Fallout 3 - Today's the day!


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Just finished after exploring most every nook and cranny. Overall, I had a blast: It was engaging and I enjoyed the character interactions. The story had some meat to it, and there were some nice twists.

Two issues, both about the endgame:[sblock=Endgame spoils!]- The false choice of sacrificing yourself or Lyons to power the purifier. Uh... during the whole conversation, there's Fawkes in the background. You know, the guy who already went through lots of radiation to get me the G.E.C.K.? I realize what they were trying to do story wise, but it was a bit of cheat.

- No aftergame wrap up other than what generally happened. One of my favorite parts about the Fallouts (and Arcanum) was the story on what happened to each place after the game was over. Hey, I told the Brotherhood where to find the supermutants.... did that have an effect? I killed every slaver in Paradise Falls.... did that have an effect? Vault 101 is now open... did that have an effect? Etc., etc.[/sblock]I still had a great time, and will play through (at a slower pace) as some sort of bad-dude, but those two things stuck out to me.
 

Griping about ending (spoilerz):


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Also: why is unleashing the virus to kill all of the mutated creatures Evil? It seems like it's probably more of the good thing to do, since it helps to make life in the Wastes actually livable. It kills off all of the horrible, dangerous, mutant animals. Oh, and it would end the Super Mutant threat (one guy doesn't really redeem an entire group of bad guys), and the Ghouls. And they're evidently bad too, b/c you get Good karma every time you kill one.

I guess the game just thinks that killing stuff with a virus is somehow Eviler than doing it with a shotgun.
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A response on this one:
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Griping about ending (spoilerz):
Also: why is unleashing the virus to kill all of the mutated creatures Evil? It seems like it's probably more of the good thing to do, since it helps to make life in the Wastes actually livable. It kills off all of the horrible, dangerous, mutant animals. Oh, and it would end the Super Mutant threat (one guy doesn't really redeem an entire group of bad guys), and the Ghouls. And they're evidently bad too, b/c you get Good karma every time you kill one.
Feral ghouls yes, non feral, no (I don't think so, anyway).

However, this is a callback to Fallout 2. If the modified FEV worked as it did there, it would kill everyone with some mutation or exposure to the original FEV: I.e., anyone note long out of a vault (so, that's most of humanity in the region that is not Enclave). Definitely a bad thing.
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[sblock=Endgame stuff]I totally agree that I wanted more detail. The very limited decision/outcome nodes was really disappointing, especially considering all the things you could affect in the game, both large and small. It'd have been really cool...albeit possibly very long-winded...to have an accounting of all the results of those accomplishments.

As for the Evil option, the idea is that the Enclave's method is indiscriminate. It destroys all "nonpure" human(oid) life. As others have noted, this includes most human beings who have been out of the vaults for a generation or so. After 200 years, that's a lot. It also includes "non-evil" mutants and ghouls. Killing mutants more personally is discriminatory...it's not evil unless you -decide- to be evil about doing it.

That's my take on it at least.[/sblock]
 

Thought I'd see if anyone had any thoughts other than stealing my way back to neutral Karma. (which may or may not even work...)

I'm trying to finish the Blood Ties quest but Talon mercs are waiting for me in Arefu. As soon as I get within encounter distance they aggro, then kill one of the townspeople, which sets the town to Hostile against me and fails the quest.
 


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