Once upon a time IN
THE FUTURE!!!!, there was a scientist named James and his wife Catherine
who came up with an idea to bring clean drinking water to the entire
Washington, D.C. Wasteland area…oh, yeah…there’s gonna be a war in 2077 between
the United States and China over Alaska that’s going to result in the entire
world getting bombarded by nuclear arms fire.
…okay, maybe this wasn’t
the best place to start this out the review…
I’ve covered the Fallout series in gloriously resplendent
detail before, that is to say the DLCs for New
Vegas have been covered. As for the
rest of the series Fallout is good
for the story, Fallout 2 is only
passable because I get to blow up an oil rig at the end, and New Vegas really needs some post-Hoover
Dam playability and an apology letter for ending Lonesome Road as it was after all the teasing. But then, there’s Fallout 3. It gets a lot of flak from Interplay fanboys, and
with good reason. After all, why on
earth would we want our games to be playable?
My jabs aside, I found Fallout
3 to be a very different animal than its two predecessors, at least in the
vein of its mechanics. It runs very
similar to another game that I’ve touched upon…oddly very similar…and also owned by Bethesda…
Nope, can’t see a connection here.
Fallout 3 does not
exactly have the open backstory that New
Vegas has, starting you out with the wonderful family unit of a father
voiced by Liam Neeson (who abandons you in a hole in the ground, and thus
drives the plot), mother (who dies in childbirth), and a dog…okay, not that
third one (though you can get one later). You get a wonderful scene of your
birth from your own perspective as a newborn infant in a dark and gritty room,
before flashing forward a year later to a brightly lit, almost clinical-looking
place where your father’s encouraging you into a playpen.
If you’re not sniffing Sharpies…or are me when I first played…you
might notice something up right from the bat here.
Nevertheless, the first nineteen years of your life pass in
bizarre white flashes whilst in the clandestine Vault 101, stopping at points
to allow the player to become accustomed to the interface. Moving around, conversations, combat,
leveling system introduction, all lovely and done in a way with mostly no break in the immersion until
you’re about to leave. And leave you do,
when your father decides to make a Houdini from Vault 101 and makes all Hell
break loose, forcing you to fight your way out and into a world of brown and
green…sadly, none of this is the vegetation. Well, not living vegetation, anyway.
Where is Daryl when you need him?! |
From there, you wander the ruined landscape of Washington,
D.C. and the surrounding area. And those
with a clever eye might get a notice right away that the map seems to be spread
out an awful lot like Cyrodiil…though that’s probably just coincidence, am I
right? For all the gripes I’ve heard
about it, I really don’t see why this
was a lot of people’s concern. I
apparently just don’t have clever eyes and really didn’t pay it much mind until
I had it pointed out to me. Even then,
it never really bothered me all that much.
Combat is a bit different from Oblivion as well, if only in the variety of objects. Unlike the lands of Tamriel - which have
shooting weapons that are limited to just bows, spells, and staves – the
Capital Wasteland has a tasty arsenal of weapon, some you can even make
yourself. My personal favorite is the
gun that shoots railway spikes.
Yes, you read that properly.
A gun. That. Shoots. Railway Spikes.
You also have the various varieties of melee weapons, blunt
and sharp, governed under your Melee Weapons skill (convenient, that). Unlike the successor to this game, New Vegas, your skills with guns are
split up between Your Big Guns and Small Guns skills. Something I’m rather glad they changed in the
development of New Vegas. There’s also the V.A.T.S. aiming system which
pauses the game with the push of a button, allows you to auto-target an enemy
and fire at a specific area. And yes, I
would be remiss if I didn’t mention how fun it is to watch a railway spike fly
through the head of a Super Mutant, sending it splattering lovingly across the
camera as its eyeballs fly at me like I’m watching some terrible 3-D movie.
