While I enjoyed it, and have played Fallout 1 and 2, overall, I found the game to be poor. I might have rated it a bit better if I hadn't played it through more then a few times. But repeated playthroughs really exposed the cracks in the writing, game design...heck, in pretty much very aspect of the game.
Let me break it down, because there's a lot of faults in my eyes with Fallout 3.
WRITINGOk, I'll say this first off: I didn't think it was bad, initally. But like I mentioned above, repeated play throughs really exposed what I felt was poor writing. If you play it in the terms Bethesda wanted you to, it's passable. But when you go off the trail it becomes very very poor. The ending was a major issue with it, but I'll go into detail on that later.
I hated the writing for James. He was intended to be this heroic character, but he just came across as a weak, selfish man who couldn't bear to see the Enclave finish his work for some reason (we do not know the exact intentions of the Enclave, Eden nonwithstanding, for the purifier). He killed himself in a manner that his death proved nothing, because the Enclave would have known where to find the GECK, would know how to set it up (all of James and his teams data is in Project Purity), and would only be a matter of time. He should have just surrendered.
There's also issues with various factions. The Brotherhood was written to be knights in shining armor, when they were never as such. They became extremely shallow because of this, since Bethesda was going for a distinct "black and white" story, which doesn't fit into Fallout at all.
The Outcasts? We know next to nothing about them. And there's nothing to them beyond the DLC and giving them old tech. Interesting concept, but no delivery. I'm going to leave it at this point, as I could go on and on about the faults in the writing. I'll touch on two other aspects of this near the end of this post, the NPC interactions, and the ENDING.
SPECIALI was very VERY disappointed at the changes. SPECIAL used to be a comprehensive ruleset, and was balanced as such. Bethesda felt the need to change it. The problem is, I do not believe they have any REAL experience with writing a roleplay system. Their own system had it's share of flaws, and Fallout 3 is the cream of the crop of flawed rulesets. By attempting to make the game more accessable, they ended up making SPECIAL useless. I find myself no more challenged if I pump all my stats into Charisma and, say, Luck, while leaving everything else as low as possible, then if I had put more points into Strength, Edurance, Agility, Intellgence, and Perception. Before, if you weren't prepared to paly with a low stat in a certain attribute, you were in big trouble, and probably wouldn't make it far.
Now? I find it makes very little difference. Which is very disappointing. The primarly flaw is in the secondary statistics generation, where they gave you excessive hitpoints, APs, carry weight, and so on. It also doesn't help that I am not hindered in any way by carrying untold amounts of ammo. That makes the game far too easy.
Also, we get three times as many perks. And there was no reason to do away with traits. Again, all in the name of dumbing down and instant gratification. Plus, the XP table is shortened, so you level far too fast.
ANIMATIONIt's the year 2009. Other developers have decent facial animations, why not Bethesda? Or even hand gestures. How about if someone was sweeping, and you talk to them, they lean on the broom? People are rarely still when talking. We have a nasty habit of having to do something with our hands constantly. This is an area that, at this point, major blockbuster games should have this sort of detail. Wasn't the whole point of being in the first person perspective was to increase immersion? Well poor animations definately hurt it, especially when other companies have no issues with them.
NPC INTERACTIONSThis falls more under writing, but there's a lot here that it needed it's own mention. To be frank, these stink in the game. Companions tell you jack all about them, NPCs are hardly engaging, and they barely react to you. Let's bring back some Karma flags! If I'm constantly stealing, and get caught too many times, I get the karma perk "Known Theft", and everyone would react according. My clothing should affect reactions. Someone looking for me would notice a Power Armored Wastelander, but maybe not someone dressed as a trader. Or thugs might pick on someone who doesn't appear to be armed or danagerous, but shy away when they are clearly packing firepower. Things like that would have made the game waaaay more interesting. But it was left out for a simplistic Karma system that really had little effect beyond key NPCs.
Ultimately, I never could care for any NPC in Fallout 3. There's no emotional attachment. James' poor writing made it nigh impossible for me to feel for him. I thought he was a complete jerk. And making me choose between myself and Lyons? I don't know Lyons. She only knows me of my actions, and when we briefly fought side by side (which, if you found Dad earily, or went to Rivet City first, you might not even have that encounter). Her? All I know of her is of what I saw when we worked together to get to GNR, and that doesn't always happen.
So why the hell would I care if I let her die? My character is the damn kid, who has barely experience the world. Speaking of which, this brings us ultimately to...
THE ENDINGThis is the crux of my issue with Fallout 3's story. First: It was rushed. From the point the Enclave showed up, to the end, the story constantly was rushed forward. Because of this, we did not get any development of the NPC that we ultimately get to choose the fate of. Which means we don't care much about her. Like I mentioned in the last section, we only met once before, and that doesn't always happen. So I'm emotionally detacted from her, and my character is 19 years old. I would be having a nervous breakdown and spazing out! Not calmy say "I'll do it..." or "screw you, you do it!" *not actual quotes obviously
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And it gets messed up even worse because of NUMBEROUS NPCs who could have taken your place and suffered no ill effects. Charon, Fawkes, the robot (who I never bothered to get, but have heard what he says when you ask him to do it). Please, this is suppose to be a wasteland, where people are barely surviving, and giving in to their worse natures. THERE IS NOT BLOODY DESTINY IN THE WASTELAND. And Charon? Contract says get your [censored] in the damn machine. Don't give me bull about saving my butt enough times as it is.
And to top it off, we're going to have the ending changed. YAY! But what if, with the way we roleplayed our character, that death WAS their choice, say if said NPCs were not there? I really really hope that the change is merely making it so other NPCs can take your place. The ending as it was wasn't necessarily
bad, it was the fact that we were railroaded into one of 2 choices, when there should have been multiple choices.
Also, the slide show: It was horrible. Especially when we're told there was to be over 200 endings, only to find out that they're slight variations, some of which was not based on our actions, but rather the race of our character. Bogus. Bethesda, please, rewatch the endings of the first two games. They cover what the long term effects your character had on various locations and peoples in the wasteland. That's one of the things people SHOULD expect from an RPG: consquences of their actions. Saidly, this is a lost aspect of RPGs, which have steadly gone towards being action RPGS. I'm just hoping Bioware delivers on Mass Effect 2, with your choices from the first game having major impacts on the setting in the second game.
So, overall, like I said, I would rate this a poor game. Which is sad, because it had a lot of potential. It really highlights Bethesda's weakenesses, in my eyes. From writing, rules design, animation....I think for Fallout 4, I'll rent it first, then see if I want to actually buy it. (for PC of course. I'd never buy it for Xbox or Playstation)