*WARNING* This post will contain spoilers about the ending to Fallout 3. Viewer discretion advised.
As many of you know, Fallout 3 is a popular Bethesda release which has received high marks from a variety of video game critics and sources. Known for its immersive post-apocolyptic universe, open exploration world, and innovative combat system, the game vastly improves upon the Oblivion model utilized by Bethesda earlier, and could very well be slated for a nomination or two for "Game of the Year."
However, it is in the opinion of many that while Fallout 3 presents the player with an enjoyable experience throughout the early and mid portions of play, it is the ending in which the game fumbles, closing an otherwise fantastic romp through the Capital Wasteland with a lackluster, lazy, and laughably ludicris series of events culimating with listlessness and letdown.
Bearing this in mind, I, in what will likely amount to be yet another fruitless attempt to service my community, have provided a guide for those who wish to play Fallout 3 and manage to eek out some satisfaction out of the game's ending. By following this guide carefully, I believe you will be able to greet the closing of the Fallout 3 story arc with contentment and perhaps even a hint of relish.
Rule #1: Stay out of towns when at all possible.
One of the chief complains in regards to the Fallout 3 ending was its lack of reference to the consequences of the PCs choices through the Capital Wasteland. What did Megaton amount to when the PC decided to spare it the fate of nuclear death? How far did the vibrant trees of Oasis spread? Did Big Town ever become anything more than a haven of shattered dreams for Lamplight exiles? All these answers and more are lost into obscurity in the ending's appraisal of the products of Project Purity, and nothing else.
Due to Fallout 3's refusal to acknowledge those difficult ethical choices the PC made through the game, the solution then is to avoid any circumstance in which these choices would be presented to you. By staying out of the towns, the PC can avoid any significant interaction. Then, when the ending comes, and no mention is made of the PC's effect on the Wastes, this conclusion would be natural and uncontested.
In fact, you should expand this policy to include any community, tribe, or small gathering of people, for even the smallest collection of wasteland survivors has the potential to present the PC with a ethical decision that could possibly have foreseeable consquences that would require further exposition. Make sure to use your compass's friend/foe indicator as a tool to help you avoid any friendly NPCs that may wish to strike up a thought provoking conversation. Just remember this handy catch phrase, "If they're tagged green, remain unseen. If they're tagged red, go on ahead"
Rule #2 Bypass as much of the story as possible
Many gamers made reference to the nonsensical nature of the story as the PC plumbs the depths of Project Purity. As the plot progresses, the actions and motivations of the starring characters in the drama become murky, and at times, downright insane, leaving the story in a terrible mess when it's time to wrap up and take the final bow.
To insolate yourself from this tragedy, you must employ what I term the "Veil of Ignorance." By learning as little as possible about your father, the Enclave, the Brotherhood of Steel, Project Purity, and any other crucial elements, you and the PC will be able to employ a catch-all rational to justify the increasingly outrageous twists the plot takes; you don't know the bigger picture.
Make sure to skip straight to key plot locations (Going straight to Vault 112 from Vault 101 for example), and ask as few questions as you can get away with when locked in discussion with major NPCs. If the game tries to deliver exposition via cut scene or unskippable dialogue, take drastic actions; plug your ears and whatever happens, just keep your eyes shut!
Rule #3 Limit Your Inventory
Easily one of the most outspoken complaints by Fallout 3 gamers is the fact that they feel that the contents of their inventory could allow them to circumvent a rather unfortunate outcome as a result of one of the final choices to make in the game. You must not allow yourself to fall into this same trap, and must make sure to prevent overstocking (and in some cases, stocking at all) specific items that could jeopardize the integrity of the final scenes.
The following items should be limited to only what is necessary to avoid death.
Rad X, Rad Away, Perks that offer resilience to radiation.
The following items should never find their way into your inventory.
Radiation suits, contracts with any ghoul followers, any object that gives you any desire to live.
It might also help if you forget where the run button is when the time comes to activate Project Purity.
Rule #4 Avoid Speech-Tests in Dialogue
Never challenge anyone on their beliefs throughout your play of Fallout 3. Otherwise, you run the risk of 100+ year old sentient beings suddenly reversing their fundamental philosophies and adopting your principals to the point of condemning a portion of their previous followers to death, all over the course of 4 text boxes. And as you can guess, this can damage the credibility of the game's ending.
Rule #5 Kill all Super Mutants on Sight
Regardless of their articulation ability or their tendency to name themselves after British revolutionaries.
