Have you ever been a long-time fan of something, gotten really excited when you heard it was coming back, only to be massively disappointed with the result- Fallout 3 had this effect on many fans of the Fallout series, myself included.
When developing Fallout 3, Bethesda only kept what was valuable to Fallout. Not “valuable” to the series and what made it so great, but valuable in terms of measurable monetary value. Fallout 3 is an attempt at bringing Fallout to the “modern gamer” and it’s one of the few things Bethesda did right.
Right from leaving the Vault you can see that the game is very good looking with a nice aesthetic style, too bad it’s ruined by that horrendous green tint. Despite being pleasing the look at the game world is very badly designed.
Locations are randomly placed and most of them bear little or no significance at all. On top of that, there is almost no variation in the caves, buildings or those goddamned metro tunnels. Once you been through one, you’ve been through them all.
And to make matters even worse, exploration in the game in more chore than challenge as enemy levels are scaled with the player, meaning as long as you’re decently equipped and not caught off guard, you’ll breeze right through anything.
Gameplay is familiar; it plays as if it’s “The Elder Scrolls IV. 5: Fallout”. Bows replaced by guns, skills reworked, etc. On the surface it’s not really a bad thing, combat is more complex than TES but (much) less so than previous Fallouts.
Your weapon skill determines your accuracy and damage dealt (this also applies to guns, even though that’s not how guns work) and your number of Hit Points is derived by your Endurance. Skills have been reworked so that “Tagging” a skill only increased its base by 15 points, no longer increasing the rate the skill increases during point distribution on level ups.
Also, perks are now gained upon every level up as opposed to every third. Meaning by the time you reach the default cap of level 20, you’ll be nigh unstoppable. Attributes (Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck) have been almost completely trivialized, doing little outside of increasing the base number for your skills.
And the availability of the perk “Intense Training” only further trivialises the allocation of attribute points. Unfortunately even 5 years post release, the game is still full of potentially game breaking bugs, even after being blatantly dumbed down for the 360 and PS3.
And the PC version isn’t much better either, unless you’re running Window Vista then get used to reading “fallout3. exe has stopped working” every hour or so. The original Fallout sent you on a quest to find a replacement controller chip for your vault’s water purifier and Fallout 2 had you finding a Garden of Eden Creation kit to save your tribal village from a severe drought.
Both are for the benefit of many, where Fallout 3’s main quest is personal. Leave the vault and find your father. Having a personal goal in a Fallout game was a strange choice. In the first two games you end up having a great impact on the rest of the wasteland, eradicating the Super Mutant threat or the Enclave in Fallout and Fallout 2 respectively.
Fallout 3 main quest ends up being a lazy compilation of all these objectives from the previous games and seems pointless. Why are we competing against the Enclave when A: The Enclave was destroyed in Fallout 2 and B: They want the exact same thing we want.
So why not team up- It’s certainly not for control of the area, because people seem to be doing fine without a source of pure water. The illusion of player choice exists but you have almost no influence on the story or game world with your decisions.
The Evil path doesn’t seem like it is there for players who want to commit to being evil, but there for players who just want to murder people for the fun of it. An example of this wasted potential is in an early side quest, where you can either blow up a town for two obnoxiously stupid characters for reasons which are cryptically arbitrary, or you can save the down by defusing the bomb the town is for some reason based around.
Blowing up the town nets you destroying one of the game’s main hubs for nothing more than a cool looking explosion. You’ll find through your travels that there is a strangely limited number of NPCs/town in most of cases, a couple generic citizens with a handful of named characters.
How the player can interact with the NPCs is even more limited. Dialogue has been seriously dumbed down since Fallout 2, both in terms of writing quality and sheer number of choices of what to say. Speaking of writing quality, you can’t expect me to believe that “You can’t be President.
You’re an abortion of science. You need to die…” (one of the game’s skill check dialogue options) is something that a scientific mind would say, can you Emil Pagliarulo- The delivery of dialogue is just as bad.
The number of voice actors is extremely small all sound uninspired, even celebrity Liam Nesson’s performance is off on a few of his lines. Bad writing, bad delivery along with bad facial animation makes NPC interaction nothing to look forward to, at least most of them have very little to say.
It’s obvious that Bethesda aren’t familiar with the Fallout universe as there are many inconsistencies to be found in Fallout 3, both with lore and its own story. Most obvious is the changes to the Brotherhood of Steel.
Because of Bethesda’s apparent inability to creatively and skilfully write opposing factions with unique and believable motives, they wrote the Brotherhood of Steel to be the goody-two-shoes of the game, as opposed to them being the xenophobic tech-nuts they once were.
This is explained in-game as the Elder of the BoS chapter exploring the east suddenly deciding to abandon the Brotherhood’s primary goal of recovering advanced technology to do nothing but help old ladies across the street.
This “explanation” was clearly an afterthought. The Garden of Eden Creation Kit was just a mere collection of seeds and horticulture tips in Fallout 2, but in Fallout 3 it’s completely rewritten as some kind of magical life-bringing device to save the wastes from radiation for no reason other than it suited Bethesda’s writing.
It seems that rather tell their story in the Fallout world Bethesda shaped the Fallout world around their story, which makes very little sense in of itself. The game’s atmosphere is good as a standalone, but as a Fallout title it’s completely off.
Bethesda did a great job of capturing the mood of Fallout but not its atmosphere. All this assuming you’ve turned the OST off of course. For some reason Bethesda chose to abandon the atmospheric music of the first two games in favour of the action movie soundtrack that assaults your ears.
Which gives player the only difficult choice of the game: Do I listen to this travesty of an OST- Or do I listen to THREEEEEEEEEE DAAAAAAAAWWWG the most out of place character in the game. The Game of the Year edition of the game includes the five expansions that came out in the months post release.
Operation: Anchorage puts players in a fast and easy combat scenario ripped straight from Call of Duty and gives players the most ridiculously overpowered gear upon completion. Even at lower levels players can breeze through the main game with the near invincible Winterized T51-b Power Armour.
The Pitt is the one set of content in Fallout 3 that actually feels like it belongs in a Fallout game. It puts players in a hellish tale of diseased slaves trying to overthrow their masters, providing players with real moral dilemmas.
It’s proof that at least someone at Bethesda knows how to properly portray Fallout in modern gaming. Broken Steel extends the main game, creating all new plot holes in Fallout 3’s quest. While it’s a decently sized piece of content, the only true value comes in the form of the increased level cap to 30.
Broken Steel’s main problem is also its main appeal. The final slideshow of the game showing you your choices during your quest was always a significant part of Fallout, where players could reflect on what they did, decide whether or not they “won” and decide what to do next time.
Removing the game’s permanent ending makes your choices seem even less significant and cuts down on replay ability as players can now just explore infinitely. Point Lookout is often regarded as the games strongest expansion.
While it is certainly worthwhile in terms of content, it tries too hard to be humorous and whacky. Making it feel out of place. Mothership Zeta is 3 hours of boring corridor shooting with overly sci-fi weapons finishing off with a battle between UFOs… what- Not only does it add Aliens to Fallout canon, but it forces players through a boring combat experience with annoying characters that don’t even matter.
The worst part is you can’t leave the area until you’re finished, so enter at your own risk. If you’re looking for a fun shoot and loot game with lots to explore then this is the game for you. If you’re looking for an RPG experience with complex characters and depth in the gameplay then you’re better off looking elsewhere.
It succeeded as a way of bringing a loved series to a new generation of gamers, but it alienated lots of fans of the original games.