Tranquility Lane - The best part of Fallout 3?

CT Phipps

Carbon Dated and Proud
Was curious what people thought of this questline.

I think it's my favorite part of the game.

How about you?
 
You are totally stripped of your choices there, but for once, they bring an in-universe reason,
 
I thought this quest was hilarious, but... I really don't like playing bad karma characters, so I felt a bit bad about the Pint-Sized Slasher bit and loosing that ton of Karma. When I found out about the fail-safe method I just used that. I don't remember if that route actually killed those people though.
 
I thought this quest was hilarious, but... I really don't like playing bad karma characters, so I felt a bit bad about the Pint-Sized Slasher bit and loosing that ton of Karma. When I found out about the fail-safe method I just used that. I don't remember if that route actually killed those people though.

Yeah, if you activate the failsafe then the Chinese army kills everyone but Braun.

As such, he's left alone with no one to torment and no way to keep you or James from leaving.

As such, he's imprisoned forever in isolation.
 
Yeah, if you activate the failsafe then the Chinese army kills everyone but Braun.

As such, he's left alone with no one to torment and no way to keep you or James from leaving.

As such, he's imprisoned forever in isolation.
Serves him right then. The way I see it, I'd rather them have died than be his plaything. So I guess this was really the good option.
 
Tranquility Lane - The best part of Fallout 3?
Yes I thought so. Though I thought that they missed a grand opportunity to out-do 14°East with a truly plausible way to include the Vault-Boy as a playable character; either as just the mask, or as a digitally altered appearance within the simulation.

IE. as the Pint-Size Slasher.
 
Oddly, I think this should have been the opening to Mothership Zeta and they could have combined it with Operation: Anchorage.

The Brotherhood Outcasts kidnap you and hook you up to the VR simulator that puts you in Mothership Zeta.

Much better use of the crazy and weird.
 
one of bethesda's few creative moments. too bad there's no way to get out of it without being a murderer. that's actaully pretty bad tbh. no matter the choices you make your character murders like 12 innocent people and niether you or your dad care. wowsers.

anyways the best, and only truly good, thing in fallout 3 is the pitt and ashur as a villain.
 
Eh... It was okay. Fallout 3's best moments aren't really predetermined parts of the game, they are set pieces that you encounter of your travels.
 
one of bethesda's few creative moments. too bad there's no way to get out of it without being a murderer. that's actaully pretty bad tbh. no matter the choices you make your character murders like 12 innocent people and niether you or your dad care. wowsers.

Eh, those people were trapped in permanent simulated hell.
 
Eh, those people were trapped in permanent simulated hell.
there's no "eh" when it comes to murder. there's no option just remove evil boi mcevil and set up a paradise. no science check to wake them up. there's just murder or eternal torment and niether of the two characters involved acknowledge this complete lose-lose situation. is a bad. no excuses.
 
So, the best part of Fallout 3 is something that doesn't happen for real (it's a simulation after all) and it has no effects on anything in the real world? That is so sad.
 
one of bethesda's few creative moments. too bad there's no way to get out of it without being a murderer.

I recall that there is an audio puzzle that one can solve. It causes a reboot, or shutdown. That's how I exited it. I don't recall if I had the PC murder anyone—well... not personally.

Edit: Not a reboot, but an invasion simulation; where enemy troops assault the neighborhood.

Edit: Aha... Here is it on Youtube:
 
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Activating the failsafe causes chinese commandos to spawn and permanently kill the residents. So murder, then.
 
Activating the failsafe causes chinese commandos to spawn and permanently kill the residents. So murder, then.
I always noped out of there as soon as the fail-safe started, so I was never sure exactly what happened. If I'm not mistaken, didn't they also end up killing you if you hung around? I haven't played 3 in years, lol.
 
there's no "eh" when it comes to murder. there's no option just remove evil boi mcevil and set up a paradise. no science check to wake them up. there's just murder or eternal torment and niether of the two characters involved acknowledge this complete lose-lose situation. is a bad. no excuses.

Bethesda put in notes that state there's no way for them to leave the simulation without dying.

So, the best part of Fallout 3 is something that doesn't happen for real (it's a simulation after all) and it has no effects on anything in the real world? That is so sad.

You ever play Fallout 3? If so, you might note you're saving your father in this game and escaping yourself.

Of course that would make what you said threadcrapping.

:)
 
Bethesda put in notes that state there's no way for them to leave the simulation without dying
which is lazy from a quest design perspective. it also doesn't change the fact that we have a scene where a supposed altruist character doesn't give a shit about the death of twelve people that he basically caused. he doesn't care at all. same for the hypothetical megaton genocide. "im disappointed in you" come to think on it this bit features some of the worst storytelling bits in fallout 3.
 
which is lazy from a quest design perspective. it also doesn't change the fact that we have a scene where a supposed altruist character doesn't give a shit about the death of twelve people that he basically caused. he doesn't care at all. same for the hypothetical megaton genocide. "im disappointed in you" come to think on it this bit features some of the worst storytelling bits in fallout 3.

Basically, this is one of those complaints that remind me of the Tenpenny Tower. The NMA crowd constantly puts down the storytelling but when there's an actual issue that has some depth or isn't "oooo, I'm the magical messiah" then they just come up with another reason to hate it. There's a reason that the options are:

1. Leave everyone alive but in torment.
2. Kill them but give them freedom.

Because it's a choice of two evils because life in the apocalypse isn't all sunshine and roses.

You don't see an option to make peace with the Master and make humans as well as Supermutants live in harmony.
 
Basically, this is one of those complaints that remind me of the Tenpenny Tower.
tenpenny tower is different. roy phillips is an asshole who doesn't like smoothskins. as a concept for two evils the tenpenny tower quest is actually nice. james is a supposedly caring and nurturing character, at least that's what the game tells us, but the game shows us that he's a borderline sociopath when he is indirectly responsible for the death of 12 people (doesn't even care enough to mention how unfortunate it is, he should be in tears or at least a bit bummed jeeze), doesn't care if his son commits literal genocide (he merely "disappointed"), and destroys the purifier for literally no reason.

its a clear cut case of a writer working against himself. its inconsistent and ruins what would otherwise be an emotional moment.

i know you don't have like standards for writing but regardless inconsistency in a character is bad writing.

Because it's a choice of two evils because life in the apocalypse isn't all sunshine and roses.

thats not near a theme in the game and one of the reputations you can have is literally "wasteland messiah".

point is if, at any point, in an rpg player choice is arbitrarily limited its generally bad especially when you only have two ways to tackle a quest with essentially the same ending.
 
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