Nice post, I think I agreed with most of this, I'll just respond to a couple points of interest here.
Watered down factions, or nonsensical ones:
OK, now this one is important. Firstly, why did Beth feel the need to recycle the original Fallout factions, giving the distance between where the original Fallout's are set and where Fallout 3 is? The Brotherhood have been reduced to a generical 'good guys' faction, while the Enclave to the stereotypical 'bad guys'. The ''Good Fight'' - really? Do we have to have this little epic battle between monsters and knights? Why is there always an epic battle between clearly defined 'Good' and clearly defined 'Evil'. Why not a choice between the lesser of two evils? In Fallout one, the Brotherhood of Steel were no heroes, they were just a military cult selfishly devoted to preserving technology without any thought towards others. The fact their aim of destroying the mutants coincided with yours was a coincidence at best.
I think you have a point, here. This is a missed opportunity on Bethesda's part, I think. We're dealing with a very harsh and unforgiving world - one element that would have gone a long way towards driving this point home would have been some more complicated factions than "Good Guys vs. Bad Guys." That's something I very much liked in Fallout 2, for example, was that no one was really all that "good." You can sort of choose to support NCR, or Vault City - yet neither of them exactly represent the paragon of ultimate virtue. Most of the moral choices in Fallout 3 are very clear-cut, and the main conflict in this game is sort of a symptom of this design philosophy on their part.
Seriously, raiders in the original Fallout's had reasons. They terrorised, pillaged, exerted pressure for NCR, and so on. In Fallout 3 they just seem like they were added in there as the 'medium class' enemies to occupy the wastelands and buildings. Also, who the hell likes being around rotting corpses? Are they also satanists by any chance? Their whole attitude to bodies, torture, decomposition and so on makes no sense whatsoever.
Yeah, I liked them at first - I thought it was very creepy and decidedly in keeping with the atmosphere the first time I went to Super-Duper Mart and saw all the dead bodies draqed around, etc. But it would have been nice if they weren't ALL essentially Bethesda's take on Firefly's Reavers. I mean, I appreciate a nod to my favorite TV series as much as anyone, but it would have been nice to have some variety. If all the Raiders were going to be like that, then maybe some Gangs would have been nice to see.
Vampires and Zombies. I will expand on this later, but the whole Vampire theme just sounds like an attempt to broaden the target demographic, and feral ghouls (read zombies) were a cheap shot to add yet another filler enemy, this time to the many dungeonesque metro tunnels in the capital, not to mention to make the game a little more ''survivor-horror'' style. Not cool Beth, not cool.
I didn't have a problem with the Feral Ghouls, myself. They're more numerous than they were in the original games, but they serve a useful enough role in the game, I thought. (And it
really creeped me out at times hearing them scampering around in the dark.) That's kind of a subjective thing, though - you either like them or you don't and it's hard to objectively discuss whether or not they work in the game.
I kind of feel the same way about the Family, as well. Personally, I rather enjoyed that quest. I'd heard about it ahead of time, but I thought it was interesting seeing it all play; and it wasn't what I was expecting. For one, they're
aren't Vampires, but Cannibals trying to live by a strict (though admittedly not very clearly defined) moral code. Contrast them with the residents of Andale, and I think you can see some of the reason why they're different. And frankly, in a world where food is supposed to be so scarce, there really is some qualification for seeing something like this happen.
Also, I think the Arefu Quest also represents one of the few times where there actually
is is some moral grey areas with resolving the issues. Sure, they're certainly not anything close to what I'd consider "good people," but they can provide a much-needed service to the residents of Arefu. Again, it's a pretty subjective thing, though. To each their own.
Radio Stations. A strange idea in a world where people are preoccupied with survival, water, food, and so on, a dispensable luxury. Still, I must admit I enjoy listening to the good old tracks while walking the land. What annoys me is people saying Enclave Radio, and this includes Sara Lyons, is a pre-war recording, when clearly Eden mentions the holocaust, current events, mutants, ghouls, the BoS and so on.
I think it makes sense given the setting, at least. I mean, one very valuable resource with all these isolated communities is going to be news of the outside world. I think it makes sense that one thing every town has is a working ham radio to keep in contact with the outside world. If you look at any pre-industrial society, before mass communication, anyone who travelled from town to town (merchants, the Pony Express, Travelling Minstrels and Entertainers) were valued not only for the products they peddled, but also the news they might bring of what's going on in the world. (But yeah, it did seem a little odd that people were thinking the Enclave Radio was a recording when it's talking about events from after the war.)
