Your least favorite FO3 quest.

To me, pretty much all of Bethesda's quests ranked high on the crap-o-meter. It was somewhere in the Brotherhood bunker during the main quest I just had to quit and uninstall. So I guess I remember that one as my least favorite. I certainly didn't do all quests, so there's probably even more shitty ones out there.
 
The stupid fucking Megaton bomb quest. Ugh. I just know Bethesda writers thought that was a stroke of genius too.
 
Hmm, android quest or megaton bomb quest. . ? Now that's a tough call to make. Probably still the android quest because it's more of an affront to the original fallout ideas on technology, robots and artificial people.
 
The Megaton Nuke quest, that quest exemplifies every problem FO3 has, let's count the ways:

1. Lack of actual consequences for your actions either gameplaywise or story wise. You either get a House, or another House, the only quest giver in town just moves to another city.
2. Trivialization of the whole theme of Nuclear disaster into "SPLOSHUNZ!"
3. THe setting is a theme park with no interconnection between settlements except for cheap spectacle, Tenpenny just wants to destroy the town... because he is a jerk. And you just blew up one of the few big settlements in the region.... but no one cares, and it doesn't impact anyone's life.
4. Choice of either being a Mustache Twirling baddie or not an asshole.
5. Giving a middle finger to the lore, Moira turns into a Ghoul in a second because..... uhmmmm?
 
It is hard to tell as they are all good quests.
The android quest is a pretty good from a gameplay point of view, I agree. It doesn't have much consequences for the player, but it's nice to do.
However, having perfect lifelike androids in Fallout is kinda problematic. Robotics and computers in Fallout usually don't work like in the real world; Computers are still massive mainframes based around valves. These computers can gain some form of sentience (see ZAX), but they're as big as a room. Robots, on the other hand, are stupid automatons with fixed programming because you can't fit more computers in there. Even brainbots are limited in that regard. They have a task and do that, nothing else.
Fully humanoid androids? Impossible with pre-war technology that only just saw the invention of microelectronics on a solid-state basis.
The androids in Fallout 3 are supposed to be a post-war invention, of course, by the Institute. But why would they waste their ressources on producing such an incredibly advanced technology if they could rather build proper machines for different jobs? Using fully humanoid and possibly sentient androids as slaves? The stupidity is baffling. The only reason to keep such androids would be as household-butlers to avoid the uncanny valley, but the people in the Fallout-universe are used to all kinds of strange robots (enough to have developed goddamn robot-fetishes) and building fully humanoid androids would instead introduce moral and ethical problems.
Androids are stupid. The only reason they're in there is because Beth wanted to reference Blade Runner.
The Megaton-quest is both stupid in gameplay and writing. Megaton in general is pretty stupid, but hey, at least it looked cool in a way.
 
The worst quest in FO3? Yikes, that's a tough one honestly as they are all kinda dopey in there own way. If I had to choose one though, it would be Arefu. It starts off decently enough, but it falls apart and just kinda ends. Then again, I really hated The Superhuman Gambit as well. So, a tied between those two probably.
 
The Replicated Man/Android quest was actually one of the fondest memory I have of Fallout 3. At least on my first playthrough it was.
It was surprising for me when I first played this quest that, unlike the other quests I had activated, this one actually had no map markers in guiding you where to go or what to do, how exciting! Exploration was required!
And indeed, you could activate this quest in a multitude of locations through the tape recordings left near various clinics and houses, even all the way out at Paradise Falls. The idea that you had to find this one single character in the entirety of the map was a rather engaging idea. Further accentuated when a npc would come and track you down once you made a couple of enquiries regarding the android, and this npc would appear at random places, regardless of where you are located on the map. Further giving the illusion that this quest has a scale to reach the whole Capital Wasteland, and still not one single map marker!

Finally though, you'll reach through the quest's conclusion as you follow the main quest, leading you to Rivet City, and eventually given the last defining clue ... and you find out the man you've been looking for was the first person you ever got to talk to when you arrived at Rivet City to begin with! How ironic!

