Fallout 3, A Game that Will Never Die

I loved Fallout 3. I loved the soundtrack to Fallout 3, which I’m listening to right now. It was a great game, but I viewed it as less of an RPG and more of an exploration/reactive game. My perception of the game was that it had a significant amount of reactivity and complexity that was often obscured by its open-ended nature.

For instance, you could start the quest A Replicated Man in at least three ways. You could go the traditional route and approach Dr. Zimmer in Rivet City, or find the holotapes scattered throughout the wastes. These tapes could be found in fixed locations, however, while the locations are fixed, the tapes might not be found in the same locations.

Or consider the Lucas Simms character, whom you meet in Megaton.  If your character eliminates him, and you wear his duster in front of his 10 year-old son, he will say “You might wear his badge, but you’re not my dad.”

These are the little bits of reactivity that stand out to me to this day, for some reason. I guess they aren’t particularly impressive when you juxtapose them with the various achievements of gaming over the years before and since. Maybe the open-world aspect of the game worked in its favor when it came to unraveling the reactive bits present in the game.

Did I mention the soundtrack? It felt like a dreary and Eeyore-like companion, following you without fail through the Capitol Wasteland, emphasizing the sadness embedded into each and every lonely rock and destroyed bridge. Honestly, it got a little depressing after awhile, but I tend to like that kind of thing.

This was just a short, experimental post. I might write more about Fallout 3. Or about games in general. Who knows?

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