"Missed it by that much" TeacakeWeasel reviews Fallout 3

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TeacakeWeasel

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Feb 18, 2010
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In 2004, Bethesda Softworks purchased the development rights for the Fallout video game series (the most famous example of taking the RPG out of the realm of fantasy and into the territory of sci-fi) from Interplay Entertainment, who were beginning to mistreat the series in their most desperate days (see, Fallout: Brotherhood of steel for Xbox and PS2).

With the franchise secured, Bethesda proceeded to construct the next instalment in the series, removing dated gameplay mechanics (such as the turn-based combat) and replacing them with their own (including a massive open world demanding exploration and real time combat).

All these alterations to the games structure made fallout 3 one of the most successful titles of 2008, but this review is not to give it the blowjob it has already received, but rather to examine aspects of the game that could improve the experience when the inevitable Fallout 4 is made.

"Beam me up Scotty".

In Fallout 1 and 2, whenever you needed to travel to another settlement, you would go to a world map that shows you travelling from one town or base to another in a manner pleasingly reminiscent of Indiana Jones, this technique gave the player an illusion of the shear scale of the wasteland and even provides a sense of tension during a particularly lengthy trek as you would have no idea whether your journey would be interrupted by a random encounter, or a gang of murderous raiders who intend to turn your goolies into a rather fetching ornament for their fireplace.

In Fallout 3 however, if you chose to travel to another location, the game would give you a loading screen asking you to wait, while off screen, the character presumably calls on their best friend The Doctor to take him/her to their destination in his TARDIS.
This feature spoils your immersion into the game world and reduces the overall impression of how large your playground actually is by making all of the sights and sounds just one button press away, removing the fear of what might happen to you during this unseen journey.

Here's an idea for a remedy to the situation, bring back the old system of map travel for sake of immersion but introduce an additional system of travel that would introduce the potential for a number of missions that would affect the world itself, for example, if there was a trading caravan that operated off a train track that even had its own steam powered locomotives, or a bus depot with transport that survived the war, then you could purchase a ticket to travel in safety and if you wished to help these organisations expand their range and influence, then you could take on missions that would involve searching for new sources of fuel, removing troublesome individuals and protecting the expansion of tracks and roads.


Joan Rivers circa 2012, as you can see, she really needs that botox

Vroom, Vroom.
There is one inherent problem with setting a game in an open world, walking across a barren desert where you're unlikely to encounter anyone or anything remarkable during your exploits is excruciatingly dull and incredibly long, most other games with a sandbox aspect often provide a solution to this issue by providing some form of motorised transport to assist in exploration (and in this case, even use the boot to store extra supplies).

I have a feeling that some of you are going to call me out on this idea by saying that working cars would be a detriment to the Fallout formulae, I disagree, if forms of transportation, implemented as a reward system for completing quests, could serve as a complement to the experience (and lets not forget that working vehicles have been included in Fallout 2 and Tactics).

For starters, a working car in this universe is most likely a thing of legend, the culmination of a great hunt: following rumours, finding maps and fighting off the competition until you reach the climax, where you find a small bunker, containing a small car made by British Leyland.

Or if you complete all of the missions for say: a group of raiders, then they give you the keys to a bodge job dune buggy (or you take them by force), while if you instead help the cause of an opposing Che Guevara style guerrilla group, in turn they reward you with a motorcycle that comes with machine gun equipped sidecar.

And of course, there is the issue of fuel: it was in short supply before the war so there's obviously going to be even less of it in the future which creates its own personal campaign: you could organise expeditions to find a long forgotten petrol station that might have a small reservoir of petrol in the pumps or you could just bite the bullet and buy it off of a trader with links to a scientifically advanced society who sells it for at exorbitant prices.

"Why does it always rain on me?"
If there is one thing I wanted to see the most in the Capital Wasteland, more then any mythical suit of armour or weapon that could cause an enemy to explode in a rainbow coloured mess leaving only his nadgers behind, more then that, I wanted to see a form of weather other then bright sunshine and slightly overcast.

