Shep's Review of Fallout 3: GOTY Edition

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Shep's Review of Fallout 3: GOTY Edition

Post by MKSheppard »

Shep's Fallout 3: Game of the Year Edition Review

War.

War never changes.

The end of the world occurred pretty much as we had predicted. Too many humans, not enough space or resources to go around. The details are trivial and pointless, the reasons, as always, purely human ones.

In 2077, the earth was nearly wiped clean of human life. A great cleansing, an atomic spark struck by human hands, quickly raged out of control.

Spears of nuclear fire rained from the skies. Continents were swallowed in flames and fell beneath the boiling oceans. Humanity was almost extinguished, their spirits becoming part of the background radiation that blanketed the earth.

A quiet darkness fell across the planet, lasting many years. Few survived the devastation. Some had been fortunate enough to reach safety, taking shelter in great underground vaults...


Image
Welcome back to the Wasteland, and the series that took RPGing out of the dungeons and into a post-apocalyptic retro-future.

Yes, I know I am about one year too late with this review; but screw it; we all know Bethesda's reputation for releasing games with bugs or performance problems; so I decided to wait a while until the game came down in price -- while the Game of the Year Edition was still $49.99 in December 2009; it did have the advantages of:

1.) Out of Box Patched to 1.7
2.) Patched DLCs etc (I've heard there were some damn big problems with the early DLCs)


So without further ado, I dove back into the wasteland after several years' absence.

Like you, at first, I was pretty apprehensive of the game after I heard that Bethesda was going to take it over, and that they were going to do it in a first person style format, rather than the traditional turn based format.

But Bethesda has managed to actually do a pretty damn fun and immersive game -- the in-game counter on my last save game file after beating Broken Steel, the last DLC I did -- was 69 hours. Add in about 5~ hours spent replaying after the usual -- your character dies and you forgot to save recently enough, or trying to get through a tough bend. Plus, there were one or two lockups that occured during gameplay, which forced me to go back a couple of saves to avoid the lockups from repeating again.

Of course, a player a bit more perceptive than me could probably easily cut about 10-15 hours off the game -- I didn't notice key bits of clues on holodiscs in a crucial location.
Spoiler
Your dad's holotapes which you find in the Rectory of the Jefferson Memorial in the airlock to the Project Purity Main Control Room which point you towards the general direction of Vault 112 and tells you it's hidden under a gas station -- I completely missed those, and spent some time exploring and doing other sidequests until I asked my brother where do I go to find the main quest again?
So lets break things down by the numbers:

Technical Characteristics

Put simply, the game is beautiful, and runs decently on my Core 2 Quad Q6600 with a GeForce 8800 GTS.

Image
Engaging Ghouls in Downtown DC

In 1280x1024 on a 4:3 LCD, I was getting decent and near smooth frame rates with about 2 or 4 anti aliasing samples turned on, and Anisotropic at about 15.

However, when I turned it up to 1980x1080 after getting a new 16:9 LCD monitor; I had to turn off anti-aliasing and turn anisotropic down to about 9 to get acceptable frame rates.

The DLC also seemed to run a bit slower or require more computing power than the normal game -- which makes some sense -- Bethesda had a very short period of time to put it together, and didn't have time for optimization of some of the more complex elements of the scenery.

But what really showcases how far computers have come since the first Fallout is this comparison:

Image
Pre-Rendered 'Talking Head' of Frank Horrigan in Fallout 2 (1997)

Image
Dynamically Rendered Closeup of Scavenger in Fallout 3 (2008)

Gameplay Characteristics

VATS works pretty well, and I think it's spoiled me towards FPSes; there should be a "fuck this" button similar to 'V' that brings up a VATS-like system for other FPSes when you just don't feel like playing a twitch shooter; but I don't think the concept will catch on in anything other than the Fallout series, since the gaming world seems set on mediocre FPSes that port over well to consoles to cater to the twitch crowd.

There are a few annoyances which mar the otherwise smooth as greased snot gameplay of this game:

1.) While just about everything in the game is subtitled, the opening video; the radio stations, and the ending video which tells you what happened to who aren't subtitled. ARGH, FUCK YOU BETHESDA.

2.) You cannot skip the opening sequences or speed it up, which makes starting a new game after the first play through quite tedious.

