25 Glaring Problems With Fallout 3 We All Choose To Ignore

25 Glaring Problems With Fallout 3 We All Choose To Ignore

25 Glaring Problems With Fallout 3 We All Choose To Ignore

TheGamer

Something New

25 Glaring Problems With Fallout 3 We All Choose To Ignore

Fallout 3 was loved by many, but there are a few problems with it that we just can't ignore any longer. For over a decade PC gamers were the only gamers who had the opportunity to experience Fallout, a post-apocalyptic RPG series. Interplay attempted to publish side games related to the series on console, but they were not the original series that players loved. After obtaining the Fallout IP, Bethesda wanted everyone to experience post-war America. They released ten years ago on multiple platforms so that PC and console gamers could experience the game. Longtime fans of the series were skeptical of a new game from a different developer. They weren't sure if Bethesda would understand the lore established in the first two games. Players were also surprised to see a new region of America, especially after remaining on the West Coast for a majority of the series. While many applauded the new gameplay, they felt the role-playing elements fell short. Gamers new to the series didn't notice the new gameplay as much as those who played it in isometric form. Compared to other games released in 2008, some of the animations and face models were not impressive. Bethesda's attempt to share Fallout with gamers across the globe worked. The series continues to grow in popularity, with fans trying to look past any glaring problems. New and old fans of the series shared several of the same complaints. We've compiled a list of issues within that gamers have largely ignored. These issues weren't big enough to stop most from enjoying the game, but we took notice. Before you continue, be advised that there are massive spoilers within our list. THEGAMER VIDEO OF THE DAY

A Problem We Can t See

via: lparchive.org For the first time in the Fallout series, gamers had a first or third-person view. While in isometric view, players could see the boundaries of buildings and the edge of maps. Fallout 3 claims it's a bigger, open world environment. Many of the regions with the Capital Wasteland contain invisible walls. These walls make your journey more complicated, as your local map may not display every possible area of exploration. If you need to escape, it may not be possible because of a hidden wall.

There s No Map For This Maze

via: fallout.wikia.com Once the Lone Wanderer leaves Vault 101, they will notice the wide open spaces with sparse buildings. As they venture further within the city limits, the buildings become more hazardous. Their journey will take them underground into the metro, where monsters are lurking. Gamers may believe that their handy Pip-Boy local map will help them navigate through the tunnels. Your local map won't help. The metro tunnels will take time to navigate through, along with patience. The tunnels all have hidden walls, rock slides, and other barriers to make your trek more hazardous.

If Only Every Home Had A Robot

via: nonfictiongaming.com Radiation-free water is limited in the Capital Wasteland. The lack of water is part of the main plotline. Clean bottled water is produced from Mister Handy robots. Their condensers can craft purified water. We don't know where Mister Handy robots get the bottles to hold water. All we know is the resident outside of Rivet City can't get enough of the crystal clean water and will keep asking for more. At least giving him water will provide you with good karma in return.

Too Easy To Max Out

via: nexusmods.com As with most video games, the more quests you complete and monsters destroyed will net you experience points. Fallout 1 contained a small level cap of 21. The sequel and side games released later increased it to level 99. Bethesda took a step back with Fallout 3 by reducing the level cap to 20. This is the lowest level cap in the entire series. Many players raced through the main quest, never reaching the highest cap. Bethesda eventually raised the cap to 30 in the Broken Steel DLC, but this is still low compared to previous games.

How Long Does House Building Take

via: digitalraconteurs.wordpress.com In Fallout 2, the Chosen One and the citizens of Arroyo rebuild their settlement with the Garden of Eden Creation Kit (G.E.C.K.). They manage to evolve their tent city into a prosperous town within a short time. Fallout 3's settlers have failed in rebuilding their crumbled towns in the two centuries after the war. They still live in shacks or old pre-war houses that have holes in the roofs. Many gamers believe that the Capital Wasteland should stay a terrible place. There's no reason why the survivors and generations after couldn't rebuild new homes.

A Barren Wasteland

via: fallout.wikia.com The Capital Wasteland has suffered greatly after the Great War. Most animals have mutated into terrible monsters. People have somehow survived for two centuries. It isn't clear how they fulfill their basic needs when there's little farmland. Most settlers, such as the residents of Rivet City, don't have any reliable, sustainable source of food. There's no explanation of how the Vault Dwellers survive without greenhouses. Gamers have accepted that these characters have managed to survive the odds and disregarded the details.

Double-Check That Expiration Date

via: nexusmods.com Discovering pre-war food is one of the best parts of looting old buildings. There's still plenty of unopened YumYum Deviled Eggs and Sugar Bombs within empty Super-Duper Marts. Consuming the food will recover health points but also cause some radiation poisoning. These foods have managed to survive for two centuries without spoiling. Realistically, these pre-war foods are no longer safe to eat. When shown in the Pip-Boy inventory, the meals appear to be fine, except for a small amount of external packaging damage.

An Empire Of Dirt

via: fallout.wikia.com Fallout 3 begins with the Lone Wanderer growing up underground. Once they open the Vault door, they are exposed to sunlight for the first time. The world around them isn't like the picture books they read as a child. The trees are lifeless sticks while the ground remains barren. There is no grass or any other type of greenery within the Capital Wasteland. In 200 years, nothing has grown back. It appears to be almost impossible that no rain has touched the ground in two centuries. Since it's called a "wasteland," gamers have accepted the lack of plant life.

Why Is Everyone Mad At Me

via: fallout.wikia.com During the prologue, James, who is the Lone Wanderer's father, abruptly leaves Vault 101. It's unclear why everyone is so angry over his sudden departure. What makes the situation even more unusual, they're even madder at the Lone Wanderer. The main character has lived their entire life inside the vault, so there is no reason that others would distrust them. After returning, Amara banishes you from ever returning to Vault 101 as well. After everything the Lone Wanderer has done, there is little reason why they should never return to their childhood home.