Another inconsistency is that of Slavers. As mentioned before, watered down faction? Where are all these slaves? Who buys them? I see no ''cities'' in Fallout 3 employing slaves, they are almost non-existent throughout the game. And somehow there you have it, Paradise Falls, a big slaver central shipping of slaves to imaginary buyers. If you want to include slavery in a game then put the effort to include the nitty gritty aspects of it too, not just the superficial elements.
That's a good point that I hadn't really noticed. Yeah, there seems to be a booming business in slavery, as evidenced by Paradise Falls. But it does seem odd that there'd be enough demand for you to see Slavers at all - when absolutely no one in the area makes use of them. Kind of a one-way business deal, isn't?
Step 1: Collect Slaves
Step 2: ?
Step 3: Profit!!!
And again. The setting. Does anybody else get the feeling all this is happening like 20 years after the bombs fell? I mean seriously, there is one tree yet to grow back from the ashes, grass is non-existent (bringing into question a plethora of problems which will be addressed further), wooden houses are still intact, shanty towns, not cities, shanty towns, dot the landscape, and people have yet to discover how to get cars to work.
It is starting to push things a bit, I think. Fallout 2 got away with advancing things more because it actually did show some advancement in the region, something of a rebuilding effort as compared to the status in Fallout 1. Fallout 3 is even further in the future, and yet things still aren't any better. I sort of rationalize this in my own mind by thinking that we are dealing with a much smaller area this time around, and that fighting in the area looks to have much heavier than you had in California. It's a very highly contested spot, and no one faction has been able to gain enough of a foot-hold to really establish dominance and clean the place up.
My next point is the economy and survival of these 'settlements' in Fallout 3. Firstly, you cannot tell me they have been living off pre-war packaged food. Food doesn't keep that long, and even if it did, from all that scavenging it would have vanished long ago. Yet they are all still present in shelves on stores throughout the wasteland. Strike one. Then you get no grass, vegetation, or anything of the sort. So there is basically no farming whatsoever in Fallout 3. The hydroponics thing in Rivet City is the closest we have, and I'm somehow supposed to believe it feeds the entire wasteland with vegetables? Strike two. Also, with no vegetation, what do Brahmin live on? Cows eat grass. Mutated cows with two heads and 8 stomachs should supposedly also consume grass. Where is the water? I do not see one purifier or clean river in that wasteland. Heck, would a well have been much to ask for? Yet people inexplicably exist in a desolate world. Strike three. I'm all out of strikes, and yet, there is more.
Yeah, this could have used a bit more work, I think. Really, just a bit more thought in how things are working out for the various settlements. In Fallout 2, especially, you had a sense of the interconnectedness of the settlements in the Wasteland. Each place relying on each other for something important, for example. You don't really see any of that in Fallout 3, which would have gone a long way to explaining how these places are able to survive at all.
Moving on, this is massive problem number two for Fallout 3, dialogue. I can understand people who have not played the previous games, as today's standards for dialogue is generally not high in games, but when you compare Fallout 3's dialogues, they are truly laughable.
No arguments, there.
I do think it came out a bit too disjointed many times. My biggest gripe about the MQ is that the events just don't lead themselves naturally to each other as much as I'd like. It felt more like a number of vignettes that started out as neat ideas and then were stapled together to make a story. You have to die at the end, because they decided they wanted you to - not as a direct result of a number of insurmountable events, or a natural growth of the underlying themes.
In short, the main theme of the ending of the game is actually about sacrifice. And yet that's not a recurring theme throughout the whole of the game. It's foreshadowed with Father in an abrupt and in-your-face manner, but that's about it. This should have ideally been a theme you dealt with through the whole game instead of something that was just forced into the game.
I rather like the Main Quest, in concept. It's the execution I wasn't terribly impressed with. If Project Purity is frakking important, then every opportunity should have been taken to show me, instead of making me rely on believing it just because my Dad said so, or because you see some bums sitting outside of the settlements. (They didn't do too bad, here, really. But it's another thing that should have run through the whole game, so there was no doubt as to how important your mission was.)