3.) The redunant lockpicking and hacking games -- they're amusing the first couple of times you try it; but after you've done it for the 100th time, you just wish that 'force lock' worked more often.

4.) The fact that you can't pick or hack some locks/terminals unless you have a certain level of skill -- this is pretty frustrating early on in your first playthrough of the game, when your wanderlust is at it's highest.

5.) The fact that the GOAT test gives you an option to shoot a locked door in the vault off with a laser pistol to free old man whatever -- but when you come to a locked door in the gameplay sequences, you have to either open it from a switch, find a key, or pick it -- you can't just pull out your plasma rifle and blow the lock off. Obviously, doors would need to have hitpoints under such a system, to prevent you from blowing open an armored door with a .32 pistol.

6.) While I do like the element of you having to travel to a location on a map before you can fast travel to it; to encourage you to explore the world map -- this isn't implemented on a low level -- I don't want to have to endlessly travel around Megaton to get to my house or to the Supply Store -- I should be able to bring up the Local Map on my PIPBOY, and click on the location I want to fast travel to.

7.) The evil path as far as I can tell, isn't as well implemented or as in-depth as the good path in the game.

For example:
Spoiler
If you nuke megaton for Tenpenny, you have to travel a pretty damn long distance to reach tenpenny tower to get your quest reward; and when you nuke megaton, you close off a largeish portion of early quests.
There are a lot less rewarding 'evil' sidequests from what I gather than the 'good' sidequests; e.g. there isn't anything like:
Spoiler
You end up being Tenpenny's "Cleanup Man" who makes the wasteland fit Tenpenny's athestic -- "Son, I don't like that giant tacky statue at Paradise Falls. Fix it for me." and the hilarity that ensues with you telling the slavers to get rid of that statue, and then killing them when they don't.
8.) The rather simplistic weapons system in the game -- apparently there are a million 10mm pistols in the Wastes, and they are all identical, save for special stat-modified ones that share the same 3d model as the stock weapons. The DLCs add a few more weapons, but quite a few weapons are useless basically, except for show purposes.

Hopefully for Fallout 4; they'll implement a customizable weapon system -- e.g. you could take this 10mm SMG, and modify it to have a hunting rifle scope you found in some abandoned ruins on the top of it -- duct tape together two magazines for faster magazine changes; and top it off with some tinkering of the internals to get a faster rate of fire. That kind of stuff. Or you could hunt radscorpions to get their poison glands to allow you to make poisoned weapons or ammunition.

9.) Rather bland NPC interactions, compared to the earlier Fallouts. Don't get me wrong, the interaction with NPCs is still pretty fucking awesome -- it's just that in some instances, you really do have to wonder if the developers just ran out of time to script NPC interactives; for example:
Spoiler
If you're wearing the Ghoul Mask, nobody ever goes, AIEEEE WHAT THE FUCK!; or refuses to do business with you -- though if you're wearing Outcast Power Armor in the Operation Anchorage DLC, they think that you're one of them when you walk up to their outpost at the VSS building. The game needed more of that kind of context-sensitive interaction.
I do think Bethesda spent a bit too much time on getting celebrity voices like Liam Neeson and Malcolm McDowell for voice acting, and demanding that every single line in the game be spoken -- this no doubt took away time and money from writing and scripting a whole bunch of other content which would have fleshed out the game -- e.g. people behaving differently according to what you're wearing -- the Brotherhood shouldn't even begin to give you the time of day if you're wearing the Mad Max Hummungus raider outfit.

10. The stupid-ass original ending. Please; for the love of god, when you get GOTY, put in the second DVD that comes with it, and install the DLC; then activate them via FalloutLauncher.exe under the DATA button. ESPECIALLY activate Broken Steel. Your sanity will thank you.
Spoiler
With Broken Steel Enabled, you'll be able to tell Fawkes to go into the chamber and turn on the purifier; and even when the Broken Steel quest ends, you'll still be able to wander the wastes as long as you want.
Atmosphere Characteristics

The game pretty much nails the Fallout universe feel of being in a post-apocalyptic wasteland and the zany humor of the universe quite well; e.g:
Federalists Enraged about Food Riots
By Walter "Street Beat" Munroe
Capital Post Staff Writer

It would appear that Washington's tolerance for American social disorder has finally reached its breaking point.

