Fallout 3 is the first title that has been adapted to the 3D world, much like Bethesda’s previous work, Elder Scrolls.
Fallout 3 is definitely one of the good games back in 2008. The dialogues are lively to say the least, what’s more significant is that Bethesda made characters in the game as vividly human as possible.
Despite the old graphics, the game holds a strong connection to the player. Most NPCs in the game do not seem incredibly robotic, and as automated as possible like in the later titles.
The dialogue options are also versatile, compared to what they did to Fallout 4, that is definitely a step down.
In Fallout 3, freedom can be best described for this early open world game. You have the freedom to do almost anything. Refusing a mission? Deal. Killing the NPC simply because you don’t like him/her? Deal. Insult the NPC? Deal. Agitate the NPC? Deal. Cut to the chase? Deal.
There are so many dialogue options and what best describes them is human. The options are apparently all human scripted, written down with time and effort.
We all know how hard it is to construct a dialogue tree specifically for RPG games. In order to lay out all possible outcomes, developers need to give every single option a specific consequence. That, requires tons of time and effort.
The result of their hard work is this incredibly buoyant wasteland thrives on rebuilds of each civilization. Danger parallels joy. Although much of the world is painted with an apocalyptic atmosphere with great effort, can’t compare to the rather dark settings of New Vegas. It’s a lively place to live on, honestly.
What’s interesting about the dialogue is the tones. And the top of all, the ability to say no. You can simply reject a mission and let it hang there forever, however this is simply not the case anymore in Fallout 4.
What I presume is that the developers had this idea that most players simply won’t say no and will carry on the missions anyways. To them, there might not seem to be a need to have a no option for further consequences. But I think that’s a step down for sure because they took away your freedom and right to say no.
After the all-out nuclear war with China in 2077, the United States of America turns into ashes. The government is no more, and the wasteland is occupied by all sorts of mutated creatures and humans looking for survival.
We are introduced as a baby just born into this apocalyptic world. With our entire life in Vault 101, at the age of 19, our father is missing and we set out a journey for finding him.
The wasteland is never really missing any humanity, or say, the vices of humanity. It seems 200 years of radiation still can not eradicate the sins of the very human nature. Raiders, Slavers, Super Mutants and Ghouls, and people who feast on other people’s miseries……
The Vault itself is a complete different place than the wasteland, people living down there seem to portray very pre-war characters. Whereas the world above the ground is pure brutality and a bit of humor and hope of simple human nature.
The story takes a big turn from finding our own father to humanity’s salvation–Project Purity, a scientific breakthrough that tries to provide purified water for everyone on the Capital Wasteland. And things start to get serious.
It becomes not the mere family bonding, but an attempt to recover what is long lost to humanity. Clean water.
Water is the livelihood of everything, like what the Lone Wanderer’s mother says:
I am Alpha and Omega, the beginning and the end. I will give unto him that is athirst of the fountain of the water of life, freely.
Over the course of freeing everyone in the wasteland from irradiated water, we also play a role of justice and evil bringer. Our deeds decide what would become of the ending.
This game is mainly about Brotherhood of Steel and The Enclave.
Although there exist other factions, such as The Institute, The Railroad and The Vaults, also cities and caravans. But the main conflict expands between BoS and TE.
Brotherhood of Steel in this game plays a rather good and just role. They help defeating Super Mutants on the Capital Wasteland, assist the Lone Wander for finding his father and simply aid in the main course of your missions.
The D.C. Brotherhood of Steel are actually a bunch of good guys that are fighting the Good Fight. They are unlike the typical Brotherhood of Steel that simply just care for dominance over a region, Elder Lyons seems not want to assume control over Capital Wasteland. As what Three Dog insists, fight the Good Fight.
The Enclave is an interesting faction, or, the remnants of pre-war US government. Surprise how they can still even function after 200 years of radioactive eradication. The person in charge, is a computer. So I might want to rephrase the word–the AI in charge.
President Eden is basically a pre-war designed computer that has functioned for 200 years, and over the time, it learns all the United States presidents information so that it can become one of them, or at least, alike them.
I have no idea how it single-handedly recruited an army and how The Enclave somehow always shows up on time.
Much like Mr. House in Fallout: New Vegas, extremely intelligent AIs seem to be a thing in Fallout universe. After all we have The Institute producing synths everyday and these synths seem to gain human intelligence as well.
The Railroad are a bunch of escaped synths fighting for android rights?
Pretty sure this fight is continued to Fallout 4, which became the main conflict of the game.
Vault dwellers on the other hand, are vault dwellers. They stay their entire lives inside the vaults, never seen sunlight above the ground. Their behaviors are pre-war, very separating from the real outside world.
There are also other this and that factions around the Capital Wasteland, each organization consists of threads of human relations. Like Megaton, and Rivet City for example. You can have rather a stage of these people living there perform some kind of drama.
And other places like the child outpost, Little Lamplight. Kids consist that place and they go to Big Town if they grow up. Very interesting placement to be frank. The entire place consists of solely children, and these young punks speak adults, with very smug sound (calling adults mongos).
Not much replayability since the ending cuts everything. But the open world is big enough to explore and there are multiple random encounters to discover.
The main quest stacks a total 18 or so hours, in my first run. I finished the game with 22 hours and pretty sure the 4 hours I was basically twiddling in loading screens and free roaming, but I stuck myself for the main quest mostly.
Not much music, apart from the main theme and occasional ambient sound, I’d say voice acting is good. You got the weirdo Moira in Craterside Supply, punk ass DJ Three Dog, and papa Brotherhood of Steel Elder Lyons. These people portray their roles nicely with just good quality voice acting.
The UI is as bad as always, the Bethesda way. They never really fix this issue, even when Fallout 4 came out, the UI was still pretty bad. The Pip-Boy is cool but the UI lacks useful functionalities. Like sorting, name tagging, and just genuinely better design instead of boring boxes. It’s always been this case in all Bethesda games, I wonder what’s gotten into the directors that they are so obsessed with plain boxes? And the simplicity is out of control, too simple, to be frank, just texts and boxes. Look at Dragon Age, Witcher etc. The UIs in these games look magnificent.
Overall a 7/10 experience, because the graphics sucks.