The good aspects to Fallout 3?

Wasteland survival guide is amongs the worst things written in Fallout 3. It is like they purposly tried to make it bad, unaware that they were already bad in the first place.

There is no way i could picture myself anyone willingly running like a moron in a minefield or get irradiated or any of those craps, especially if the person who asked you is a fucking lunatic. And that person could simply ask a doctor or a mechanist about how those things works, without sacrificing countless of research assistants. They utterly failed to aknowledge that you are supposed to be a person, a person with goals, self-preservation, and common sense.
 
Fo3's gore is childishly cartoony compared to fo1&2 tbh. You need only compare the gooification animations but as a bonus kill the lieutenant with a critical hit.
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I fucking HATED the feral ghouls.

Ghouls are people who are fucking falling apart.

They can barely walk, yet alone run or punch hard.

They could have called them fucking zombies and I'd be happy, but GHOULS!?

The only way a ghoul can be a fearsome combatant, is if they are wearing armour and have a gun, or be in power armour to make up for their atrophied muscles and weakened bone structure.
 
The only way a ghoul can be a fearsome combatant, is if they are wearing armour and have a gun, or be in power armour to make up for their atrophied muscles and weakened bone structure.

I'd way more intelligence and perception to emphasis their superior experience. Another option is to put them in heavily irradiated area so even if they are weak, the player character is screwed if he or she spends too much time in their territory.
 
Oh, I LOVE all the NV trailers, with Sawyer, Gonzalez, Avellone, Fenstermaker and the others talking about the Strip, the characters, the guns, the factions etc.

You can see the affection and the caprice that these guys put in this game :(

Good damn Bethesda, new Obsidan´s Fallout WHEN?????
 
The only way a ghoul can be a fearsome combatant, is if they are wearing armour and have a gun, or be in power armour to make up for their atrophied muscles and weakened bone structure.
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I'm sure a revolver is already more than enough, or at least for Raul that is.
 
Wasteland survival guide is amongs the worst things written in Fallout 3. It is like they purposly tried to make it bad, unaware that they were already bad in the first place.

There is no way i could picture myself anyone willingly running like a moron in a minefield or get irradiated or any of those craps, especially if the person who asked you is a fucking lunatic. And that person could simply ask a doctor or a mechanist about how those things works, without sacrificing countless of research assistants. They utterly failed to aknowledge that you are supposed to be a person, a person with goals, self-preservation, and common sense.

What did you expect, it's made by a woman :postviper:
 
Rivet City & Andale were good ideas on paper.. actual execution - like the rest of the game is meh. Also it paved the way for Fallout NV which is pretty good, and at least got a few handfuls of people interested enough in the amazing classics which got GOG some sales.

Nothing else good to say lol.

*gives ThatZenoGuy's avatar a disapproving stare...*
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I'm sure a revolver is already more than enough, or at least for Raul that is.
raul is played by danny Trejo tho'. pretty sure he only plays badass characters.

I think the two objectively good things about Fallout 3 are the intro with the "I don't want to set the world on fire" playing over the bus radio and The Pitt DLC.
 
Trejo mostly played cannon fodder characters for decades. Only recently he got to play some lead roles.
 
Wasteland survival guide is amongs the worst things written in Fallout 3. It is like they purposly tried to make it bad, unaware that they were already bad in the first place.

There is no way i could picture myself anyone willingly running like a moron in a minefield or get irradiated or any of those craps, especially if the person who asked you is a fucking lunatic. And that person could simply ask a doctor or a mechanist about how those things works, without sacrificing countless of research assistants. They utterly failed to aknowledge that you are supposed to be a person, a person with goals, self-preservation, and common sense.


I was discussing this quest in another thread and while the written could've been much, much better, it actually shows that the devs knows how to construct a default RPG quest.
Forget the writing for a moment if you please, because honestly, not much is salvageable in FO3.
But the quest itself is not bad from a RPG perspective, quite the contrary actually.

The player is instigated to explore the world, the quest mix itself with other quests, the player is rewarded after performing certain tasks or the real reward is found while performing the quest and the NPC motive can be questioned, with a decision of how to deal with it left to the player.
After all, you can end the quest in multiple ways.

