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Fallout 3 Review
14 out of 15
Fallout 3 is an open book -- and one you should not miss.
Date: Monday, November 10, 2008
Author: Brian Rowe

I can only assume that the linearity of the ruins is meant to accommodate the increasing difficulty of the enemies, which is something that Oblivion sorely lacked, but Bethesda is still too timid to put one between the eyes of careless players. At level 3 of 20, should I really be able to travel clear across D.C. and take down two super-mutants toting mini-guns? I emptied out the cache of ammo for my measly pistol and my health-regenerating stimpacks, but I made my money back and then some by selling off their gear. If action is what you crave, I wholly suggest playing on a harder difficulty.

Fallout 3 is by no means exclusive to the FPS crowd though. V.A.T.S. (Vault-Tec Assisted Targeting System) allows you to freeze time and pick your targets, whether they are headshots or Eastwood-style disarms. When you’re ready, sit back and revel in the gruesome brutality of your attacks captured in dramatic slow-motion. It’s incredibly fun to watch, and the blend of real-time and turn-based action means that melee-combat is finally a useable option. Veterans of the series will surely remember the stupidity of bringing a knife to a gunfight.

The basics of character creation are nearly identical to past games, but the effects of your physical stats and skills are more apparent than ever. As a test, I specialized in some of the most notoriously useless skills - Repair, Science, and Unarmed combat. I couldn’t be happier. I made my own armor and weapons from scavenged parts, doors opened for me with a few keystrokes, and I can’t fathom how many bottle caps (currency) I made by selling extra ammo. The Perks are back as well. There are 58 in all, ranging from the mundane – increased accuracy with pistols – to the outrageous – removing the fingers of evil-doers and trading them for good karma. If you can’t make a unique character in Fallout 3, I assure you that you are doing something wrong.

There are so many options, diversions, and locations to explore that it can be easy to forget why you left the vault in the first place. The main quest is an enthralling tale that will thrust you into the battlefield of D.C., side-by-side with the Brotherhood of Steel, face to face with the illustrious DJ of Galaxy News Radio (my favorite station of the wastes), and aboard a reclaimed aircraft carrier. It’s an epic journey, but when it’s done, it’s done. The only option after that is to start all over again with a brand new face. No complaints here.

This is a game built for passionate conversations over a few rounds of beers with friends, like a pack of wasteland scavengers regaling one another with tall-tales around the barrel-fire. You could easily play through two, three, possibly ten times and always walk away with a new story to tell. Unlike other RPGs that pull you kicking and screaming towards the conclusion, Fallout 3 places the fate of the world squarely in your hands. Save it, crush it, or put it in your pocket for another day. It’s your choice.

Questions or comments? We'd love to hear from you .

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