Things we learned from Fallout 3

But the Ghouls are even bigger pieces of shit, almost non chalantly killing people that gave them shelter. So the good choice is to kill the Ghouls, then leave mines all over Tenpenny Tower.
 
Walpknut said:
How is Killing everybody for no reason a morally ambiguous twist? it literally makes killing the Ghouls the good choice, they are ungratefull killers.

What I'm getting at is when you first approach Tenpenny Tower, you meet Roy Phillips and feel instant sympathy for the ghouls, not just based on the story placed in front of you, but of the past Fallout games. You let them in, get the POSITIVE karma for talking them up to everybody, you appeal to equality as you would in the real world...and it all comes crashing down. When you return, do you accept the "good" people ending up the victor, or do you slay everybody because all those considered "bad" are dead, either way.

Like I said, I don't like Fallout 3. But this was one of the VERY few parts Bethesda did right.
 
Stuck into one of the most inane settings. (Tenpenny tower)

But I agree, those quest results are quite nice and one of the good parts of Fallout 3.
 
So the good choice is to kill the Ghouls
That's what I did my first play through. I MIGHT have massacred repcon rockets as well and underworld, and jacobs town, and killed that goul with the wierd eye, and killed tabitha and marcus and several others who I forgot to mention because they weren't memorable besides being charred flesh, a mess of severed body parts or green goo.

Yea I knew the score when they did all this smooth skin talk, you want blood, you got it. Its a dog eat dog wasteland, humans can't let sentimentality make them weak.
 
BarackSays said:
Walpknut said:
How is Killing everybody for no reason a morally ambiguous twist? it literally makes killing the Ghouls the good choice, they are ungratefull killers.

What I'm getting at is when you first approach Tenpenny Tower, you meet Roy Phillips and feel instant sympathy for the ghouls, not just based on the story placed in front of you, but of the past Fallout games. You let them in, get the POSITIVE karma for talking them up to everybody, you appeal to equality as you would in the real world...and it all comes crashing down. When you return, do you accept the "good" people ending up the victor, or do you slay everybody because all those considered "bad" are dead, either way.

Like I said, I don't like Fallout 3. But this was one of the VERY few parts Bethesda did right.

Agreed. This is one of the moments in the game that really stood out to me as different from typical Bethesda fare. Especially coming off of Fallout 2's clumsy racism storylines from Brokenhills, a quest with no clear good guys was a breath of fresh air.
 
yeah, its only sad that Tenpenny Tower as location made little to no sense and that the quest was more or less tied to a totally nonsensical part of the game (blowing up megaton ...).

You know something that would have been really awesome is if Megaton would have been build around Tenn Penny tower and if Megaton was actually a bit bigger. Like a real settlement.

It would have been a lot of potential, because you could create a 2 class society with different outcomes. And if Beth really insist on Nuclear explasions, they could have still tied that somehow in to it where Tenpenny decides to move to a different location and just get rid of all the people. Or what ever. No clue.
 
Hey, that is a good idea, and it would also have had more 'moral' impact.
Tenpenny Tower being this land of luxury but depending on resources from outside, while Megaton is this shanty town surrounding it with people living in poverty, but providing the resources Tenpenny Tower needs to maintain itself.

I also had this idea that Tenpenny himself was secretly the brains behind the raiders of Evergreen Mills and the Paradise Falls slavers, running these two organizations and making his fortune through them.

Shows that us fans can come up with better ideas with the groundwork Bethesda set up.
 
I've always fantasized what we could do if we'd strip out all the voice acting and rekajiggered all the quests and dialogue.
 
