I think "nice try" sums things up pretty well. After replaying the game again recently I do find that I was perhaps a bit too hard on it in the years after it first released, but if my tone was a bit too harsh back then most of the arguments were still perfectly sound. They can evoke a nice atmosphere even despite the dated-even-at-release graphics, but once you get into any sort of non-combat interaction or look at the world with any sort of critical eye it all dissolves into unconnected elements and yanks you out. It's like an impressionist painting; a pretty picture that breaks down into disjointed ephemera if you look too closely. Unfortunately, "closely" is the level a game is meant to be (and has to be) experienced on, especially one with in-world immersion as its major selling point. It's like somebody mocked up a proof-of-concept for a really cool 3d Fallout game and then just kept building on that instead of programming the actual game. On that theme, and in keeping with naossano's post and the original question, I do think that GNR was actually a really good idea on paper and that radio stations were a good addition to the wasteland. The setting's tech level is at the point where that should have been a possibility even in Fallout 1, and if the setting is going to have to be 3d now anyway it's a plausible and flavorful way to tie the wasteland together. It's not out of keeping with PA themes, either-- one of my favorite post-apocalyptic characters of all time is eye-in-the-sky DJ Walter Dangerfield from P.K. Dick's Dr. Bloodmoney. Did F3 execute the trope properly? No way no how. But the resurgence of radio in the wasteland is sound. I'd love to see them do something with a few of the ham radios laying about in the next game. Utilizing more finnicky old-world tech like that would provide more opportunities for interacting with the world and more possibilities for solving quests and gaining information, as well as making tech skills useful for something aside from hacking doors again.