Your least favorite FO3 quest.

Damn, why do they have to put weight into those things ?
The problem would have been partially solved.

But even then, when DLC need you stripped for you step except the quest related weapon, that doesn't have anything to do with the DLC, it could have unfortunate consequences...
 
Last edited:
My first post. I loved Fallout 1 and 2. Played them again and again and loved getting different endings. I didn't like Tactics. Got excited when I heard about 3 but didn't play it due to the feedback from old fallout fans. I did pick up New Vegas and loved it. It captured that Fallout feel in my opinion.

A few weeks ago, my sister bought the Fallout 3 GOT edition so I said why not and am now playing through it.

Knowing about all the bad things before hand helps lessen the disappointment a bit and I am just trying to enjoy it for what it is.

Anyways, to the topic at hand. Nothing could have prepared me for the disappointment that was The Power of the Atom.

I couldn't believe that all I had to do was walk to the bomb and disarm it. What the hell, just like that. The other choice is also too easy. You don't have to do anything, just decide whether to blow it up or not. This should have been one of the longest sidequests in the game. An earlier poster mentioned something I agree with, there should have been multiple steps. Get the schematics from an old military base. Get the trigger from a missing soldier who you will have to find. Speech players could recruit a smart companion to disarm it for you. Weapon players could force that companion through violence. You could have chosen to evacuate the town. It could have been filled with multiple options. It could have been great. So much potential wasted. For that reason it is my most hated quest in the game.
 
The last quest of the main quest was extremely lazy, the final "boss" is able to be killed with a single shot (you dont even have to fight him if you use speech) and the ending was just there to quickly round up the game.
 
I would say everything after James death seems like they ran out of ideas about what to do next...
 
Correct, but not complete. Everything after Catherine's death seems like they ran out of ideas.

But if I were to choose the absolute worst, I'd go with 'Take it back!' and 'Who dares wins'.

The former, because it just makes no sense. From the 'we cannot allow the Enclave to control the purifier, let's have a costly and risky battle, because kickass ending' to the disgraceful final boss to the convenient 'last minute before it blows up' arrival to the bullshit your radiation-immute friends say in vanilla to the narrator chewing you out on sending a radiation-immute companion in Broken Steel.

The latter, because we are a one man army at this point. You are basically storming a military base alone (with a friend maybe), killing dozens of trained soldiers and destroying their base. What the fuck? This is supposed to be a 19/20 year old, who spent the vast majority of his/her life in a combat-free vault and only got out as an adult. You shouldn't be able to take on an army, yet the BoS sends you out and seriously expects you to succeed (I'm getting the same vibe I got from the Blades in Oblivion - not a good sign). Still, this one is marginally better than 'Take it Back!', because it allows me to blow up the Citadel.
 
the bullshit your radiation-immute friends say in vanilla to the narrator chewing you out on sending a radiation-immute companion in Broken Steel.

Fallout 3 is filled to the brim with problems no doubt about that, but I can't stand it when people say this. The devs couldn't get Ron back to redo lines, Ron probably had other things to do at the time and he had already did his part for the game, I honestly can't imagine the devs calling up and being "Hey Ron, can you take time out of your busy schedule to come down here and voice exactly one line of dialogue?"

because we are a one man army at this point. You are basically storming a military base alone (with a friend maybe), killing dozens of trained soldiers and destroying their base. What the fuck? This is supposed to be a 19/20 year old, who spent the vast majority of his/her life in a combat-free vault and only got out as an adult.

Just replace "19/20 year old" with "a tribal who may have had some experience raiding and such (but not enough to go against the Enclave)" and "combat free vault" with "mountain tribal village" and you pretty much have the end of F2. Not that it made it any less ridiculous...
 
It was not until the end of this long road that the Lone Wanderer was faced with that greatest of virtues – sacrifice, but the child refused to follow the father's selfless example, instead, allowing a true hero to venture into irradiated control chamber of project purity.
This is exact line. But if you send a companion that's radiation-immune, this becomes pure bullshit. Why? Because the LW is never faced with sacrifice. There is a third way, so there's no need for a sacrifice. If they couldn't get Ron back, they could just remove the entire line, because if you took the third option, it serves no purpose at all. The plot point it describes never happens.

Just replace "19/20 year old" with "a tribal who may have had some experience raiding and such (but not enough to go against the Enclave)" and "combat free vault" with "mountain tribal village" and you pretty much have the end of F2. Not that it made it any less ridiculous...
So in FO3 you can put on Enclave PA, move through the base and blow it up without alerting the whole place immediately?
 
It was not until the end of this long road that the Lone Wanderer was faced with that greatest of virtues – sacrifice, but the child refused to follow the father's selfless example, instead, allowing a true hero to venture into irradiated control chamber of project purity.
This is exact line. But if you send a companion that's radiation-immune, this becomes pure bullshit. Why? Because the LW is never faced with sacrifice. There is a third way, so there's no need for a sacrifice. If they couldn't get Ron back, they could just remove the entire line, because if you took the third option, it serves no purpose at all. The plot point it describes never happens.

Fair enough that they just could've ignored the slide altogether, but since a running theme in the game is "sacrifice", I guess they felt the need to acknowledge the plot point somehow. Not necessarily the "correct" way to do so I might add, if they had other better options then they should've taken them, but it's there now, not much one can do about it now unfortunately.

