The little things that interest you

Post » Sun Nov 14, 2010 8:21 am

You nailed it!

Although with Three Dog, I’d argue his major trait is vanity.

Eden – Truth or lies depends on your perception of reality. “Lie” supposes knowingly uttering a falsehood, Eden certainly fits that bill with some of his statements. Other statements, ehhh I’m not so sure. People (or self aware artificial intelligence in this case) have been known to fall under the spell of their own preconceptions. His short-circuiting when confronted with irrefutable logic shows his willingness to at least consider the very foundation of his world-view.

I think I’ve been playing this game a wee bit too much.


Well, I'd say you're right on Three Dog representing vanity, and then G N R representing truth... depending on interpretation ^^
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marina
 
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Post » Sun Nov 14, 2010 8:21 pm

Then there was the downed Chinese plane with a Chinese Ghoul weilding a Chinese Assault rifle. Now that was my first surprise, besides the radio signal.


Where was this?
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Racheal Robertson
 
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Post » Sun Nov 14, 2010 11:34 pm

Came across a rusty fridge upside down next to a road, just outside a ruined town in the wasteland today, sticking out from underneath I could see leg bones and 1 arm bone, the rest I assume was under the fridge. That got me wondering :blink:
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Lou
 
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Post » Sun Nov 14, 2010 5:20 pm

Character-wise I dig Desmond and Dukov because they are simply the most honest(about who they are) characters in the game.

Besides that I love all the vaults and their various psycho-social lab purposes.
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GabiiE Liiziiouz
 
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Post » Sun Nov 14, 2010 9:29 am

Maybe, but 106 and 108 were too similar. Both were pretty much the same vault, aside from the fact that one of the groups was all the same and kepy shouting "Gary!"

I think 108 would have been far more interesting if you could have actually talked to the clones instead of just having to fight them.
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Doniesha World
 
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Post » Sun Nov 14, 2010 4:12 pm

The history of the game, notes, holotapes, terminal messages.
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cheryl wright
 
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Post » Sun Nov 14, 2010 11:56 am

I like finding chessboards with mini gnomes and bottles on it. xD

I also like how you can manipulate everything in the game world. :)
There's nothing like killing someone and cutting off their limbs, organizing them on a counter, putting the head into a wooden crate, and laying the abdomen on a table in a sixually explicit manner. ^_^

Or just throwing the pieces into a bathtub.

Try this. It doesn't always work. Arrange three human kills like a Y with their heads on each others shoulders. For some reason, they don't respawn. They will stay like that for the rest of the game. Works best if they're on pavement.
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Shianne Donato
 
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Post » Sun Nov 14, 2010 12:51 pm

Well said. I think that there's a reason why getting Agatha her fiddle and helping Hannibal secure the Memorial are the game's two great Positive Karma moments, the things that will show up in the epilogue. Agatha's violin represents beauty and art. The Memorial represents freedom and hope. And Project Purity preserves life itself.


Something else...

I think it would be cool if you could buy a spade at a junk store, and if you find a corpse on soft ground, bury it. Treating the dead with a modicum of dignity would then give you a small karma boost.

Point lookout has shovels, it shouldn's bee too hard to mod.
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Jinx Sykes
 
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Post » Sun Nov 14, 2010 10:05 am

Yeah, can you actually bury stuff with them?

It wouldn't be a big karma boost, maybe just the reverse of what you get for hacking a comp or picking a pocket. While we're on the subject, I think you should lose more when you munch on a corpse.
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lucile
 
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Post » Sun Nov 14, 2010 7:47 pm

I re-found another room that sparks interest for me, it in the old olney powerworks. A dead end semi-hidden bathroom with a teddy bear and garden gnome "playing" checkers http://fallout.wikia.com/wiki/Olney_Powerworks

I believe there are also the remains of the peep that set the show up, I guess he had no choice but to stay in that room during and after the great war, until........................... :dead:
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Kortknee Bell
 
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Post » Sun Nov 14, 2010 4:26 pm

I am new to the forums been here a few times over the last 2 weeks as such i am still new to the game, really at this point i am level 17 now, in the main quest i have just released dad from the tranquility chamber. I played Oblivion for about 2 weeks and i was just not able to get into it quite like FO3, which i think is more related to the sense of progress, which means mostly XP per kill as opposed to Oblivion's level system. I will say that i have found the Wiki site, i am sure there are some who would argue i just ruined the experience, but as i blew through the game pretty quick already, (just really followed the main quest the first time) which was before i found the Wiki site, the Wiki really opens up the world giving a second timer an opportunity to at least see more of the content, and there is quite a bit here alot of which i missed my first time through.

What really interests me is the depth of detail in the world environment that goes much deeper than just locations or atmosphere, like stuff to pick up to vendor, i would hate to be the guy who had to scatter bottles, books, tin cans you know the general detritus of a long gone consumer society based on excess, around on the map. The amount of stuff to vendor is impressive to say the least, i spent one 4 hour period just cleaning a few areas of all the junk after i cleared the baddies, scorched books, pencils, flatware you name it for money, needless to say i think except for a few major home purchases am set for awhile with caps.

