What happens in between, from your formative years in the shelter of
Vault 101 and well beyond your eventual escape into the irradiated,
postapocalyptic Wild West outside, evolves via a nice mix of guided
narrative and player choice. Help a townsperson kick his drug habit and
you'll earn good karma; feast on the corpses of your enemies in broad
daylight, on the other hand, and people might think you're a little
weird. How you deal with the challenges of the Capital Wasteland affects
what nonplayer characters will fight by your side, where your early
quest-hub town is, and also some details about the game's final chapter.
But it's not just wanderlust and the search for your on-the-run
scientist dad that compels you forward in Fallout. Like any RPG,
character advancement is both a means and an end. While the leveling
system in developer Bethesda's previous game, The Elder Scrolls IV: Oblivion,
was built on an arcane combination of attributes, skills, skill perks,
specializations, and multiple class templates, Fallout 3's mechanics are
far simpler and far improved. You allot your attribute points at the
beginning of the game, and when you gain a level, you earn a certain
amount of points to spend on skills (Speech, Lockpick, Energy Weapons,
etc.) and one perk of your choice. Perks range from practical stuff such
as Life Giver (+30 hit points) to oddly whimsical abilities. Mysterious
Stranger, for example, occasionally summons a trenchcoated, .44
Magnum-armed dude who kills your target and disappears, spaghetti
Western guitar riff resonating in his wake. Spend skill points and pick
perks accordingly and it's easy to create anything from a
plasma-rifle-slinging do-gooder to a computer-whiz cannibal.
Whatever path you take, peace and love have no place in the Fallout
universe; a whole lot of mutants are gonna die. The Vault-Tec Assisted
Targeting System (V.A.T.S.) -- pause time, target specific body parts --
is fun and works well despite the severed limbs and decapitations
served up in horror-porn slow-mo (and that's without the aptly
named Bloody Mess perk). And of course, assuming you don't sink all of
your skill points into Science and Barter, you'll see real improvement
in weapon accuracy and effectiveness as you level up.
You can only carry out so many actions at once in V.A.T.S., though, so
some real-time combat in between V.A.T.S. attacks is inevitable. Here,
Fallout 3 feels very much like Oblivion; it's less precise and polished
than a dedicated first-person shooter such as Call of Duty 4.
Distractingly bad character animations -- I'm talking man-on-the-moon
jumps and running that looks suspiciously like ice skating -- and
occasional camera problems, especially when you have an A.I. companion,
make third-person view an option for Fallout series-nostalgia fetishists
only (of which exist plenty).
Fallout's heavy emphasis on wholesale slaughter combined with a
relatively small variety of enemies makes for combat that can get a wee
bit predictable at times. The ubiquitous Super Mutants and Feral Ghouls
both suffer from the same brand of chemo brain and love to charge into
melee range. Until I picked up a plasma rifle and became a one-shot
headshot machine, I'd start most indoor battles with some long-range
plinking and then duck down a corridor, kicking in V.A.T.S. again for a
point-blank shotgun blast or three at whatever bumbled around the
corner. But then it does depend on who's holding the controller,
too -- I watched other players around our office adopt a more
Rambo-esque attitude, and while they lived and died from health pack to
health pack, at least their finishing moves were more varied than my
signature shotgun-to-the-face.
But it's best not to get too hung up on the intricacies of gunslinging.
It's the world of Fallout that sticks in your mind when you turn off the
game. The Atomic Age educational film iconography and paranoia-humor
(see also: Bioshock).
Your first step into the big world, that seminal Oblivion moment when
your irises adjust to the glare and you look out to the horizon and
understand that you can go there, or there, or over there. And
especially the quests, which sometimes push against the "that's just too
f***ed up; I'm not doing that" boundary and can shock and surprise you
with unexpected or uncomfortable outcomes.
Fallout 3's world can be a lonely world, too -- and not just when you
crest a hill and look out over a shattered, hardscrabble vista of
sun-baked rock and burned-out cars. Sometimes you feel it when you're
the one pushing the boundaries and get an unwanted glimpse behind the
curtain, like when I headshotted an NPC not just to watch him die but
also to see what his bodyguard would do. The bodyguard continued
standing there as though nothing happened. I had to shoot him, too.
If you seek to break the world, you'll occasionally find a way
-- which is understandable, given the limits of time and tech -- but it
does pull you out of the otherwise broad and engrossing experience.
Faults be damned, though; this is the kind of hugely ambitious game that
doesn't come around very often, and when it does, you'd be a fool not
to play it and enjoy the hell out of it and look forward to the day
(next-next-gen?) when the fidelity of open-world RPGs takes another big
step closer to the uncanny valley's far side.