
"Go there, kill that and get that": No.
Shady Sands
1. Rescue Tandi from the Raiders.
A seemingly simple quest with multiple solutions:
Diplomat:
1. Appear to be Garl's father and convince him to release Tandi.
2. Threaten him to release the girl.
3. Buy Tandi out.
Rambo:
1. Fight Garl mano-a-mano
2. Slaughter everyone.
Infiltrator:
1. Sneak in, unlock her cell dor, sneak out with Tandi.
"Go there, kill that and get that": No.
2. Stop the Radscorpions.
A simple quest.
All chars:
1. Slaughter all scorpions.
2. Blow up the cave entrance.
"Go there, kill that and get that": Yes.
Junktown
1. Rescue Sinthia.
A hostage situation with a crazy raider.
Diplomat:
1. Talk him out of the situation and make him leave Junktown.
Rambo:
1. Slaughter the rat bastard (Sinthia hates you afterwards)
Infiltrator:
1. Sneak up and knock him out.
"Go there, kill that and get that": No.
2. Stop Gizmo
A complex quest.
Diplomat:
1. Record Gizmo, take the evidence to Killian then off him according to law.
Rambo:
1. Slaughter Gizmo and Izo. You are exiled from Junktown, though.
Infiltrator:
1. Plant the bug on Gizmo, then proceed according to the Diplomat path.
Visionary:
1. Screw Killian over and assassinate him and/or leave town, so that Junktown prospers under Gizmo's careful guidance.
"Go there, kill that and get that": No.
3. Bust the Skulz gang.
A seemingly simple quest, ending up in the removal of undesirables from Junktown.
Diplomat:
1. Pose as a gang wannabe, steal Neal's urn then rat the gang out to the guards and dispose of them.
Rambo:
1. Slaughter every gang member. You're exiled from Junktown afterwards.
"Go there, kill that and get that": No.
The Hub:
1. Dispose of Jain.
Hired hit.
"Go there, kill that and get that": Yes.
2. Dispose of merchant.
Another hired hit.
"Go there, kill that and get that": Yes.
3. Find the missing caravans.
A major quest which is focused on acquiring information, not shooting stuff up and sifting through the ashes.
"Go there, kill that and get that": No.
4. Steal necklace from the Merchants.
Thieves' Circle initiation quest. Requires high infiltrating skills and a bit of luck.
"Go there, kill that and get that": No.
Necropolis:
1. Destroy the Super Mutants at the Watershed.
Straightforward.
"Go there, kill that and get that": Yes.
2. Fix the Necropolis water pump.
A quest requiring a bit of thought and exploration, definitely not a trigger finger (although it helps).
"Go there, kill that and get that": No.
Brotherhood
1. Become an Initiate.
You need to ge to the Glow and bring back the ancient tape. But it requires a bit of thought and planning.
"Go there, kill that and get that": No.
2. Rescue Initiate from the Hub.
Slaughter his captors!
"Go there, kill that and get that": Yes.
Boneyard
1. Fix hydroponics plant.
A simple FedEx quest. Complicated by Deathclaws, of course.
"Go there, kill that and get that": Yes.
2. Adytum.
An interesting quest that has a bit of approaches:
1. Get weapons for the Blades and duke it out with the Regulators, optionally with support from armed Adytowners (planting weapons on them in advance)
2. Get the tape to Jon Zimmerman and duke it out alone.
3. Assassinate the Regulators one-by-one.
4. Kill the Blades off on Regulator behalf.
End sum:
13 complex quest and 6 simple. Your argument is therefore invalid.
Let's examine Fallout 3:
1. Escape!
Kill your way out of Vault 101.
"Go there, kill that and get that": Yes
2. Following in His Footsteps
Get info about your dad from Megaton.
"Go there, kill that and get that": No.
3. Galaxy News Radio
Get to GNR, slaughter supermutants on the way.
"Go there, kill that and get that": Yes.