Hope They Have Enough Bottles

via: fallout.wikia.com Scientists James, Caroline, and Madison wanted to bring clean water to the residents of the Capital Wasteland. They decided to build this purifier inside of the Jefferson Memorial to clean a tidal basin off the Potomac River. There's only one problem with Project Purity: very few of the residents have access to this part of the Wasteland. The only people who could drink this water were people who lived close enough, such as the people of Rivet City. The Brotherhood of Steel may have planned to package all the water and deliver it to the good people of the Wasteland.

Pre-War And Post-War Fashion Never Changes

via: fallout.wikia.com Fallout was inspired by mid-20th-century culture. In magazines found within the world, the cover models are wearing fashionable dresses and outfits. The fashion choices never changed. In the world, settlers either wear the same clothing as before the war or they wear modified armor. Vault suits have also remained the same. It's surprising that fashion and culture have not evolved after the war ended. Settlers still war the same fashion choices, even though they have the resources to craft new styles.

A Need For Smaller Purifiers

via: fallout.wikia.com Project Purity was meant to bring clean water to the entire region. Many settlements already have working purifiers. In Megaton, there is a working water purifier, but only one person knows how to use it. The Lone Wanderer can participate in a radiant quest to supply Walter with scrap metal to fix the machine. It's unclear why more settlements didn't use this small, compact purifier. If the machine was too complicated to run, Walter could teach them. He may have felt relieved to have someone else work on the machine.

Everyone Would Win In The End

via: youtube.com (TLeteger) During the main quest, you'll learn that Project Purity has gained the attention of two factions: the Brotherhood of Steel and the Enclave. After the events of Fallout 2, the Enclave is considered the antagonist faction of the series. When Colonel Autumn confronts James at the Jefferson Memorial, they argue about the future of the project. James is willing to destroy the project so that the Enclave doesn't take control. James knows the project is almost complete and all of the good it can do for the Capital Wasteland.

Feral Ghouls Weren t Always Like This

via: fallout.wikia.com Ghouls have always been part of the Fallout series. They are humans who have been exposed to large amounts of radiation. Fallout 1's Necropolis was a haven for ghouls. Feral Ghouls were considered a rare phenomenon and most were docile. There's no explanation of why Fallout 3's Ghouls would turn feral at a higher rate. Enter any metro tunnel, and you can expect for a swarm of Feral Ghouls to be waiting for you inside. Feral Ghouls may have been exposed to higher levels of radiation, or the Capital Wasteland increased the rate of feral-ism.

Where Do They Respawn From

via: fallout.wikia.com The Capital Wasteland is filled with Super Mutants, Radscoprions, and Feral Ghouls. These are mutants that were either affected by the radiation or by human experimentation went horribly wrong. The Lone Wanderer also has to face off against Raiders. There are an unusually high amount of raiders that exist in the Wasteland. They will always respawn, no matter how many you defeat in battle. There's no explanation of why so many decide to become evil bandits and where they re-spawn. They may have been settlers who thought it was easier to steal than to put in a hard day's work.

Children Are Stronger Than We Think

via: fallout.wikia.com Little Lamplight is an essential settlement. The Lone Wanderer must ask for their help to access Vault 87. This Vault was where Super Mutants were manufactured. It's unclear how these children survived in a cave next door to a Super Mutant haven. The door leading to the vault could easily be broken at any time. The Super Mutants either had no interest in bothering the children or had no idea Little Lamplight was next door. The children may also be stronger than they appear and have managed to defeat threats for the past two centuries.

A Faction Completely Changes Their Goals

via: taringa.net After playing Fallout 3, gamers new to the series believed the Brotherhood of Steel was a benevolent force. Faithful fans were confused. The Brotherhood they knew were only interested in hoarding technology. They thought that settlers lacked the skills to utilize the pre-war equipment. Their role changes significantly in the third game. We're led to believe that the Brotherhood suddenly thinks they should help others. The Brotherhood Outcasts realize that their new goal doesn't line up with what they learned on the East Coast.

A Fight Over A Button

via: onlysp.com Project Purity was ultimately a battle between the Brotherhood of Steel and the Enclave. Both sides wanted to obtain power over the water purifier. Their fight boils down to who gets to press the button first. If the Brotherhood commanded the project, they would pass out free water to the settlers. The Enclave wanted to sell the water, but money has little value in post-war America. Either way, everyone wins because free, toxin-free water is now flowing down the Potomac River.

G E C K s Are More Powerful Than We Expected

via: fallout.wikia.com The G.E.C.K. was a terraforming device meant to give life to a barren wasteland. It was a small suitcase filled with seeds, fertilizer, replicator, and a cold fusion power generator. Every vault had a G.E.C.K. to help them survive the great war. This item was used to bring Arroyo back to life. In Fallout 3, the G.E.C.K. was so powerful that it could purify the water of the Potomac River. Instead of a basic terraforming aid, it was the remedy to all of the Capital Wasteland's water problems.

No Thunderstorms In The Wasteland

via: fallout.wikia.com After a few hours of playing Fallout 3, you'll realize the area has a water shortage problem. Not every settlement has a water purifier or a Mister Handy that can bottle water. There is almost no rain in the region, which explains why there is a lack of greenery. However, there are still large bodies of water and flowing rivers. Without rain, there's no explanation why there would be such a large amount of water. At least we know that after the success of Project Purity the rain chances are highly increased.

Share:
0 comments

Comments (0)

Leave a Comment

Minimum 10 characters required

* All fields are required. Comments are moderated before appearing.

No comments yet. Be the first to comment!