I would like the opportunity to have the environment itself provide some form of challenge, what if a severe case of radioactive rain was to occur: how would I prepare for my travels: would I have to use my car (made by British Leyland) and use precious fuel in order to avoid exposure, do I take it like a man and go out anyway or do I just simply spend the period of downpour at the local brothel (damn, I just answered my own question).


you'd be hard pressed to find a decent hooker in the post apocalypse

Time means progress.
What's the point of bringing economic prosperity or ruin to a small town if it's not going to visibly advertise it with either an increase of crude housing (and the more important buildings begin to look like they're actually being maintained) or what's already there turns into what can be politely described as a shithouse, instead, all that happens is one particular character will have their set of dialogue options change to a different compilation of responses.

There already is a basic framework for this sort of idea in Fallout 3: present in the opening section where you jump ahead years into the future with characters physically/psychologically aging while you skip the boring parts: how about incorporating this into the actual quest, with a fade out/in telling you how much time has passed after completing a particular mission and dramatic changes to the cultural landscape can be instantly perceived without having them pointed out to you by someone (such as the beginning of broken steel, where in the span of two weeks, the brotherhood has established a water distribution scheme and is chasing down the remnants of the Enclave).

Skip to the end.
All these theoretical additions to the structure would probably create an interesting addition to the game, providing additional quests, contributing depth to the world and make the player feel like they are actually influencing on how the world develops.

However, a lot of these ideas are just that, ideas, I understand that these concepts probably wouldn?t be put into the game for a number of reasons, a lack of time and money, previous plans for development of the world, the trouble of balancing these untested ideas and fan service, but this doesn't mean that an outstanding formulae should be allowed to go stale.

Now please excuse me, as I have to dive into my Anderson shelter in order to survive the inevitable fanboy blitzkrieg.
---------------------------------------------------
Edit.
I meant to include a poll in this review, but I messed it up.
here is the topic and the choices, please make your choice in a comment.

"if you liked this review, what do you think I should do next?"
1# Fallout 3: Part 2 (What i edited out)
2# Avatar: My thoughts and hopes for the sequel.
3# Dead Space: Why I thought is wasn't THAT great.
4# Other (Please specify)
5# Wait a minute, if you call yourself TeacakeWeasel, why are your mascots a rabbit and a crab/car?
 

MiracleOfSound

Fight like a Krogan
Jan 3, 2009
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Nicely done, well written and I agree with a lot of what you wrote.

One main reason I think vehicles would not work in Fallout 3 is a purely technical one... with the amount of loading constantly going on in the graphics engine, travelling any faster than the wanderer avatar does would probably kill the frame-rate, crash the engine and Red Ring an awful lot of 360s...
 

NeedAUserName

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Aug 7, 2008
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A good review, but I do have a few problems with it; I think the idea for the weather is there is no rain, its a wasteland, an arid wasteland, if there was rain there could be farming, and with farming civilization would return; there is no settlement advanced enough to get fuel for cars, or maintain them; and lastly, you said you didn't like the trip skip idea, but also find walking everywhere boring, you can't really complain if you have both two choices and refuse both.

Also, you said trip skipping broke immersion, but to be honest, I think a vehicle would destroy the whole feeling of the game, if you could just ride around, running people over/shooting at them from your car, never having to get your hands dirty, then the game would be a lot easier.
 

TeacakeWeasel

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Feb 18, 2010
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NeedAUserName said:
A good review, but I do have a few problems with it; I think the idea for the weather is there is no rain, its a wasteland, an arid wasteland, if there was rain there could be farming, and with farming civilization would return; there is no settlement advanced enough to get fuel for cars, or maintain them; and lastly, you said you didn't like the trip skip idea, but also find walking everywhere boring, you can't really complain if you have both two choices and refuse both.

