Just Finished: Fallout 3

My second, and final, Fallout 3 playthrough is over. What I’ve learned is that I’m very bad at being bad. At the beginning, my Player Character named Hagen was supposed to be the evil incarnate, but at one moment, after a long period of stealing, murdering and enslaving, I felt unable to commit acts of evil anymore, because I realised that I liked the good people of the Capital Wasteland too much. Therefore, my remorseful character finishes his journey with Neutral Karma and the title of True Mortal — very appropriate for him.

That’s enough for a summary. Now I’ll just share some screenshots I collected during the playthrough. Just some of the most memorable (and sometimes bizarre) moments I’ve (or is it ‘we’?) experienced.

Beware! Spoilers ahead!

fallout3-finale-01
Hybris. The 21st century Vitruvian Man at the gates of Rivet City.
fallout3-finale-02
Into the Mouth of Madness. The journey to the Lovercraftian nightmare of Point Lookout begins here.
fallout3-finale-03
Altars of Madness. The Ark&Dove Cathedral, Point Lookout.
fallout3-finale-04
Where’s your saviour now? Lincoln Memorial.
fallout3-finale-05
“If you want a vision of the future, imagine a boot stamping on a human face – forever”. The Pitt.
fallout3-finale-06
Kill the Xenos. The alien mothership has just lost the battle against me and me motley crew of abducted humans. Mothership Zeta.
fallout3-finale-07
Paradise Lost. The Oasis, just about a minute before its inhabitants were slaughtered by Hagen.
fallout3-finale-08
As the Good Book says.
fallout3-finale-09
No More Heroes. It’s feels strange to find this monument in the Capital Wasteland after taking part in a VR simulation of the Operation Anchorage.
fallout3-finale-10
The stones will cry out.
fallout3-finale-11
Mother, do you think they’ll drop the bomb? The final moments of Megaton.
fallout3-finale-12
The Legacy. Historical documents, including the U.S. Constitution, displayed in the Rivet City museum.
fallout3-finale-13
Necessary Means. Just don’t call it a concentration camp, please.
fallout3-finale-14
Beauty will save the world. One of my favourite guests has classical music as a reward.
fallout3-finale-15
To the barricades! The rooftop of the Statesman Hotel, just a moment before Hagen and the Reilly’s Rangers make an attempt to break through the Supermutants.
fallout3-finale-16
Harold’s corpse in the Oasis.
fallout3-finale-17
A place of worship somewhere in the Wasteland.
fallout3-finale-18
We’re a happy family. Hagen and Sidney enjoy the hospitality of the Reilly’s Rangers at their headquarters.
fallout3-finale-19
No fancy vistas here, just our heroes enjoying a well-deserved rest.
fallout3-finale-20
Hybris Punished. The Fallout’s backstory in a nutshell.

 

Advertisements

Fallout 3: The Day Liberty Died

And it has happened. Liberty Prime, the pride of the Brotherhood of Steel, has been smashed into pieces during a treacherous attack. He stood no chance against the orbital bombardment deployed by the Enclave.

Maybe it’s a good moment to stop playing for a moment and ask myself: why is one of my favourite characters in the game a non-sentient A.I. with just a few lines of spoken text?

Liberty Prime
Heroes do not die in vain.

Well, it’s hard not to like a steel giant shooting lasers from his eyes and throwing nuke grenades like a football player – especially when you’re playing on the highest difficulty level with several self-imposed restrictions. Beside that, you’ve got to appreciate the irony: a Wunderwaffe designed by the pre-war U.S. government to defeat the Chinese is used by the Brotherhood of Steel against the Enclave, a faction which claims to be the legitimate descendant of that government.

Speaking of irony, the lines spoken by Liberty Prime were certainly written as a mockery of the Cold War-era anti-Communist propaganda, being yet another attempt at satirising of U.S. American imperialism, jingoism, misplaced patriotism, or whatever you call it. Well, being born in a country which had the wonderful experience of living under Actually Existing Socialism™, I choose to enjoy the presence of a Commie-hating killing machine quite unironically. Because…

DEMOCRACY IS NON-NEGOTIABLE!

Fallout 3: The Net is Tightening

When I was starting my current ‘evil’ playthrough, I decided for a hopeless fight — not just against the Enclave and supermutants, but against the flawed game engine itself. It is a truism that Bethesda games are usually unstable, to say at least, or rather riddled with bugs like a Russian soldier’s trenchcoat, to put it in a blunt way. To make things even worse, the mods I installed, and it’s just a couple of them, make Fallout 3 even more prone to strange behaviour and sudden crashes. Therefore, to make things even more exciting and unpredictable, I started to avoid regular saving and relied on autosaves only. This makes it impossible to reverse things in case of encountering a crippling, game-crashing bug or glitch. There is an entire ‘philosophy’ behind this kind of approach which I explained in one of the old posts.