In a recent public statement, White House spokesman Warren Eccleston said:

"Okay, Americans are hungry. We get it. Well I've got news for you - things are tough all over, people. The President himself has been forced to substitute cube steak for his nightly prime rib, and the only wine available is a detestable Chateau Montrose 2043. But does he whine? Does he take to the streets like a rabid Red? So please, good people, please. Wait in line. Get your food. And then go home. We're Americans! We do not solve our problems with violence."
And of course, we can't forget the various hilarious industrial mishaps that get referenced at the Nuka-Cola plant, and elsewhere in the game -- plus various corporate hilarity:
Weapons Policy #H31

As standard policy, all employees are required to carry low-grade military-class weaponry at all times (see HR Policy#A12). In the event of a hostile takeover, your desk can be used as a makeshift barricade. Position the desk between yourself and your opponent, then crouch behind the desk while firing any weapon approved on Form B43-2.

NOTE: Cafeteria privileges will be suspended in the event of a hostile takeover.
From: Warring, Joanna
To: Entire Company

Subject: Oh, !@#

THEY'RE HERE! MAN THE DOORS! THE FEDS ARE HERE!
Memo: Company Policy: Caps in Emails
From: Director of Human Resources
To: Entire Company

Subject: Caps in Emails

I would like to remind everyone that, despite the impending Federal invasion, standard company policy is still in effect. Specifically, do not write emails in all caps. This style is offensive to your coworkers. Thank you for your cooperation.
The Art guys at Bethesda really did outdo themselves on this one -- they did a pretty damn good job of populating about 26 square kilometers of map with random destruction -- making something that's shiny new is easy -- applying entropy to it is damn hard to do consistently.

However, as others have mentioned in the previous FO3 threads; there seems to be a pretty large disconnect between the artistic goals in large parts of the game, and how much time has passed since the War -- e.g. a lot of the place looks like it's been about 10-25 years since the bombs fell, as opposed to 200 -- e.g. there are a lot of wood frame house wrecks left over from the war, when without maintenance, a wood frame house rots and collapses into a woodpile of junk in a decade or so due to plant life, weather, etc.

Let's not get into the fact that a lot of pre-war tech still seems to work, e.g. you have computer terminals still functioning 200 years after the last person did maintenance on them -- though I can understand that design decision -- a glowing terminal tends to attract people's attention in a dark ruined building, and thus will be noticed easier than a grey holodisk -- thus allowing game 'fluff' to be noticed more often by people.

The one place where the artistic vision and the 200 year timescale both matched up were:
Spoiler
In the various Vaults which had been opened or went bad -- like Vault 87, Vault 106, etc.
Final Summary

I really do think that this game is going to age pretty well technically and gameplay wise -- as opposed to Medal of Honor: Pacific Assault (2004) -- I got that one for the low, low price of $2.00 USD at a Friends of the Library Bookstore, and even at that low price, the bullshit is too much for me to put up with playing it.

Fallout 3 on the other hand, other than some annoying tropes that pretty much are endemic to the computer RPG genere -- was good enough to hold my interest through several marathon gaming sessions -- it's been a damn long time since a game grabbed me enough to make me play it this intensively.

This was a big surprise to me -- I had been expecting a lot worse going in.

I guess Bethesda sort of knew that they couldn't half-ass it most of the time, the way they did with Oblivion, because Fallout was an intellectual property that was not only wider known to the general gaming community than 'generic fantasy RPG aka The Elder Scrolls' -- it also cost a bit more -- IIRC Bethesda paid Interplay like $1.3 million for the initial rights to Fallout 3; and then later bought out all of the remaining IP rights -- so they could make a shitload more games in the universe.
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Mr Bean »

If you have the PC version then I can recommend two mods you can get a lot of replay out of. The standard Marts Mutant Mod(http://www.fallout3nexus.com/downloads/file.php?id=3211) which changes spawn behavior, adds back in a few cut animals and gives you lots of control. It reverts the wastes to a random spawning system. Marts went through and designated "ranges" where for example your likely to encounter a deathclaw. Or scavangers, or poorly armed punk raiders. You can then just choosing when your first install the mod how the large the spawn can get. IE do you want to fight the standard 3-6 raiders. Do you want 5-9, or do you want hard mode of an average group of 12-15.