4. Scientific Pursuits
Find Dad's holotapes to get to Vault 112
"Go there, kill that and get that": Yes.
5. Tranquility Lane
Liberate Dad from Braun.
"Go there, kill that and get that": No.
6. The Waters of Life
Slaughter Supermutants in the Memorial, then press buttons. Then watch the Enclave arrive, kill some Enclave, watch your dad die, then escape through the sewers killing more people on the way.
"Go there, kill that and get that": Yes.
7. Picking up the Trail
Find a computer in the Citadel and activate it.
"Go there, kill that and get that": Yes.
8. Rescue from Paradise
Get some kids out of Paradise Falls.
"Go there, kill that and get that": No.
9. Finding the Garden of Eden
Get into Vault 87 and get the GECK. Slaughter everything that moves on the way.
"Go there, kill that and get that": Yes.
10. The American Dream
Meet the President, slaughter Enclave troopers on the way.
"Go there, kill that and get that": Yes.
11. Take it Back!
Slaughter your way to the Jefferson Memorial.
"Go there, kill that and get that": Yes.
So, we have eight simple quests and three a bit complex ones. And that's just the main quest. Compare the last two to how the finales in Fallout and Fallout 2 played out, with at least two (Diplomat/Rambo) approaches available.
Now, the rest of the quest.
1. Big Trouble in Big Town
Save two humans, killing supermutants. Then come back and kill some more supermutants.
"Go there, kill that and get that": Yes.
2. The Superhuman Gambit
Find and kill/scare off either of the "heroes".
"Go there, kill that and get that": Yes.
3. The Wasteland Survival Guide
An interesting quest but with a damn annoying questgiver.
"Go there, kill that and get that": No.
4. Those!
Find ants, kill them, do what the scientist says.
"Go there, kill that and get that": Yes. (simplicity)
5. The Nuka-Cola Challenge
Get 30 NC Quantums.
"Go there, kill that and get that": Yes.
6. Head of State
Go to Memorial, slaughter slavers. Or the slaves.
"Go there, kill that and get that": Yes.
7. The Replicated Man
Track the android down. Interesting quest.
"Go there, kill that and get that": No.
8. Blood Ties
An interesting quest structure.
"Go there, kill that and get that": No.
9. Oasis
Go into a dungeon, kill stuff, use the heart, do anything with no consequence to your actions.
"Go there, kill that and get that": Yes.
10. The Power of the Atom
Destroy or save Megaton. No consequences.
"Go there, kill that and get that": Yes.
11. Tenpenny Tower
Interesting quest with unforeseen consequences.
"Go there, kill that and get that": No.
12. Strictly Business
Enslave four people.
"Go there, kill that and get that": Yes.
13. You Gotta Shoot 'Em in the Head
Get keys or the T-51b.
"Go there, kill that and get that": Yes.
14. Stealing Independence
Find the Declaration.
"Go there, kill that and get that": Yes.
15. Trouble on the Homefront
Fix the situation in Vault 101.
"Go there, kill that and get that": No.
16. Agatha's Song
Get the Soil Stradivarius from Vault 92.
"Go there, kill that and get that": Yes.
17. Reilly's Rangers
Slaughter mutants. A lot of them. Bring a fission battery with yourself too.
"Go there, kill that and get that": Yes.
12 simple and 5 complex (?) quests. Interestingly, the proportions are inverted, compared to Fallout 1.
The both radio and atmospheric soundtrack are great, I love them to bits. The main quest was very good also, Tranquility lane and Liberty Prime were sheer awesomeness.
You don't know what good plotlines look like.
The VATS works great too, I love shooting ferals with it point blank. All the skills are balanced, no more useless skills like "Gambling". Every skill is useful.
Nope. Barter and Medicine come to mind.
It's honestly hard for me to think of anything bad to say about this game, everything else would be nitpicking.
Then enjoy your low standards.
This could easily be the best game I've ever played.
Doesn't sound like you've been playing much.