Also, you said trip skipping broke immersion, but to be honest, I think a vehicle would destroy the whole feeling of the game, if you could just ride around, running people over/shooting at them from your car, never having to get your hands dirty, then the game would be a lot easier.
Actually, information regarding two thirds of what you mentioned was edited of this review to shorten it.

There is mention of rainfall in the comments made by random NPCs in Fallout 1 and there is the presence of minor agriculture in the hub, which is also one of the major cities of the New California Republic: one of the series examples of civilisation returning to the wastes.

and as for the "no settlement advanced enough" part, i forgot to mention the shi from Fallout 2 who had created a form of fuel from plant extracts and sea life (they also run a trading scheme with outsiders, offering technology akin to the BOS).

Sorry about missing these details.
 

quack35

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Sep 1, 2008
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I don't think a vehicle would work in Fallout 3 at all. The terrain is extremely uneven, there aren't really any flat places to drive around.
 

Luke5515

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Aug 25, 2008
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Although i don't share most of your opinions, a most insightful reveiw that was. I never really thought about the weather untill now.
 

Limzz

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Apr 16, 2010
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I stopped reading at the part where you said you're unlikely to encounter anyone or anything...
 

xXGeckoXx

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Jan 29, 2009
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I think ti is fair criticism. But about the weather. If you want to play stalker play S.T.A.L.K.E.R.
 

WaysideMaze

The Butcher On Your Back
Apr 25, 2010
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quack35 said:
I don't think a vehicle would work in Fallout 3 at all. The terrain is extremely uneven, there aren't really any flat places to drive around.
Sure, you wouldnt be able to drive around a standard 4 door car. But I imagine that if you were living in a wasteland there would be other ways to get around.
Patched up dune buggys, knocked together motorcycles. Hell, you could even include animals. How about training a Yao Guai as a form of transport? Would be pretty cool.
 

WaysideMaze

The Butcher On Your Back
Apr 25, 2010
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TeacakeWeasel said:
"Beam me up Scotty".

In Fallout 1 and 2, whenever you needed to travel to another settlement, you would go to a world map that shows you travelling from one town or base to another in a manner pleasingly reminiscent of Indiana Jones, this technique gave the player an illusion of the shear scale of the wasteland and even provides a sense of tension during a particularly lengthy trek as you would have no idea whether your journey would be interrupted by a random encounter, or a gang of murderous raiders who intend to turn your goolies into a rather fetching ornament for their fireplace.

In Fallout 3 however, if you chose to travel to another location, the game would give you a loading screen asking you to wait, while off screen, the character presumably calls on their best friend The Doctor to take him/her to their destination in his TARDIS.
This feature spoils your immersion into the game world and reduces the overall impression of how large your playground actually is by making all of the sights and sounds just one button press away, removing the fear of what might happen to you during this unseen journey.

Here's an idea for a remedy to the situation, bring back the old system of map travel for sake of immersion but introduce an additional system of travel that would introduce the potential for a number of missions that would affect the world itself, for example, if there was a trading caravan that operated off a train track that even had its own steam powered locomotives, or a bus depot with transport that survived the war, then you could purchase a ticket to travel in safety and if you wished to help these organisations expand their range and influence, then you could take on missions that would involve searching for new sources of fuel, removing troublesome individuals and protecting the expansion of tracks and roads.
Yeah, they basically took the fast travel system they used in Oblivion. And I agree, it's not as immersive.
I'd rather have something similar to Morrowind, where you can pay to be taken via different fast travel routes, and may need to switch between different modes of transport to arrive at your destination.
I remember trying to get from one side of Vvardenfell to the other could require switching between several silt strider ports and a few ships depending on destination. Some places didnt even have a fast travel option to get there and required you to (shock horror) actually walk there.
It was far more immersive, and gave the game a much grander scale.

