From what I remember of Fallout's continuity it doesn't run using realistic theories as to what radiation does. Bare in mind most of it is based off science fiction at the time, scientists believing radiation melted your skin etc. From what I remember of Fallout 1 going to the Necropolis I rarely had to actually engage Ghouls unless I stole their things. Or if you told them you were planning to steal the water chip from them. I didn't really get the whole sewer systems filled with just random zombies feeling that Fallout 3 gave me.blindthrall said:As far as the ghouls, well, you name all the ones that are interesting in one sentence. The rest are common NPCs or ferals. In Fallout 2, most of the ghouls are settled in their own communities, something more than a museum gift shop. Ferals are a random encounter, not something you see every five minutes. At least the Bright Followers are a step in the right direction.Blatherscythe said:Ferals were always cannon fodder, you couldn't talk to them, they were essentailly zombies without the black magic (actually radiation practilly works like magic in that game). The ones you could talk to envoked mostly pity, you had to be a heartless bigot or learn from one to hate them. And don't give any bull about Fallout 3's normal ghouls envoking niether pity or disgust. Gob, Carol, Michael Masters and even Bessie Lynn could envoke pity in a player, while Roy Phillips, Ahzurkhal, Crowley, Griffin and few others reinforced the idea that ghouls weren't always these poor oppressed souls and could be bastards too. The only ghoul to do that was in Fallout 1 and that guy was Set.
The one thing I hated about Fallout 3's underworld was how cliche it felt. Just a random place where all the ghouls live and don't interact with the outside world. Didn't Necropolis in Fallout 1 already do this and better? Actually Fallout 3 altogether felt like a rehash of Fallout 1, just with less substance.