So in FO3 you can put on Enclave PA, move through the base and blow it up without alerting the whole place immediately?

No, you cannot wear Enclave PA, move through the base and blow it up without alerting the whole place immediately (unless being very sneaky and resourceful counts). I didn't really mean that both games had it pinpoint exactly with the exact same mechanics and whatnot (I perhaps should've stated that to begin with, but of course, you never know what the person your discussing with is going to point out in your quotes). Just that both had the very same general premise that was being criticized in one game and ignored in another which seems like double-standards to me. Unless execution is what makes one better than the other, it just doesn't seem right no matter how crappy a game is to not like the premise of something then like it in another, unless like I said, execution is the issue, which it probably was honestly.

I really don't want to start a quote war here, there's way to many of those here already so, lets just move on with the thread yes?
 
The BOS doesn't send you to storm the Enclave base alone. They send you to get the GECK in Vault 87, unaware of the Super-mutants population there, and you end up kidnapped by the Enclave who bring you to their base, without the intent of allowing you to storm them.

There is indeed, a problem with you strenghts, but not necessary at the end. It makes sense in the end, that after some years of training (time is faster in those games), you can beat some of those guy. The problem is in the beginning, when you are able to slaughter an entire group of hardened raiders in Springvale, while it is your first step outside. That game is the only one of the series that have that flaw. In Fo1-Fo2 you couldn't face raiders at level 1 (your first opponements are animals & other tribals), and in FoT-FoBOS-FoNV you are supposed to already have a bit of experience. (being a wastelander)
 
The BOS doesn't send you to storm the Enclave base alone. They send you to get the GECK in Vault 87, unaware of the Super-mutants population there, and you end up kidnapped by the Enclave who bring you to their base, without the intent of allowing you to storm them.

No, that part of the game was during Raven Rock, the part that I and No Man mentioned was Who Dares Wins, which is the "technical" end of the game as you assault Adams AFB and take it over.
 
I consider Broken Steel as a pack of bonus missions.
The plot is over when you turn on the purifier and defeat the Enclave.
Hunting after the few survivors is post-ending content.
(which unfortunatly, doesn't take well into account the fact that you could spare Eden, poison the water and sacrify the Lyon's pride... Choices and... consequences of the options you didn't pick...)
 
Well, sparing Eden doesn't matter because it is not important at all (the B.o.S destroys Raven Rock anyway) and they (somehow) do not notice that the water is poison, but the most silly thing is that they first attached the Metal Golem's following routine on a non-essential guy and the fact that Lyons still considers you a hero if you push his daughter in the purifier.
 
They only destroy Raven Rock if you installed Broken Steel. If there is no Broken Steel, you aren't awaken by Lyons who tell you that Eden was destroyed by Liberty prime. It is Broken Steel that cancell your choice to spare Eden or not, removing your agency. The Broken Steel DLC deals with the aftermath of Fo3. It was time to see the consequence of sparing Eden or not, sparing Autumn or not, poisoning the water or not, siding with Eden or not, sacrifying Lyons or not. In Broken Steel, everything seems like the choices you had at the end of Fo3 are forfeited as there is one single outcome, a single outcome that came with Broken Steel. There wasn't many choices to begin with, and they cancelled those.
 
There wasn't many choices to begin with, and they cancelled those.
Well, they did try to put in the FEV ending. It even shows that people figure out that it's because of the water.

Anyhow, F3's MQ was so obviously not the focus of the game that they may as well have just cut it out. In fact, I'd prefer BGS' next Fallout game to be without an MQ at this rate, in fact leave the writing out entirely. Just have it be a full blown action exploration simulator, no need for even RPG elements, it's obvious they're only there for "flavor material" and have no effect, so why even waste time on adding them? You could use that time to make dungeons not as godawfully shitty as they were in Skyrim.
 
Anyways, to the topic at hand. Nothing could have prepared me for the disappointment that was The Power of the Atom.

I couldn't believe that all I had to do was walk to the bomb and disarm it. What the hell, just like that. The other choice is also too easy. You don't have to do anything, just decide whether to blow it up or not. This should have been one of the longest sidequests in the game. An earlier poster mentioned something I agree with, there should have been multiple steps. Get the schematics from an old military base. Get the trigger from a missing soldier who you will have to find. Speech players could recruit a smart companion to disarm it for you. Weapon players could force that companion through violence. You could have chosen to evacuate the town. It could have been filled with multiple options. It could have been great. So much potential wasted. For that reason it is my most hated quest in the game.

I vaguely remember dissapointments like these, and quickly trying to just ignore and adapt. Since then I've forgotten it as trivial, but you are very correct. The huge nuke in the centre of town should have been something challenging to resolve, and the dissapointment of - as you say - just walking over to it and disarming it, it's just one of so many things that go into "ignore it or you'll lose your mind" drawer
 
The Waters of Life. This quest is when the Main Qeuest starts becoming incomprehensibly stupid. I could overlook most of the oddities up until this point but when the game starts railroading you like in this quest and Finding the Garden of Eden it becomes unbearable.
 
I really, really, really dislike the Replicated Man quest. It was boring and not at all well written. Digging into Harkness's story was only a means to me getting a Plasma Rifle before the Enclave showed up. It is one of the reasons I'm luke warm to Fallout 4 being set in Boston. The only reason it is "Ooo look a shiny up in Boston! Androids, technology!" +3 damage overdone marketing ploy.
 
Back
Top