Similar travel options could be implemented in this.
Travelling with caravans, or paying bodyguards are both obvious choices. But why go for obvious? Perhaps some faction somewhere has found old archive files, that allow them to build an ancient device known as a 'hot air baloon' which for a premium fee they will ferry you around various destinations.
The options are all there, and clicking a location on a map to fast travel there is a little boring.
 

quack35

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Sep 1, 2008
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WaysideMaze said:
quack35 said:
I don't think a vehicle would work in Fallout 3 at all. The terrain is extremely uneven, there aren't really any flat places to drive around.
Sure, you wouldnt be able to drive around a standard 4 door car. But I imagine that if you were living in a wasteland there would be other ways to get around.
Patched up dune buggys, knocked together motorcycles. Hell, you could even include animals. How about training a Yao Guai as a form of transport? Would be pretty cool.
It doesn't make a difference what kind of car it is, it wouldn't work. The game just isn't built for it.
 

WaysideMaze

The Butcher On Your Back
Apr 25, 2010
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quack35 said:
Then use animals. Surely some horses survived the fallout, no matter how mutated?

Ultimately, the point is that simply clicking on a minimap to travel somewhere isn't immersive enough. Sure you have to run there once to activate it, but after that you can just click around the map, teleporting around the wasteland like some sort of magician. It just meant that the Capital Wasteland didn't really feel that big.

As I said in my second post, there are other ways to implement fast travel into these types of sandbox games, which allow you to travel around the map at speed whilst retaining a high level of immersion and keeping the game from feeling small.

Vehicles are one suggestion. There are other options.
 

spinFX

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Aug 18, 2008
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I stopped reading after the bit about fast travel. I'll never understand people who complain about it. Don't use it if you don't like it. You'll rob yourself of random events and new places to see.
 

quack35

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Sep 1, 2008
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WaysideMaze said:
quack35 said:
Then use animals. Surely some horses survived the fallout, no matter how mutated?

Ultimately, the point is that simply clicking on a minimap to travel somewhere isn't immersive enough. Sure you have to run there once to activate it, but after that you can just click around the map, teleporting around the wasteland like some sort of magician. It just meant that the Capital Wasteland didn't really feel that big.

As I said in my second post, there are other ways to implement fast travel into these types of sandbox games, which allow you to travel around the map at speed whilst retaining a high level of immersion and keeping the game from feeling small.

Vehicles are one suggestion. There are other options.
So.. you mean just like, selecting a vehicle to open the fast travel menu? Because that sounds reasonable.
 

WaysideMaze

The Butcher On Your Back
Apr 25, 2010
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quack35 said:
yeah that could work.

for me it's about balancing immersion with speed of travel. I found morrowind did this very well. I just dont like the teleportation method used in fallout 3 and oblivion.
 

The-BlubbereR

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Dec 17, 2008
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hey man, enjoyed the review, well written and thought out, you know my thoughts on the whole car issue so i won't bore you with it :p
totally agree with the whole consequences of your actions thing, like with the whole oasis mission where you can spread the trees influence(i.e growth) but then nothing happens, i want to be able to see that green spread across the wasteland dammit!
 

Humble85

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Jun 6, 2010
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I absolutely agree to the points you made. I especially like the idea of changing weather...i just realised now that i totally missed this in the game! also, the ideas concering traveling are quite good. For a sequel, i would also like the game come back to the formula of an open main quest. I really liked how they kicked you out in the wastelands in the first to games: "go find that module, go find the geek. Heres the location of a nearby town, maybe you wanna start there. rest is up to you, good luck!". I missed that in fallout 3. Ok, you had to find your father, but the game really spelled it out for you to find him. If you knew where to find him, you maybe could go there just right after you left the vault, but thats not the point. In fallout 1, after desperately trying to find necropolis, i just happend to stumble over a merchant who told "oh, yeah, its over there"...that was just awesome, and i missed that very very much.
 

TeacakeWeasel

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Feb 18, 2010
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xvbones said:
TeacakeWeasel said:
i hate to bring this up, but you kinda misspelled 'weasel' there...
Ah feck! I knew there was something wrong with that image whenever I looked at it, but I couldn't quite put my finger on it.

although it's too late to change it now, thanks for pointing it out.