I guess its time to add my two rat pellets to the bonfire that is FO3 criticisms.
- Spoiler alert -
Let me start by saying I hated Oblivion. I wanted to enjoy FO3, and in all honesty, I did...until about 1/2 way through the main storyline. Once you found your father you could pretty much waltz through the game in two hours, four if you spilled something on your keyboard.
The enclave bits were short , the storyline was pretty much a quick FO2 redux. Then the end, and here is where my 85 % becomes a 55 % percent. I played this game because I wanted to experience a world, and up to that point they had done so relatively well. It wasn't Fallout, but it was never going to be.
-====-
What made Fallout for me was that it was a setting in which everything was relative . You weren't good, you weren't bad, you decided what you were. The Karma system was the first sign that this wasn't going to happen but I figured it simplified it rather than completely undercut it. I was still hoping that in the end you could see the results of your actions.
Lets look at Megaton, I had genuinely deliberated over the consequences of defusing the bomb. If I did, would the cult leave ? Would Megaton die as a result ? If I didn't , what would happen ? I unfortunately measured my actions based on what I THOUGHT would happen. In the end I didn't get so much as a "By the way, megaton didn't blow up, thanks".
I don't want to be told I'm good, I don't want to be told I'm bad. I want to be told what happens and decide for myself. The road to hell is paved with good intentions, I wanted a Fallout where you defuse the bomb in Megaton and the town dies off because the cult leave. I wanted a Fallout where helping a town makes them more vulnerable to future attack because they can't defend themselves.
I wanted a Fallout where I was a force for change, not the deciding factor. So, tell me Bethesda, what happens after I decided not to kill Harold ?
- Spoiler alert -
Let me start by saying I hated Oblivion. I wanted to enjoy FO3, and in all honesty, I did...until about 1/2 way through the main storyline. Once you found your father you could pretty much waltz through the game in two hours, four if you spilled something on your keyboard.
The enclave bits were short , the storyline was pretty much a quick FO2 redux. Then the end, and here is where my 85 % becomes a 55 % percent. I played this game because I wanted to experience a world, and up to that point they had done so relatively well. It wasn't Fallout, but it was never going to be.
-====-
What made Fallout for me was that it was a setting in which everything was relative . You weren't good, you weren't bad, you decided what you were. The Karma system was the first sign that this wasn't going to happen but I figured it simplified it rather than completely undercut it. I was still hoping that in the end you could see the results of your actions.
Lets look at Megaton, I had genuinely deliberated over the consequences of defusing the bomb. If I did, would the cult leave ? Would Megaton die as a result ? If I didn't , what would happen ? I unfortunately measured my actions based on what I THOUGHT would happen. In the end I didn't get so much as a "By the way, megaton didn't blow up, thanks".
I don't want to be told I'm good, I don't want to be told I'm bad. I want to be told what happens and decide for myself. The road to hell is paved with good intentions, I wanted a Fallout where you defuse the bomb in Megaton and the town dies off because the cult leave. I wanted a Fallout where helping a town makes them more vulnerable to future attack because they can't defend themselves.
I wanted a Fallout where I was a force for change, not the deciding factor. So, tell me Bethesda, what happens after I decided not to kill Harold ?