Boomstick? I am the boomstick! |
Points I take away from V.A.T.S., though is that the
animation sometimes drags on far too long and you can very easily break combat with it using a single perk. Oh, right,
perks! Yes, Fallout did it before Skyrim and it’s done here actually
better than in that game. You get a perk
every time you level up, and if you meet the skill or previous perk
requirements, you can pick a new perk for all sorts of bonuses. These range from these range from anything to
making mutated animals docile around you, to bumping up a skill a few points,
to “Grim Reaper’s Sprint”, which will completely refill your Action Points if
you spend them all pulling off an attack in V.A.T.S. Played correctly, this can
seriously break the game and nearly render the player nigh undefeatable. Something I’m actually rather pleased that they changed with New Vegas. You can also get perks for
completing certain quests, such as learning to use Power Armor by undergoing
training with the Brotherhood of Steel or saving the mutant Harold from life as
a tree (it makes sense in context) and getting one of a few different perks
depending on how you play out the quest.
Slipping back into skills, there are several that have
nothing to do with combat. Some skills
(and aforementioned perks) can sometimes unlock certain lines of dialogue that
will allow the player to completely skip some combat situations, or get special
items or assistance from NPCs. Unlike in
New Vegas, such options take your
skills into account and gives the player at least a chance of success rather than outright denying it to the player
unless their skill is at a certain level, which I really do prefer. In the way New Vegas pulls it off, it either robs the player of opportunities
or forces them to either grind or find an alternate route to get what they
want.
Some would call that openness, I call it busywork. And needless busywork at that.
A Wanderer's Best Friend |
The inventory system, health system, and journal all run off
of the Pip-Boy, the player’s wrist mounted computer. It’s easy enough to navigate through and
flows enough, the inventory organized into a few convenient item groups, though
most players will happily slave items to hotkeys and be done with it, I can’t
say that I blame them.
But anyway…now’s about the time where I get into the main
plot and it’s…well, it’s better than Oblivion
was, if only by a stretch. We get a
reintroduction of two of Fallout’s
mainstays, namely the Brotherhood of Steel and the Enclave. The plot revolves around both groups, though
admittedly both only really get
involved in the plot during the second half. As stated in the introductory paragraph,
your mother and father concocted a brilliant plan to purify the D.C. Tidal
Basin in order to provide drinking water that is both clean and not irradiated
for the entire wasteland. But then you
were born, your mother died in childbirth and your father decided to take you
away and go crawl into a hole for nineteen years…for some reason.
Really, his logic is that the Vault would keep you safe, but
then why wouldn’t he just stick around with the Brotherhood of Steel? The
Citadel, their base, is arguably the most secure location in the Capital Wasteland. Why waste the time trekking across several
miles of wasteland to get to a Vault? But I digress.
Basically, the plot revolves around the Project Purity purifier,
built in the old Jefferson Memorial. The
Enclave concocts a plan to introduce a virus that will kill all the “unclean”
life in the Wasteland…(yep, just got Godwin’d) and the player cannot side with
them…directly, at least. When the final
battle breaks out, the player actually has the option of either distributing
the virus through the system or simply activating the purifier…either option
kills you.
Yeah, no, really. In
vanilla Fallout 3, this brought the
game to a screeching halt. You’re given
no prior warning before entering the endgame, something that I really think
contributed to New Vegas with its
nice – albeit immersion breaking – pop up menu warning you of the final quest
playing out. However, Fallout 3 has something that New Vegas does not, and that is post
Main Questline content! In the form of DLC!
Of course, not all of Fallout
3’s DLC is post game, just the first one I’m going to cover here. Broken
Steel, no doubt made because of the massive backlash against the ending of
the game. In which…well, you can break steel…it’s not really broken, per
se…yeah, so kind of a stupid title there, Bethesda…
But as it stands on its own, vanilla Fallout 3 stands as a very excellent game. It has it’s gripes, but overall it’s
playable, has a decent storyline for the
Main Quest, and at least has an ending that doesn’t
have me feeling like I worked so hard and got so far, but in the end it doesn’t
even matter.
…come back next week while I try to clean the references out
of my ears.
Fallout 3 is available
from Bethesda Game Studios and Bethesda Softworks for Xbox 360, PS3, and PC.
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