Also up are two environment mods DC Interiors(http://www.fallout3nexus.com/downloads/file.php?id=5573) which has been steadly opening up more and more buildings to be explored inside the wasteland rather than just have them as shuttered doors. They've also added in custom statics at least one for every building like the 50's era porn magazines you can find in one of the shops downtown. Most of the locals produced by modders have that feel. It's either a house that's either abandoned, or is a wild animal nest, or is a supper mutant or raider outpost. Or it's a business of some sort, many of them design around real businesses then trashed up. The McDonalds, that had been turned into a layer deathtrap of mines and boody traps was a great find out in the wilderness for example. After working my way through all the traps I found a body at the bottom of the stairs, the smear of blood obvious that the crazy loner had tripped going down the stairs and broken his neck in the basement. Most of the buildings the DC Interior's guys produced tells little stories like that.

Last for those wanting a change in combat, look no farther than 20th Century weapons (http://www.fallout3nexus.com/downloads/file.php?id=5059) because who does not want to populate the wasteland with less 10mm guns and more p38 Walter's, Browning high powers and Glocks. The Mod's merged with Fallout Classic weapons so there are new laser weapons as well, but it nicely changes up the loot system. Most scavengers are armed with a rifle from the venerable Mauser type rifles to a little more modern m21's. While raiders have a hodgepodge of trash weapons from Colt 1911's. Mac-10's and AR-14's. Raiders tend to favor US weapons while Slavers favor Soviet Block weapons. While Merc's like Talon company use a wide range of assault rifles. Running into the older stuff in game is rare (They have a VERY low chance of spawning) so any Black Talon Mercs will have FN FAL's, G3's and the like. While Supermutants have next to anything from shotguns to Brens and M1919's. The biggest thing however with this mod is that it take scrap metal and makes it a useful resource. It's heavy and you can trade it in for caps. But you can also use it to repair you gun out in the field. Which is a big deal running around with nine or six different weapon types.

Last two
Add more music over 100 songs to 3Dog (http://www.fallout3nexus.com/downloads/file.php?id=1418) all legal public domain, all from the same time period. The more you add the more time it takes 3dog to break in between songs by the time your up to 120 (Downloaded + original) your up to 3dog breaking in only once every six or seven songs.
And weapon mods (http://www.fallout3nexus.com/downloads/file.php?id=3388) exactly what shep was asking for but in more of a "magic box" upgrade system. Each upgrade affects the guns ingame and VATS performance.

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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Alyeska »

Just a note Shep. With Broken Steel, you can enter the radiation yourself and shut it down and still survive.
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Vanas »

Very nice review there, Shep. I'll confess to spending way too long just arsing about in the wasteland and I'm still finding places that I've never seen.
Mr Bean wrote:If you have the PC version then I can recommend two mods you can get a lot of replay out of. The standard Marts Mutant Mod(http://www.fallout3nexus.com/downloads/file.php?id=3211) which changes spawn behavior, adds back in a few cut animals and gives you lots of control. It reverts the wastes to a random spawning system. Marts went through and designated "ranges" where for example your likely to encounter a deathclaw. Or scavangers, or poorly armed punk raiders. You can then just choosing when your first install the mod how the large the spawn can get. IE do you want to fight the standard 3-6 raiders. Do you want 5-9, or do you want hard mode of an average group of 12-15. <snip>
I'm going to be forced to second MMM, it's a wonderful mod that adds serious variety to things. My favourite touch are the differently scaled (and statted depending on size) enemies. So you can meet anything from a 6-foot to a 12-foot supermutant in the same group and they'll all be very slightly different. Also particularly noticeable on Raiders, who have a tendency to suffer desertions hen a power armoured nutcase bursts into Springvale school. Apparently morale is a stat.

However, my other recomendation is the FOOK (http://www.fookunity.com/main/) mod to go with it, which adds piles of new real-world (and some less so) weapons and armour to the game and has a compatibility mode with MMM to make it all run smoothly. (I'm pretty sure it's got a release of 20thC weapons in it as well, the 20mm flak looks familiar).