The morality issues the player is tasked with deciding how they want to resolve, like the kids from Little Lamplight that were captured by slavers in Paradise City. You can, go in guns blazing killing every slaver scumbag which Threedog will acknowledge on the radio (nice touch), or you can go in an buy them out right sending them back home, (there went a signifigant portion of my salvage caps). The ever present moral ambiguity the player gets to be the deciding factor on is just one of many (judging by a few replies here) points where it seems Bethesda went the extra mile to truly provide an immersive RPG experience.

I do apologize for my wall of text but there is just so many levels that this game operates on that the simple " hey man this game is just fricken awesome" does not even come close. I have to say that New Vegas will be a definate "i gotta own that" but i am glad it is going to be out in October as i am just really starting my FO3 experience i will need at least a month of serious game play just to get to the point that i would enable it anyway, even if it was out now. I bought the GOTY version about 2 weeks ago after a buddy sent me a Steam copy (could not get some mods to work on the Steam version) and only last Saturday finished Ankorage, and enabled Point Look Out, which i have not done anything with yet but discover the landing. I will need to digest Point Look Out a bit before i enable Zeta, if you follow me.

Any way great game Bethesda, nice points guys especially concerning what the characters or factions represent a few of the points concerning the factions or characters are something that had not occured to me until you guys mentioned them, definatly something i will keep an eye on as i progress through this time.

Sincerely
Asai

P.S.
Oddish..... tip number 75 awesome i will have to try that i am still giggiling like a maniac, but i want to know where i can fine tips 1 through 74.
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Richard
 
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Post » Sun Nov 14, 2010 4:11 pm

All of the terminals and Holotapes you pick up along your way.
For example, the 911 terminals in the germantown police HQ, and the holotapes from Operation Anchorage were interesting to me. Only ones i can think off the top of my head right now
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vicki kitterman
 
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Post » Sun Nov 14, 2010 10:08 am

Maybe, but 106 and 108 were too similar. Both were pretty much the same vault, aside from the fact that one of the groups was all the same and kepy shouting "Gary!"

I think 108 would have been far more interesting if you could have actually talked to the clones instead of just having to fight them.


Same! I often wish you could have conversations with more people. Like the little ghoul wastelander settlement; they're all immediatly hostile. I wanna know why they're so spooked. There could have been a quest right there. XD
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Justin Hankins
 
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Post » Sun Nov 14, 2010 2:26 pm

Those Chinese guys in Mama Dolce's would also be an interesting group to talk with. I mean, the war's been over for 200 years and both sides lost. So why can't they play nice?
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Emma Pennington
 
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Post » Sun Nov 14, 2010 8:17 pm

I love researching weapons on the wiki. I think its fascinating to see the different weapon types and all the stats that go along with it. There's something for everyone in this game. It is truly amazing :)
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Tasha Clifford
 
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Post » Sun Nov 14, 2010 10:29 am

I love paying attention to detail too. :)

I already knew about the Charon thing, how he was connected to the figure in Greek Mythology who carried the souls of the dead to the underworld. It also makes sense that he works in a bar called the 9th Circle, which references the 9 gates of Hell like in The Divine Comedy (I've never read it, but a friend told me about it).

I noticed that Tenpenny Tower is based on Fiddler's Green from George Romero's Land of the Dead. It was a zombie film where zombies had taken over the world, and wealthy survivors were living in a large skyscrapper much like the hotel Tenpenny Tower is. The poor lived outside in a walled-in fort and zombies were starting to become more intelligent and figured out ways to sneak in, much like the ghouls did. The zombies broke in and killed all the rich people living in the building, but the poor people survived and decided to restart once the zombies left.

The one thing I hate about the movie and the quest associated with Tenpenny Tower is that they make it look like all rich people are evil and deserve to get devoured by zombies. Despite that I loved the reference though, as I like George Romero's zombie films.

I also noticed every song on Galaxy News Radio relates to the events in the game in some way. "Way Back Home" refers to how the Lone Wanderer misses Vault 101, "Crazy He Calls Me" refers to the companion Clover and how she's "Crazy in love" with whoever owns her, and "I Don't Want to Set the World on Fire" I think is pretty self-explainig. :P

I also noticed that there are certain NPCs you will find in every settlement. You'll always find a town drunk (Jericho, Micheal Hawthrone, Patches), a prosttute (Nova, Trinnie, Susan Lanchester), a junkie (Leon Stahl, Paulie Centali, Snowflake), an evil businessman (Colin Moriarty, Mister Burke, Azhrikal), a protective guard or sheriff (Lucas Simms, Chief Gustavo, Chief Harkness), and a robot (Deputy Weild, Shakes, Ceberus).
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Kevin Jay
 
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Post » Sun Nov 14, 2010 9:28 am

You should give Charon two caps, just in case.
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Shelby McDonald
 
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Post » Sun Nov 14, 2010 4:45 pm

Those Chinese guys in Mama Dolce's would also be an interesting group to talk with. I mean, the war's been over for 200 years and both sides lost. So why can't they play nice?