The problem is the writing, isn't? Dialogs, reasons, motives, NPC and player agenda and so on.
The funny thing is Moira Brown is actually a good NPC, but the writing crush her to bits, it could've been done so much better and make her a trully memorable character. :(
No-bark Noonan is much better at being nonsense - or "crazy" - than her and his dialogs are one of the most funny and entertaining things I've encountered in Nevada.

Don't know why Bethesda don't hire a professional writer when creating games, because they repeated the same awful decisions in FO4 and amplified them.
FO4 been a simple shooter is the least of the problems.

And before people asks, no, Emil Pugliarulo don't have academic formation or even college in literature, writing or anything equivalent, he's a game designer.
Who happens to WRITTEN the entire FO3 and FO4 story and side-quests!

It's like giving me, a simple techy savvy nerd, the control of all US nuclear strategic missiles and hope I would keep the peace.
Are you people mad? :falloutonline:
 
FO4 been a simple shooter is the least of the problems.
couldn't agree more. I didn't fall in love with fallout because it was an RPG but because of its worldbuilding, writing, villains, and memorable characters.

even though turning fallout into a shooter is a pretty big insult to the franchise, it has nothing on getting rid of all that.
 
I was discussing this quest in another thread and while the written could've been much, much better, it actually shows that the devs knows how to construct a default RPG quest.

yes. Like I said, written sux, but this is a good quest.

And I go further. This could be the main quest with the right adaptations.

Bethesda wants a completely destroyed Washington like they did in this game? Cool, Vault 101 opened..... I don´t know, 25 years after the great war and it's your job to find out how the people of your vault will be able to survive on this devastated land.

You have been chosen to explore and write a manual for the beginners, a compendium for the inexperienced, a wasteland survival guide.

There was no way it could have the Enclave, which I think is a good thing.
 
I find a bit hard to dissociate both. A good quest provides, imo reasons to have the character giving it and reasons to have the player character doing it. I felt more involved in some Fo3 other quest because they provided enough reason for the task to be done, even if there was less ways to do it.

About the structure itself, i don't like the fact that she sends you way to far to do some menial tasks. It relies too much in the fact you will use fast travel teleport to come back, there is not enough at stake to justifying travelling so far. It involves writting, sure, but also design and worldbuilding.
 
I fucking HATED the feral ghouls.

Ghouls are people who are fucking falling apart.

They can barely walk, yet alone run or punch hard.

They could have called them fucking zombies and I'd be happy, but GHOULS!?

The only way a ghoul can be a fearsome combatant, is if they are wearing armour and have a gun, or be in power armour to make up for their atrophied muscles and weakened bone structure.

Feral ghouls were in Fallout 1 and Fallout 2.

They were called Mindless Ones and Glowing Ones
 
Glowing ones tell you to stay away first, then attack you if you keep bothering them. Same for those at Necropolis entrance. In random encounters, the hostile ghouls have weapons. They aren't wild animals, but people that want to stay amongs their kind and attack people who are too close from their territory. They are feral the same way the boomers in New Vegas are feral. Feral Ghouls in Fallout 3 act like wild deahtclaws. And even deathclaws are more civilized.
 
Glowing ones tell you to stay away first, then attack you if you keep bothering them. Same for those at Necropolis entrance. In random encounters, the hostile ghouls have weapons. They aren't wild animals, but people that want to stay amongs their kind and attack people who are too close from their territory. They are feral the same way the boomers in New Vegas are feral. Feral Ghouls in Fallout 3 act like wild deahtclaws. And even deathclaws are more civilized.
They could be two different types possibly. Telling somebody to stay away doesn't sound very feral. There's also the name difference. Granted I haven't experienced them so I can't say much.
 
Feral ghouls were in Fallout 1 and Fallout 2.

They were called Mindless Ones and Glowing Ones
Well yes, ten tops. Not a fucking thousand. They are just even super weak zombies when faced, like the classic stumpy, kneecap or just slow zombies.
There were also cannibalistic super mutants. One, more exactly.
 
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