To makes things look just a little more like it's been 200 years, I suggest Greenerworld (http://www.fallout3nexus.com/downloads/file.php?id=2525) and Fellou (http://www.fallout3nexus.com/downloads/file.php?id=2672), which add plant life and, well, make the world green. Fellout, ironically, then goes and makes the world less green by removing the green tint to everything, cleaning the dust from the sky and generally giving the world a little spruce up. For reference, here's a shot taken near Megaton and then mangled by the .jpeg setting.
Image
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by General Zod »

MKSheppard wrote: 6.) While I do like the element of you having to travel to a location on a map before you can fast travel to it; to encourage you to explore the world map -- this isn't implemented on a low level -- I don't want to have to endlessly travel around Megaton to get to my house or to the Supply Store -- I should be able to bring up the Local Map on my PIPBOY, and click on the location I want to fast travel to.
The local maps are probably my biggest gripe of the game. On the building-level scale they can just be damned confusing more than helpful.
Hopefully for Fallout 4; they'll implement a customizable weapon system -- e.g. you could take this 10mm SMG, and modify it to have a hunting rifle scope you found in some abandoned ruins on the top of it -- duct tape together two magazines for faster magazine changes; and top it off with some tinkering of the internals to get a faster rate of fire. That kind of stuff. Or you could hunt radscorpions to get their poison glands to allow you to make poisoned weapons or ammunition.
They've apparently changed developers for Fallout: New Vegas, so who knows.
Let's not get into the fact that a lot of pre-war tech still seems to work, e.g. you have computer terminals still functioning 200 years after the last person did maintenance on them -- though I can understand that design decision -- a glowing terminal tends to attract people's attention in a dark ruined building, and thus will be noticed easier than a grey holodisk -- thus allowing game 'fluff' to be noticed more often by people.
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Vendetta »

MKSheppard wrote: Spoiler
If you nuke megaton for Tenpenny, you have to travel a pretty damn long distance to reach tenpenny tower to get your quest reward; and when you nuke megaton, you close off a largeish portion of early quests.
It does look very pretty when you do it at night though. Proper false daylight and everything.

And you keep the most important quest available.
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Vendetta »

General Zod wrote: They've apparently changed developers for Fallout: New Vegas, so who knows.
New Vegas is being made by Obsidian, which contains many of the people who made the original Fallout games.
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Stark »

But do they know anything about making games in the 21st century? Maybe NMA won. :)

Hopefully Vegas won't be as laughably easy, railroaded and bland.
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by SirNitram »

Alright. Since I finally have a system which wouldn't vomit trying to run this: How much FPSing will I have to do, as opposed to the interesting implementation of the 'select a limb' pauses? 'Cause I blow at FPS.
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Vendetta »

You can largely play it as dial-a-headshot. Pretty much the only guns that don't seem to work better in VATS are sniper rifles.
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Stark »

Yeah, playing combat in FPS is really 'hard mode'. Using VATS you pause the game and cheese your F1/2 style hit percentages, then run around like a drunk monkey until your AP fills up and do it again. One of the most basic early game guns (the rifle) is mega-cheese through the whole game with VATS. You dont' even really need a good skill, just the perks that cheese VATS (ie more AP, better VATS accuracy for weapontype, better VATS when headshotting, etc).
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Re: Shep's Review of Fallout 3: GOTY Edition

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Stark wrote:Yeah, playing combat in FPS is really 'hard mode'. Using VATS you pause the game and cheese your F1/2 style hit percentages, then run around like a drunk monkey until your AP fills up and do it again. One of the most basic early game guns (the rifle) is mega-cheese through the whole game with VATS. You dont' even really need a good skill, just the perks that cheese VATS (ie more AP, better VATS accuracy for weapontype, better VATS when headshotting, etc).
Grim Reaper's Sprint pretty much breaks combat. Refilling VATS every time you score a kill in VATS basically means "I WIN!".
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Stark »

That's very true, but it's also lategame level 20 stuff. VATS is cheese long before then and even people who never use FPS at all will have no problem playing F3.
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Re: Shep's Review of Fallout 3: GOTY Edition

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Stark wrote:That's very true, but it's also lategame level 20 stuff. VATS is cheese long before then and even people who never use FPS at all will have no problem playing F3.
Unless our computer sucks, which, incidentally, mine does. It becomes unplayable without it, in those cases.
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by AMT »

Ryan Thunder wrote:
Stark wrote:That's very true, but it's also lategame level 20 stuff. VATS is cheese long before then and even people who never use FPS at all will have no problem playing F3.
Unless our computer sucks, which, incidentally, mine does. It becomes unplayable without it, in those cases.
Get it for XBOX or PS3 then, like I did this weekend.
Very enjoyable game. I like the customizations allowed, and hope they expand upon that in future versions.