Kind of like the WWII Japanese soldiers that were left on the various Pacific Islands. Some of them went for years not realizing the war was over, or refusing to give-up, sometimes for decades.

There’s something to be said for tenacity!

http://en.wikipedia.org/wiki/Japanese_holdout

http://history.howstuffworks.com/world-war-ii/japanese-holdout.htm/printable
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Stat Wrecker
 
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Post » Sun Nov 14, 2010 11:28 pm

I just replayed OA yesterday and i noticed for the first time (ya i know...) that your on some cliffs. What interested me is that there aren't any cliffs facing the city in RL its all sloping mountain and ocean, any speculation?
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clelia vega
 
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Post » Sun Nov 14, 2010 12:27 pm

The setting, the story which isn't the usual 'bad guys attacking, lone manly hero must save the day - seeking redempation - generally overdone plot lines which have been done to death many times over' and the feeling that I'm truly in a wasteland where hope is a rarity and human folly is everywhere.

I enjoy Fallout 3's story, it may not be 'exciting', but I like it.
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Nick Jase Mason
 
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Post » Mon Nov 15, 2010 12:52 am

Well said. I think that there's a reason why getting Agatha her fiddle and helping Hannibal secure the Memorial are the game's two great Positive Karma moments, the things that will show up in the epilogue. Agatha's violin represents beauty and art. The Memorial represents freedom and hope. And Project Purity preserves life itself.


Something else...

I think it would be cool if you could buy a spade at a junk store, and if you find a corpse on soft ground, bury it. Treating the dead with a modicum of dignity would then give you a small karma boost.

Whenever someone honorable dies, I use the flamer to give them a makeshift cremation. It's not much of a funeral, but it's a funeral nonetheless.
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Michelle Chau
 
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Post » Sun Nov 14, 2010 10:09 am

A couple things about the whole Angela/Diego thing interest me...

1. Give Angela ant pheremones to help her seduce Diego: Good Karma. Give Ronald Quantum to help him seduce Sierra: Bad Karma. Uh... :confused:

2. You can really beat the crap out of every religion in the wasteland...
Megaton: people worship the bomb. You can disarm it. Or kill them all.
Oasis: people worship Harold. You can kill him.
Rivet City: no, you can't kill God or St. Monica. But look at the padre; I mean, he looks about five years out of the grave. If you help Angela "convince" Diego to leave the priesthood, the Church of St. Monica will be leaderless when he croaks.


I'm glad I'm not the only one who thought this was hypocritical. Man wants mate = bad; Woman wants mate = good.
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Anne marie
 
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Post » Mon Nov 15, 2010 2:08 am

I'm glad I'm not the only one who thought this was hypocritical. Man wants mate = bad; Woman wants mate = good.


I think it's because Angela was really in love with Deigo and wanted him to marry her, where Ronald only wanted to seduce Seirra just to have six with her. Ronald obviously didn't care about Seirra and only hung around Girdershade to try and trick her into having six with him.

But on the other hand Deigo really wanted to be a priest, so I don't understand why it's so horrible to convince him to stop seeing Angela so he can be something he really wants.
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Penny Flame
 
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Post » Sun Nov 14, 2010 10:18 pm

QUOTE: But on the other hand Deigo really wanted to be a priest, so I don't understand why it's so horrible to convince him to stop seeing Angela so he can be something he really wants.

Well, truth be told, the whole "priests have to be celibate" thing is total BS anyway. There is a passage in the New Testament that encourages people to choose to remain single, but it actually forbids the church leaders from making it mandatory. It's in I Corinthians 7, if you're interested.

And the game doesn't consider it horrible. You have three options for ending the quest.
1. Give Angela the ant pheremones. She seduces Diego, and Diego does the honorable thing and marries her. This generates positive karma. I don't agree with this, but game mechanics conform to a code of morality different from mine.
2. Force Diego to make his choice. He chooses the church, and eliminates the source of temptation. No change in karma occurs, though there are ill feelings.
3. Lie to Father Clifford about the two of them. Not sure what happens if you do this, I've heard conflicting stories. Fairly sure you get bad karma.
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GRAEME
 
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Post » Sun Nov 14, 2010 11:06 pm


Well, truth be told, the whole "priests have to be celibate" thing is total BS anyway. There is a passage in the New Testament that encourages people to choose to remain single, but it actually forbids the church leaders from making it mandatory. It's in I Corinthians 7, if you're interested.


Well I wasn't really talking about the whole celibacy thing, just the fact that Deigo had to choose between Angela and the Church and since he worked really hard to try and be a priest, I always choose the option to make him choose the priesthood instead. At least you don't get bad karma, but like you say the fact that you get good karma for helping a woman seduce a man wanting to enter the priesthood well... that's just a little messed up.

Blah, this game's whole sense of karma is messed up. :facepalm:
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carla
 
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