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The subquests in Fallout 3 are pretty good at being Fallout, none of them have solutions that are wholly positive. For example, there’s no way to solve the Ten
by CoolGuySteve 7y ago
The subquests in Fallout 3 are pretty good at being Fallout, none of them have solutions that are wholly positive. For example, there’s no way to solve the Tenpenny Towers quest with a satisfying solution for both the humans and ghouls.
As a design goal and due to the better graphics, the environment design also does a better job at conveying stories. You’ll enter a storm drain and find a skeleton with bullets and a radio or whatever. There’s almost nothing that seems out of place or bland.
For some reason the main quest doesn’t follow the same philosophy and is too linear. But I always find it strange how Fallout 3 critics focus on the main quest when it comprises maybe 10% of the total playtime altogether. The main quest set pieces are all incredibly brief.
- giancarlostoro 7y agoIf you're living in Tenpenny tower you've also more than likely nuked Megaton as well, which is pretty damn ridiculous considering saving Megaton gets you a house. I'd say save Megaton, and let the ghouls kill everyone in Tenpenny if possible, that'd be sweet justice. Sadly I havent let the ghouls in yet.
- fernandopj 7y agoExactly. I love FO3's side quests, and that was my first contact with Fallout series, and I'm far from being the exception on this. Republic of Dave, finding Quantum Colas, Tenpenny tower, the humor on texts, all those Vaults with mysteries... it's amazing. I totally bought the dark Americana design. It's one of my favorite games of all time.