Things that Fallout 3 did right!

Makta said:
That dlc was only bad due to mods doing the same thing but better.. if people likes to RP.. Or something? That dlc could be ok ish.
Getting out-done doesn't make something bad. Being bad makes something bad. My speed run for God of War isn't bad because it only took 2nd place at the time I made it. It was still a great run, but it was beaten. Bad DLCs aren't great if mods didn't already exist or never came into existence which did the same thing "but better", they'd still be bad. We don't need an improvement for vital comparison to reach the conclusion that something is lacking, so long as we start with a critical "measurement" from the beginning. =]
 
What did Fallout 3 do right? Various atmospheric moments, such as the whole birth/growing up thing (which does grate on you after a few playthroughs but was neat at the beginning), when you first leave the vault and you get that great panoramic view of the DC ruins, the ruined city itself with all the creaking noises and signs of decay, things like the house in Georgetown where you can get the Mr Handy to read a story to the long dead child. There are lots of these kind of scenes that add to the atmosphere.

And the 3D exploration of the ruins. Anyway, my opinion on the matter.
 
lordhaw said:
What did Fallout 3 do right? Various atmospheric moments, such as the whole birth/growing up thing (which does grate on you after a few playthroughs but was neat at the beginning)
EVERY time I start up a new character in Demon's Souls, the game asks me if I want to skip the "Journey to the Nexus", which is essentially a combined tutorial and prelude introducing the character to the plight that will motivate him/her for the rest of the game. (Sound familiar?) I always opt to play it, myself, because I enjoy it, and there's perks to "completing" it (which players weren't meant to be able to do, but rewarded for, if they managed) on top of it's not all that long. If FO3 just gave the option to skip growing up in Vault 101, that would've been swell. Really, what part of your upbringing was important which carried over in the rest of the game? Just your response to Butch's bullying deciding what your starting Karma would be by the time you reached Megaton, but that's all tied to a shitty Karma system, so it doesn't even matter. They could have skipped all those 19 years, and started you with the escape, and it wouldn't have changed ANYTHING. New players would still need to have completed growing up before the option presented itself, and returning players wouldn't have to suffer through the same railroaded sequence of events, and I can't see any drawbacks to that. Oh, some might argue that with less time spent "getting to know your Dad" the story might suffer. But that's less than 5 minutes of "bonding" you'd be missing out on, and regardless, the emotional impact is prerequisite on you having never experienced this before, which as I mentioned this would be mandatory for first-time players, so that argument falls apart immediately. New Vegas had it right in placing the character in a situation that causes them to go through a few steps which determine their character, yet the whole process ends in less than 5 minutes (if you're slow). But even before there was a better game to compare it to, FO3's "immersion" suffered heavily from development mistakes like having to sit through that same old growing up, over and over, without any way to circumvent it (apart from making a save RIGHT before entering the wasteland, so you could essentially "create a new character" every time from that load, thanks to the amnesia-o-matic game prompt).
 
Well, if you don't kill the overseer then things are a little different when you go back to the vault later in the game. I don't know how you avoid killing him though, since as far as I remember the only way out of the vault is through him. You can probably sneak past him or something.
 
2house2fly said:
Well, if you don't kill the overseer then things are a little different when you go back to the vault later in the game.
Read again. The game starts WITH your escape. That means your "chance" to kill or spare the Overseer isn't skipped.

2house2fly said:
I don't know how you avoid killing him though, since as far as I remember the only way out of the vault is through him. You can probably sneak past him or something.
I didn't even know people who didn't know how to not kill the Overseer existed! O.o It's so pathetically telegraphed by the game, it's sad. Like players who didn't know they could save Butch's mom and leave a lasting good impression on the bastard for the first time in his miserable life. You can kill fuckwit Officer Mack (seriously, I exterminate EVERY member of that Godforsaken family that I come across, if I can help it (barring 1, anyway), they're all such appalling degenerates) who comes storming at you, and then speak with the Overseer and he'll be calm in the face of it all. No killing him necessary. You CAN sneak past, and my persona favorite is to leave the 10mm with Amata so SHE kills Mack, leaving no mess for me to deal with, but it goes without saying, the options are many to spare the bastard. It's really hard to miss...
 
I'm almost partial to agreeing with lector- to a very small extent. There is a minority amongst this website, that cannot see *any* good in Fallout 3, to the point of taking a thread dedicated to the good parts of Fallout 3 and hijacking it into the UMPTEENTH hate thread...

That being said: Fallout 3's exploration excellent. The number of explorable buildings is incredible, too.
 
for exploring, I prefer TES1 or 2 than fo3
Same meaningless loots, same idiotic flawed system, same linear and poor dungeon and other problems are same, but at least those two are connected one complete game not a game that is bundle of poor small games like oblivion, fo3, skyrim.

what fo3 did well? I think trap is good. traps are not requires intelligence to find and disarm it but it looks funny and creative
not actually creative though. at least it's their best trap among TES series. or better job than Fo1,2 since Fo1,2's traps isn't good enough.
 
Yeah, getting hit by a brahmin skull or a massive steel girder attached to a rope system was a pretty fucking great idea. Unfortunately, the traps rarely do substantial damage and the save/load system kind of destroys any legitimate caution the player might feel...
 
Unfortunately, those traps come with their own "did wrong" to accompany their "did right" element. As well as the fact that they really don't hurt much at all, what I hate most about them is that YOU CAN'T SET UP ANY OF YOUR OWN!!! That's beyond disappointing to carefully navigate a space that's packed with clever and disguised traps, only to be limited to dropping mines in response. Can I lock a door? No. Can I set a tripwire beside a choke point? No. Can I rig ANYTHING other than a mine? No. I really wish the variety of traps you encountered was matched by the variety of traps you could set. If that was possible, the game would have been LEAGUES more amusement and enjoyable in the face of its flaws, I guarantee you.
 
SnapSlav said:
Unfortunately, those traps come with their own "did wrong" to accompany their "did right" element. As well as the fact that they really don't hurt much at all, what I hate most about them is that YOU CAN'T SET UP ANY OF YOUR OWN!!! That's beyond disappointing to carefully navigate a space that's packed with clever and disguised traps, only to be limited to dropping mines in response. Can I lock a door? No. Can I set a tripwire beside a choke point? No. Can I rig ANYTHING other than a mine? No. I really wish the variety of traps you encountered was matched by the variety of traps you could set. If that was possible, the game would have been LEAGUES more amusement and enjoyable in the face of its flaws, I guarantee you.


I'm pretty sure that the engine couldn't handle something like that.
The placement of such complex traps in real-time would be simply too much for gamebryo.
 
I liked the modding scene. And the gibs/dismemberment never got old.

Tweaked to your pleasure, F3 is a great game. Just be prepared to spend 3 days modding the fuck out of it.
 
woo1108 said:
yep traps are just POS in fo3.
but at least it looking funnier than other TES series' traps.

They are better than most traps in F1-2.. But TBH besides tactics there isn't much of interest in traps in any fallout game.
 
eh.. I change my opinion fo3's traps isn't better than Fo1,2 since traps of Fo1,2 is danger enough to kill charactor.
 
Traps in FO1 and 2 were awful too, like the Raider Cave with it's damn pits were your companions would cause you all to fall if they stepped on a single pixel an no way of telling them were to go.
 
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