And maybe I'm doing it wrong, but it seems even when spamming VATS-head shots at level 14 Super Mutants and the like seem to kick my ass a little. Have to switch to something beefier to take em down...
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Stark »

You probably didn't take the perks for additional critical damage, AP, etc. Some of the perks don't show up unless you meet their stat requirements, but since only two stats matter in the game that shouldn't be too hard. :)

Once you get a combat shotgun or AR it's even more absurd. Just remember repair, science and lockpick are the only important skills and you'll be fine (and make infinite money selling repaired items).
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Re: Shep's Review of Fallout 3: GOTY Edition

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Stark wrote:What do you mean? We're talking about how VATS means non-FPS skilled people can play F3 regardless.
Sorry, I drew the impression that you were complaining about it.
AMT wrote:Get it for XBOX or PS3 then, like I did this weekend.
I rented it, actually. It was pretty good, except that it appears that they couldn't even be assed to check that they got the right aspect ratio. :x
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Stark »

Amusingly the first time I saw F3 on 360 was on a really poor plasma, so I got the impression it looked like complete shit on console. :)
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Vympel »

They haven't 'changed developers' for Fallout: New Vegas, Bethesda contracted out to Obsidian. Fallout 4 will still be by Bethesda.
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AMT
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by AMT »

Stark wrote:You probably didn't take the perks for additional critical damage, AP, etc. Some of the perks don't show up unless you meet their stat requirements, but since only two stats matter in the game that shouldn't be too hard. :)
I have commando, the head shot one, and a pretty good small guns skill.
I must just suck on other stuff. :(

Once you get a combat shotgun or AR it's even more absurd. Just remember repair, science and lockpick are the only important skills and you'll be fine (and make infinite money selling repaired items).
Infinite money? Interesting... do tell.
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Serafina
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Serafina »

AMT wrote: Once you get a combat shotgun or AR it's even more absurd. Just remember repair, science and lockpick are the only important skills and you'll be fine (and make infinite money selling repaired items).
Infinite money? Interesting... do tell.[/quote]

Fully repaired items are worth a shitload of money - even simple rifles or raider armor, which you can find everwhere.
As in many games, the economy is not really challenging - with a good repair skill, you can buy every piece of ammo (and lots of other stuff) from every shop and still have spare money, at least mid-to-late game.
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Sea Skimmer
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Sea Skimmer »

Plus once you advance far enough in the game plot, you can pickup so many energy weapons you don’t even need to bother repairing. I just constantly sold all the old ones for whatever they were worth and kept one good one for myself, selling it once it broke or even dumping it just to pickup another gun which was in better condition as I traveled. But then I think long before that even I'd just collected enough stuff that money was just not an issue, and I was buying every single round of ammunition I could whenever I saw it. A hard game Fallout 3 is not, but its fun and that’s good enough.

My main issue was just that the enemies do not level up proportionally high enough to match you at level 15-20. The game becomes a shooting gallery no matter what you do. That isn’t even considering the 300+ missiles and 28 nukes I stockpiled.
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Vendetta
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Vendetta »

The only thing money is good for in Fallout 3 is buying entirely cosmetic home decorations and repairing otherwise nonrepairable items.

I think in my last game through the main content and all five expansions I bought maybe three things.
Sea Skimmer wrote:My main issue was just that the enemies do not level up proportionally high enough to match you at level 15-20.
Broken Steel does add some more bulletsinks, but again they stop being terribly challenging pretty soon.
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Twigler
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Re: Shep's Review of Fallout 3: GOTY Edition

Post by Twigler »

Serafina wrote: Fully repaired items are worth a shitload of money - even simple rifles or raider armor, which you can find everwhere.
As in many games, the economy is not really challenging - with a good repair skill, you can buy every piece of ammo (and lots of other stuff) from every shop and still have spare money, at least mid-to-late game.
I found the main challenge to be finding merchants with enough bottlecaps to offload all my junk. And someone to repair my fancy power armour from "You gotta shoot them in the head". Only after investing heavily in those travelling guys from Canterbury Commons were those problems partially sorted (still no damn 100% repair skill guy).
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