Hope this helps you friend. Happy gaming!
As many of you know, Fallout 3 is a popular Bethesda release which has received high marks from a variety of video game critics and sources. Known for its immersive post-apocolyptic universe, open exploration world, and innovative combat system, the game vastly improves upon the Oblivion model utilized by Bethesda earlier, and could very well be slated for a nomination or two for "Game of the Year."
However, it is in the opinion of many that while Fallout 3 presents the player with an enjoyable experience throughout the early and mid portions of play, it is the ending in which the game fumbles, closing an otherwise fantastic romp through the Capital Wasteland with a lackluster, lazy, and laughably ludicris series of events culimating with listlessness and letdown.
Bearing this in mind, I, in what will likely amount to be yet another fruitless attempt to service my community, have provided a guide for those who wish to play Fallout 3 and manage to eek out some satisfaction out of the game's ending. By following this guide carefully, I believe you will be able to greet the closing of the Fallout 3 story arc with contentment and perhaps even a hint of relish.
Rule #1: Stay out of towns when at all possible.
One of the chief complains in regards to the Fallout 3 ending was its lack of reference to the consequences of the PCs choices through the Capital Wasteland. What did Megaton amount to when the PC decided to spare it the fate of nuclear death? How far did the vibrant trees of Oasis spread? Did Big Town ever become anything more than a haven of shattered dreams for Lamplight exiles? All these answers and more are lost into obscurity in the ending's appraisal of the products of Project Purity, and nothing else.
Due to Fallout 3's refusal to acknowledge those difficult ethical choices the PC made through the game, the solution then is to avoid any circumstance in which these choices would be presented to you. By staying out of the towns, the PC can avoid any significant interaction. Then, when the ending comes, and no mention is made of the PC's effect on the Wastes, this conclusion would be natural and uncontested.
In fact, you should expand this policy to include any community, tribe, or small gathering of people, for even the smallest collection of wasteland survivors has the potential to present the PC with a ethical decision that could possibly have foreseeable consquences that would require further exposition. Make sure to use your compass's friend/foe indicator as a tool to help you avoid any friendly NPCs that may wish to strike up a thought provoking conversation. Just remember this handy catch phrase, "If they're tagged green, remain unseen. If they're tagged red, go on ahead"
Rule #2 Bypass as much of the story as possible
Many gamers made reference to the nonsensical nature of the story as the PC plumbs the depths of Project Purity. As the plot progresses, the actions and motivations of the starring characters in the drama become murky, and at times, downright insane, leaving the story in a terrible mess when it's time to wrap up and take the final bow.
To insolate yourself from this tragedy, you must employ what I term the "Veil of Ignorance." By learning as little as possible about your father, the Enclave, the Brotherhood of Steel, Project Purity, and any other crucial elements, you and the PC will be able to employ a catch-all rational to justify the increasingly outrageous twists the plot takes; you don't know the bigger picture.
Make sure to skip straight to key plot locations (Going straight to Vault 112 from Vault 101 for example), and ask as few questions as you can get away with when locked in discussion with major NPCs. If the game tries to deliver exposition via cut scene or unskippable dialogue, take drastic actions; plug your ears and whatever happens, just keep your eyes shut!
Rule #3 Limit Your Inventory
Easily one of the most outspoken complaints by Fallout 3 gamers is the fact that they feel that the contents of their inventory could allow them to circumvent a rather unfortunate outcome as a result of one of the final choices to make in the game. You must not allow yourself to fall into this same trap, and must make sure to prevent overstocking (and in some cases, stocking at all) specific items that could jeopardize the integrity of the final scenes.
The following items should be limited to only what is necessary to avoid death.
Rad X, Rad Away, Perks that offer resilience to radiation.
The following items should never find their way into your inventory.
Radiation suits, contracts with any ghoul followers, any object that gives you any desire to live.
It might also help if you forget where the run button is when the time comes to activate Project Purity.
Rule #4 Avoid Speech-Tests in Dialogue
Never challenge anyone on their beliefs throughout your play of Fallout 3. Otherwise, you run the risk of 100+ year old sentient beings suddenly reversing their fundamental philosophies and adopting your principals to the point of condemning a portion of their previous followers to death, all over the course of 4 text boxes. And as you can guess, this can damage the credibility of the game's ending.
Rule #5 Kill all Super Mutants on Sight
Regardless of their articulation ability or their tendency to name themselves after British revolutionaries.
Hope this helps you friend. Happy gaming!