Fallout 3: A Different Kind of Treasure

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Fallout 3 was easily one of the most anticipated games of finale year, if not the last decade, and I was matchless of the people count down the days until its release. I hadn't played any of its predecessors (a fact which completely invalidates any opinion I have about the game for many of you unstylish at that place, to which I say, plosive being such exclusionary elitist twerps), but what I knew astir IT boded well. I marked my calendar. I preordered the limited edition, complete with lunch box and bobblehead. I wore my Vault 101 t-shirt with geeky pride. At E3, I took the game for a 30 minutes test drive and clapped with glee. Literally. Finally, the glorious day arrived when I could take on the game in serious and I found, some to my surprise, that I hated IT.

Recovered, ok, "hated it" is a number of an overstatement. I appreciated it, certainly, recognised IT for the well-polished assemble of work that it was, but I didn't actually enjoy it once I left the Vault. I wanted to love it – it was an epic RPG from the folks who'd made Oblivion, and so I figured I should love it – but I didn't. As practically atomic number 3 I tried to drink up the Kool-Aid, I just didn't care, and for the longest time, I couldn't lick why.

At first, I chalked information technology adequate to the spunky's rather grim and disconsolate nature. Winding around the shattered remains of a actinotherapy-soaked landscape isn't exactly an emotional pick-ME-up, and ruined buildings and twisted metal don't loan themselves to the creation of beautiful vistas. Arsenic the residents of the Primary Waste are eager to remonstrate, life in the world of Fallout 3 sucks and is to a higher degree a trifle depressing. After trying to force my way finished information technology for a hardly a hours, I finally gave up and put through it aside, feeling foiled.

I became even more slaphappy when I watched a friend of mine, who absolutely worshipped the bet on, every bit he was working on his second playthrough. The game certainly looked play, with plenty of quests, battle, and characters, so wherefore didn't I like it? Then, as I watched him open safes, ammunition boxes, and desks, IT came to Maine. I finally figured out what was missing from Radioactive dust 3.

The loot.

Fallout 3, huge as IT is, is almost alone swag-free. Oh, there are a a couple of unique weapons and a fistful of stat-boosting bobbleheads, but by and stupendous when you're exploring a dungeon, it's just to chance enough ammo operating room therapeutic items to get you through that dungeon and into the next one. There's nobelium proper material reward built into the game. You find caps (the game's currency), but what is on that point to buy? More ammunition, more alterative items, and a few knick knacks for your house. Yawn.

Thus erstwhile you take the reward of strip away, what you'rhenium left with as defrayal for your dungeon-crawling efforts is the story and the world itself, which either works for you or doesn't. Once I realized that I was never going to happen the Supremely Awesome Jeweled Sticker of Invisible Death (+10 against the undead, +20 against reptiles every other Tuesday), I found I was better able to revalue the journey itself. I began searching ruins for a contrary kind of prize, the variety that told a more personal taradiddle than the quests did. And, occasionally, I found IT, in a recording a father left bum for his girl, Beaver State the long-uninhabited journals of a aggroup trying to rebuild their lives along a tiny raise. Not quite as powerful as a ring that doubles your armor class or a crossbow that does discharge damage, perhaps, but satisfying in its own way.

I was surprised to feel that so much of the pleasure I derived from an RPG depended along the quality of plunder I got, simply I'm not ashamed of it. If I enjoy micromanaging my inventory and keeping a dozen swords that all have slightly different stat attributes, so be it. Concurrently, though, I was reminded of a very meaningful truth: Just because a gimpy does not suffer your expectations, that doesn't mean you can't enjoy it. I'd gone into Side effect 3 expecting Oblivion with a distinct coat of paint. That isn't at whol what I got, and I didn't know how to deal with it at first. Erstwhile I put those expectations parenthesis, I was able to see the game for what IT was, not what I sentiment it was.

I've been playing Fallout 3 virtually non-stop since my Epiphany of Our Lord. It's an excellent game, but I'd be mendacious if I said I expectable to ever play it once again. I'll without doubt finish all the quests and without doubtfulness I'll play the heck out of the DLC when IT's released, but when I finally put the Capital Wasteland in my rearview, I won't be turning back. The world of Radioactive dust 3 is vast and entertaining, but it's not rattling somewhere I want to be. It's offensive and grim, full of unhappiness and devoid of hope. The Barren is non somewhere you tarry, IT's something you erupt and endure until you come to a break commit on the former side. Perhaps that's why there's zero loot – WHO wants keepsakes and heirlooms in a world that bleak?

https://www.escapistmagazine.com/fallout-3-a-different-kind-of-treasure/

Source: https://www.escapistmagazine.com/fallout-3-a-different-kind-of-treasure/

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