656. It is okay to target Earth many times with the zeta canon (Mothership Zeta), but it is wrong to let someone else get the benefits of your good deeds (Gidershade), even if it means improving the relationship between the only two people of that town.
657. By the way, two people and a brahmin are considered enough to be a town, even aknowledged by Washington radio.
658. You only need one person to broadcast a radio 24h/24.
659. You can't hide anything from 3 dogs. Except that none would listen him and aknowledge his broadcasts, so you remains anonymous to them.
660. Pitt slavers, Bailey Crossroad outcasts and ghouls, are the only people in Capital Wasteland that can be fooled by your appearance. Everyone else will know exactly if they must shoot you or not, even if you are very far and wearing a faction related power armor that cover even your face.
661. Every ghouls can walk properly, and even run.
662. You could qualify as a chinese SPY, and yet need more than 200 years to notice war is over. (or learn the language of people you're supposed to spy)
663. Talon Company mercenarie can use airstrike and even satellite strikes, but never use those agains't more technological advanced group, to get their better armors, helmets and weapons.
664. It is bad to enslave murderers, but it is okay to buy slaves and endanger them constantly.
665. The is no such thing as town/faction reputation. You can kill half of rivet city, give 100 bottle of water, to a Megaton's beggar, and you will be loved again in rivet city.
666. If you tell your companion to go back home, he will attack people that he wouldn't otherwise.
667. You can brainwash people to obey or put them unremovable explosives collars, and yet encounter escaped slaves.
668. You don't need the master or the vats to make super-mutants. (same for one-headed Centaurs)
669. Those supermutants are able to talk, to fortify positions, create and maintain their equipement, and even let their live stock resupply, but only obey to the dumbest of them (Overlord, Behemoth), while locking down the smartest (Fawkers).
670. The Super-mutants and slavers are kind enough to let Little Lamplight children to grow up and go to Big Town, before attacking them. The former even set up a specific outpost for that, even if it would be easier to get them when they first leave the cave.
671. The Brotherhood Of Steel fought and heavily studied super-mutants and Enclave in the 4 previous games, yet, most of their East coasts Elders and scribes are very clueless about them.
672. Being a jerkass and being evil are the same thing...
673. A RPG Non-linearity is based on the different ways you can say the same thing and get the same result.
674. You need to be very intelligent to repeat what someone just said you a second ago and add a question mark.
675. Don't listen the NCR. Wandering the Capitol Wasteland Nuclear Winter is worse than patrolling the Mojave.
676. The same game can prevent any adult to kill any children (even jerkass ones), and yet, almost force the player to become a child and kill innocent adults. The other way around (tranquility Lane Failsafe combinaison) can't be guessed without a walkthrought, and basically let someone else do the job on a more permanent basis...
677. a Bad RPG + a Bad FPS + a Bad Wide Open Sandbox doesn't lead to a good game.
678. Someone living in a town built around an undetonated bomb and someone who just left his/her vault are the best persons to write a Wasteland Survival Guide, 200 years after the War. The former doesn't seems to aknowledge that sending the latter walk on a minefield, get irradiated, get crippled, plant a bug amongs Mirelurks eggs (without them noticing) is dangerous, but yet is able to write that book and sell it. The same book manage to improve survival, even in the west, in which everyone already know what to do...
679. 200 years after the war, everyone know that brahmins are two headed cows...
680. When you will get old, you will have the same face than every others old peoples, except those from the Brotherhood.
681. 1000 caps is the price of friendship.
682. Having a brother killing your parents is okay. At least you got some news about them.
683. Every Vault experiments prevented aging, starvation and thirst. At least in vaults 87, 106, 108, 112...
684. When any city/bunker open its door for you, it remains open for any one else, including deathclaws...
685. Deathclaws can't talk.
686. Raiders aren't able to kill a single vault dweller, that never fought and never saw sunlight, and was just kicked of his vault. At the same time, they seem able to raid enough to survive. Are they attacking other raiders ?
687. Those raiders seems to attack caravan that would give their goods for free. (water caravans)
688. Drinking Nuka-Cola Quantum is a good enough reason to send people risk their life. Same goes for a lot of quests.
689. Being helmet-less doesn't decrease your ability to survive headshot.
690. Some caravans can wander aimlessly and avoid every cities.
691. A non-unique radscorpion can dispatch easily an entire Brotherhood outcast patrol, wearing power armors.
692. Factions dedicated in gathering advanced technologies, to prevent them being used by others, won't mind if you loot their well equiped fallen comrades in front of them.
693. 200 years after they vanished, you could still hate communist, let alone know they existed.
693. Only Enclave has the ressources to reinstall base-ball in the wasteland.
694. People can still believe that radio broadcasts talking about ghouls, super-mutants, slavers, Brotherhood and brotherhood outcast are pre-war recordings.



On a unrelated note, you seem to implie that Pip-boy can't be removed. Is it stated on the games or just said in the bible or develloper interview ? I only consider canon, only what happen in games...
 
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695. At poor RPG, quests means idiotic chores
while at good RPG it means whole experience from game itself.
and quests of fo3 is just idiotic chores.
 
696. Nothing you do has any impact upon the world, except if you kill people. With rescuing Reilly's rangers being the sole exception.
697. The only consequences of killing people is that they're dead and some other people might try to kill you.

You killed everyone in The Pitt and struck a major blow in The Pitt-Paradise Falls slaves for bullets trading arrangement? Nope, that changes nothing. You destroyed every settlement on the caravans' trading routes? Nope, doing caravan runs to these places is still worthwhile and does not affect the goods offered for trade in any way.
 
I've always fantasized what we could do if we'd strip out all the voice acting and rekajiggered all the quests and dialogue.

We'd have a totally different game.

May as well make your own game at that point.

That is one of the saddest thoughts, regarding FO3. Just... close your eyes and imagine, that Oblivion had nothing to do with Fallout 3. I mean, we could even let Beth do it, just... make a game properly, dont just re-skin another game. JUST that detail woulda made a huge difference... Can you imagine? D';
 
Fallout 3 is not the only offender, but it's amazing how you could still make an fps game eight fucking years after Soldier of Fortune and still don't know that it's possible to target specific body parts and get the appropriate damage animation. After so many years, it should be mandatory.
 
698. An isolated community can survive without having any backup plan for when they lose their doctor. Despite that, when the only doctor escapes, the last person with any medical knowledge gets killed.
699. In a community that has lost it's last doctor the best candidate for that job is a robot that can't cut cake properly. That lack of medical personel isn't brought up in any discussion concerning ending the isolation.
700. The Enclave does not realise the benefits of sending robots to perform any actions in an irradiated chamber. They insist on sending people. Then again they might not have Broken Steel, so the robot refused.
701. A military robot can have a personal opinion. Said opinion has nothing to do with the robots programming.
702. Even despite previous Harold's tree's growth being rather slow (compare FO1 Harold with FO2 Harold), it took 46 years to turn a mutant with some branches on his head into a forest. In spite of that he managed to travel across America.
 
704. Even though the wasteland has rape, murder and bigotry towards ghouls, there is absolutely no sexism or racism among humans.
 
Not really, they used to be humans, what I meant was... you know what I mean. By the way, do humans get regenerative properties from radiation, the human DNA in Super Mutants and Ghouls has been altered so I don't think that they are human, I'm willing to accept them as people but there is no way we will ever evolve into giant Hulk-like beings or walking corpses.
 
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