Recently, I’ve returned to F3 after a few months of vacation from the Capital Wasteland and its perils. Suddenly, it appears that I’m trapped in the Tenpenny Tower. When I attempt to enter my suite, the screen goes black and remains so without loading the new location, which means that now I’m cut off from my wonderful collection of unique guns and, what’s even worse, from my spare power armour, which I will definitely need to survive the trip north to the Little Lamplight and beyond it, into the supermutant stonghold located in the depths of Vault 87.

Tenpenny Tower
There’s only black void behind that door

The situation is getting worse with every step I take. When I use the nearby lift to go down into the main hall, I’m not even able to return upstairs. All this feels like having a noose on your neck, tightening with every breath, and it’s all too possible that I’ll have to abandon the game, since there are no old savegames to use a life saving throw. What if it’s the so-called karma, or rather metaphysical justice being served, and Hagen, my villain character, has to pay for the sins of his past? On the one hand, it would a damn shame to leave the game unfinished after hundreds of hours spent playing it, on the other hand, though, what a great story would it make! At some point, I stopped roleplaying as a heartless bastard, but before this heel turn many innocents had suffered at the hands of Hagen — a former slaver and bandit, personally responsible for the gigantic mushroom over the serene settlement of Megaton. Is it possible that, even after he abandoned the path of evil, the repent villain will be punished? I’ll know the answer soon.

Fallout 3: Sun and Steel

Pitt Outskirts
Self-defence and Slavery

The Pitt may be the best Fallout 3 add-on released by Bethesda, and certainly it’s my favourite one. The Lone Wanderer meets a stranger posing as a leader of slave resistance in the ruined Pittsburgh, which has been turned into a colossal industrial combine by a certain raider leader.  On the moment he crosses the main gate, our character is immediately knocked down by the guards and eventually wakes up at the literal bottom of the social ladder — as a slave wearing tattered rags who is forced to labour in a steelyard, facing savage mutants, radiation and, let’s not underestimate it, horrible food, the Slop. Thanks to the player’s skill (and sometimes the liberal use of quickloading), he may slowly rise from an indentured worker to an arena fighter, and eventually has the chance to become one of the Evil Overlord’s henchmen. Of course, the resistance among the enslaved population is still active and requires his help in preparing a rebellion, but the line between good and bad, the downtrodden and the oppressors, is becoming blurry…

There are two main reasons to like this mod: the first one will be obvious to everone who looks at a few screenshots or finds a gameplay video on YouTube. To put it in a nutshell, the entire location looks and feels like a part of the Mad Max universe combined with a futuristic version of the Soviet Gulag. Personally, I think that the overall tone matches the postapocalyptic tone of the Fallout series better than any other location or quest in its third installment.

The other reason is that The Pitt forces even the advanced players to start from scratch again. When he was about to enter the compound, my Hagen was a proud owner of an Enclave Power Armour, armed with a blaster literally from the outer space, and boasting 30 levels of experience. At this point, it was very refreshing to have to survive with minimum equipment, searching the gloomy steelyard for metal ingots and repelling mutant attacks again and again. The first major quest may be the most interesting and satysfying in the entire DLC, but I will write more about it another day.

Fallout 3: Sun and Steel

Pitt Outskirts

The Pitt may be the best Fallout 3 add-on released by Bethesda, and certainly it’s my favourite one. The Lone Wanderer meets a stranger posing as a leader of slave resistance in the ruined Pittsburgh, which has been turned into a colossal industrial combine by a certain raider leader.  On the moment he crosses the main gate, our character is immediately knocked down by the guards and eventually wakes up at the literal bottom of the social ladder — as a slave wearing tattered rags who is forced to labour in a steelyard, facing savage mutants, radiation and, let’s not underestimate it, horrible food, the Slop. Thanks to the player’s skill (and sometimes the liberal use of quickloading), he may slowly rise from an indentured worker to an arena fighter, and eventually has the chance to become one of the Evil Overlord’s henchmen. Of course, the resistance among the enslaved population is still active and requires his help in preparing a rebellion, but the line between good and bad, the downtrodden and the oppressors, is becoming blurry…

There are two main reasons to like this mod: the first one will be obvious to everone who looks at a few screenshots or finds a gameplay video on YouTube. To put it in a nutshell, the entire location looks and feels like a part of the Mad Max universe combined with a futuristic version of the Soviet Gulag. Personally, I think that the overall tone matches the postapocalyptic tone of the Fallout series better than any other location or quest in its third installment.

The other reason is that The Pitt forces even the advanced players to start from scratch again. When he was about to enter the compound, my Hagen was a proud owner of an Enclave Power Armour, armed with a blaster literally from the outer space, and boasting 30 levels of experience. At this point, it was very refreshing to have to survive with minimum equipment, searching the gloomy steelyard for metal ingots and repelling mutant attacks again and again. The first major quest may be the most interesting and satysfying in the entire DLC, but I will write more about it another day.