Yes, ultimately, it's a matter of taste, and the discussion is as old as the fallout forum
. . and unfortunately it seems, it is an a discussion that Obsidian did not entirely think about.
In general though before I continue I'd like to point out a few things that I am basing this note on.
1. I am concerned with any aspect, not just the Fallout series, though it is more greatly defined by this genre due to the fact that after all, that is what we are playing.
2. I realise that it appears easier to criticise a person's work than it is to merit them with admiration however this is not the case. I am stating facts that are obvious with a view to highlighting them to both the reader and possibly Obsidian.
Some other things I have noticed.
1. Some of the map design is just lazy. Really. If you can't see this or can't except this then quite frankly you are either reading this with blinkers on or are solely a FPS MW2 person. Read no further – it will only irritate you. Example – FO3 was a true sandbox world. This is not. If I see a slightly undulating upward slope I expect to be able to walk/run up it. I do not expect to come to an abrupt halt ? of the way up due to having run smack into an invisible wall. This is lazy design and extremely disappointing. Due to this (and the apparent lack of sub-levels) the advertising that it is as big a world as FO3 is a misnomer. It isn't. Fact.
2. Companions are too easy to get so early on and make a HUGE difference to your playing experience. Granted the easy option is to say 'don't take one', however more considerate responses would enable (in hardcoe mode) for companions not to immediately and substantially regenerate their hit-points on the resolution to a fight. Stimpacks are extremely hard to come by and this is good, so the question should be asked how do the companions get full health again? Where do they get the health from? This annoyed me in FO3 and unfortunately has been carried on from it.
3. NPC areas of response. If you wander into such an NPC area then you will of course be attacked. Unfortunately if you then wander (or run) out of it, they will lose interest and merely go back again to their designated area. Bad. One of the worst examples I can state is south of Primm, near the Nipton intersection whereby if you stay between the Nightcrawlers and the 'Raiders' you will be detected by Nightcrawlers and whilst they will start to run towards you, once they get to the edge of their zone/area of response will immediately turn round and wander back – ad infinitum. Bad. One of the best things about GO3 was the ability to lead animals into other areas of control. Example - darting a DeathClaw and stealthily leading it to an Enclave camp and sitting back watching them wipe each other out. This just doesn't happen. Unless it is specifically scripted to happen, it doesn't. I saw another really bad example of a Legion raiding party wipe out 2 traders and 4 merc escorts within shouting distance of an NCR camp yet the NCR didn't move a muscle. Really bad.
4. Much of the map is simply there, sitting unoccupied with no real or apparent motive for so being. Granted it is the wasteland but surely there should be more patrols (NCR) or sporadic fights between different animals or inter species battles? Unfortunately I think this is tied to 3 (above)
5. I have yet to come across any location, any, that filled me with the kind of fascination that say Paradise Falls, or Lamplight or Big Town or any one of a number of other examples did, never mind the exploration of the DC ruins. This is really unfortunate. The 'quests' you do seem tied to nothing apart from a town's perception of you. Nothing gives me that certain sense of satisfaction from approaching that location or doing the quest. Example – Cottonwood Cove should be a hustling bustling area that a major staging post for raiding parties should be. Under constant fire as boats of Legion are brought across, where slaves are traded as all the while NCR try to plug the gap in their lines. The film 'Enemy at the Gates' is a perfect example of how this should be, especially at the start where the soldiers are going across the river. Intense and gritty where life is expendable and short. These are slaves after all – whipped on by sadistic legionnaires in order to claim their new bounty. Cottonwood Cove left me seriously underwhelmed. It was as if the emotion, the drama the whole experience had just been cobbled together.
This to me is where this game has fallen down. The emotion, the whole raw drama of involving the character you play into something that is much greater than you and which you get to use, abuse and control is just missing.
This is evident in the aspect of Dungeons too. Where are the experiences that are on a par with the explorations of Old Olney sewers, or crossing from Lamplight into the Mutant vault or descending into the fear of Dunwich or the subways of D.C. or etc etc . .
Surely with all that dry earth it is an absoloute treasure trove to burrowing insects. What happened to ants building a nest that collapses in on a radscorpion pit and the two fighting pitched battles which you wander into. Or indeed pit fighting for money in some of the destitute areas (or Fiend territory) pitting you against other creatures based on your skill level for money as the crowds screams and shout, laying side bets on who will win. Think Roman gladiators – where is that?
Caverns that are booby trapped by prospectors, hidden mines, trip wires linked to ammo boxes, I mean really, didn't Obsidian think about this?
The emotion is missing, the fear, the respect for the wasteland is sadly lacking, apart from 'uber' creatures, ( I mean really, is there a need for so many? Or is this to balance out having 'uber' companions?). I remember at the start of FO3 cursing and swearing at Bloatflies in packs of more than 4 or 5. Now it seems you have simply swapped it for cazadore. Not hard to do and unfortunately not very thoughtful.
This seems like a rant, however it's not. There are aspects that I do love about it however given the fact that Obsidian were given the items and modding tools from Bethesda to simply make what is in essence an add-on in all but name, they could have spent a great deal more time honing and sharpening their design (not the code) to give us their interpretation of what they thought Fallout should be. It should have been great, instead it's simply good.