Of course in subsequent playthroughs it was hard to replicate (pun unintended) the engaging approach of the quest, especially since the game doesn't change the identity of the android at random for every playthrough, you can always skip straight to finale.
But that first experience was still there in my memories.

Meanwhile I would consider my least favorite quests of Fallout 3 to be the ones that always had the identical beginning and conclusions, along with no different method of engagement in reaching its conclusion: such as the second half of the main quest, all the fetch quests such as the nuka cola collection, the stradivarius violin, the slaver's collection list, and the majority of Point Lookout's side quest and main quest, as well as the unfortunately uninspired and short side quests of Broken Steel, all three of them, especially compared to the main game's side quest diversity.

The rest of the quests generally yields at least different types of rewards and unique items depending on your method of approach, so it at least warranted a worthwhile multiple replays.

At this point however after having done all possible variations and seen all possible outcomes, I have to agree that it is indeed a shame most of the quests have an air of 'triviality' to it, and now as I replay through the game it becomes more of a checklist of "which reward do I wish to gain this time around" rather than the initial first time experience where every outcome initially seemed as rewarding as the other.

Oh well, better luck next time. Hopefully.
 
It would have to be the main quest, as it was as uninspired as it was boring. Some 19 year old, unskilled, angry with his father type goes after dad(who abandoned him), and then for reasons that make even less sense decides he needs to carry on his legacy and free the wasteland from the clutches of the Pre-War Government.
 
Damn. I was gonna say that there were so many "good" choices for least favorite quest, but I must say, Django put that to rest in mentioning the Quantum collector quest. That was just ridiculous and stupid on so many levels, and to top it off ALL it was was an assignment to collect a bunch of a specifically rare item, and bring them to a collector... in the middle of nowhere... Ugh, somehow this quest DOES manage to stand on its own as worse than the rest, and that is really saying something... <_<
 
Do unmarked quests count? Because then it would have to be the Sticky one. Always shot the fucker before we even got to the location. Actually, I hated every quest that had anythyng to do with those damned kids. Otherwise it would be either the superhero quest, or the Nuka Cola quest.
 
Hmmm...Either Those!, or The Replicated Man. I hate most of the quests in Fallout 3 actually...I really hate the main quest, but don't we all?
 
I didn't like The Nuka-Cola Challenge, because I don't like fetch quests and I needed Quantums for Nuka-Grenades, for which Sierra would reward me the schematics :irked:. The reasoning behind the story was also terrible. I liked The Legend of the Star in New Vegas, though, because it parodied fetch-quests.

I also disliked The Superhuman Gambit, because it seemed too goofy and destroyed the atmosphere. The name is nice, though.
 
Strictly Business
Oh my god could anything be more pointless or add more permanent weight to your inventory for no purpose other than caps and getting negative karma?
 
Any quest that left crud in your inventory forever. It's the first thing I do when modding; if you lose the damn thing and screw up the game, it's your own fault, sunshine. And it's a disease that seems to be getting worse; my Skyrim gal is currently laden with so much crap it's taking up around 35% of her carry weight. (Nach, I'm on the PS3 version - still waiting for the full edition on PC to fall to nothing).

Personally, I do hate the Megaton bomb quest; it's just way too easy to defuse. Now, if it had been a proper quest where you had to travel to a fort to get the kit, a records place for the schematics and a junkyard to get the part, I'd have been happier. Also, when I saw it, I thought 'ooh, bomb! Bet I can use it against the Big Bad at the end like in Tactics!' But then again, I was expecting a 'Clouds of the Past' quest where you have to decide whether to let either the Brotherhood or Enclave have it or you have to blow it up there to stop either of them using it. Or a Brotherhood mission where you have to 'persuade' Megaton to let go of the bomb and accept a BoS garrison.
 
Any quest that left crud in your inventory forever. It's the first thing I do when modding; if you lose the damn thing and screw up the game, it's your own fault, sunshine.
Mmmmmmmmmmmmmmmm. Say that again... ssssslowlyyyyy......... ^_____^
(Translation: I totally agree!)
 
Back
Top