Fallout 3 Plot Review (Warning: Contains Massive Spoilers)
Warning: The following section of commentary contains spoilers for Fallout 3, and they’re not of the type you can mount on your car. If you have not played the Fallout 3 single-player campaign through to the end credits, I would suggest that you do so before reading this – so that the ending, such as it is, won’t be spoiled for you, and so you can more easily put these comments into context.
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While there is much to be commended about Fallout 3, the creators forget one important step: if you are seeking to create a game where a character can have complete control over their play style, it ends up chafing significantly when you suddenly yank that control away, especially when such a forced choice actually makes the impact of the plot advancement that much more unrealistic and unsatisfying.
The first major instance of this is when you are locked into the Tranquility Lane simulation. Yes, true, it advances the plot. But it also strips away your choices, and drastically shifts the gameplay for a bit. There you are, heady from exploration and combat, and you’re suddenly locked into a situation that involves neither, and almost takes on the feel of a puzzle game reminiscent of Myst (or, perhaps, a far more serious, unhumorous, and sinister version of Monkey Island). This is all well and good, but I’m not playing any of those games – I’m playing Fallout 3, and the game-within-a-game feels ultimately unsatisfying and out of place, and it completely destroys the pacing and immersion.
Once you’ve escaped that situation, you then get to meet your dad, hang out with him briefly in Rivet City and the Jefferson Memorial, and then you get to stand by and watch as the game sacrifices him by irradiating a bunch of Enclave goons along with himself, in one of the most anticlimactic and unimpressive demises possible. Given how much the game hypes up the relationship and the initial quest, it’s a huge letdown to simply watch him keel over and then have to run away, all that effort wasted. They could have done so much more emotionally with the relationship, and it is disappointing that this relationship is quickly relegated to a footnote, with little if any emotional intensity. (And that brings me to a continuity problem… didn’t Colonel Autumn get killed in that radiation blast, and then inexplicably come back?)
The exit from Vault 87, again, is another forced-choice situation, and one essentially ripped straight from the original Half-Life – it was annoying then, and it sucks even worse in this context. There you are, persevering against hordes of Super Mutants, and then someone throws a flashbang at you and it’s all over? Give me a break! Arbitrarily stripping away choices does not really help the game progress, and again, it limits the immersion when control is suddenly taken out of the player’s hands.
The most egregious error, though, is in the endgame. Okay, so the penultimate battle between the Enclave and the Brotherhood is fought outside the memorial building (read: you walk behind a giant robot and watch as it smashes the bajeezus out of everything). Then you walk in the side door, shoot a handful of Enclave soldiers, walk into the rotunda, and have a final, epic battle between Colonel Autumn and his minions (read: shoot Autumn a couple of times in the head and watch his skull bounce around, and make short work of the Enclave guards – seriously, if you’re doing it right, you won’t even empty a single clip). And then… the binary choice.
You see, Project Purity is going to go out all Doomsday-style, unless someone walks into the irradiated chamber, sacrificing themselves to save everyone else. First off, it’s not even original (as anyone who has watched The Wrath of Khan can attest to). And second, it’s kind of a sucky choice, isn’t it? Here’s your character, who has just fought through countless battles, and who you may have become somewhat attached to in the nature of customized RPG characters, forced into a powerless choice – he can either go in there, and get killed off (which is painful when it happens to a character you’ve just spend hours customizing and playing with), or he can order some cannon-fodder soldier to go do it for him and look like a cowardly dick (and, for that matter, have the narrator scold him during the outro FMV for reasonably not wanting to die a horrid, screaming death from radiation poisoning). So, you’ve been able to shape everything you’ve done so far, and had fun choosing your character’s destiny – and then the game leaves you with this.
And why is this choice so irksome? It’s not because of the clichédness of the plot point, or because of the choices that were given. It’s because of the choice that isn’t given as an option.
There’s your character, standing near the Project Purity chamber, next to the sentinel character. And there, on the other side of him, is a Super Mutant. No, not an enemy. Not a hostile threat. Remember him? It’s Fawkes, the intelligent super mutant from Vault 87. It’s the same super mutant who comes to your rescue at the end of the Enclave base, and it’s the same super mutant who you can choose to accompany you all the way into the Project Purity chamber.
Remember anything else about him, though?
Oh, yeah. That’s right.
He retrieved the G.E.C.K. for you.
By walking through a room full of lethal radiation.
So there you are, arguing over who to sacrifice to the radiation. And right there, standing next to you, is a Super Mutant that can withstand nearly any level of radiation, and do whatever you need him to do while you’re at it. And so, it would seem, the most sensible route would be to turn to the super mutant and have him activate the device. After all, he can withstand the radiation, the device would be activated, everyone would walk away alive, triumphant, and happy, and the situation would be perfectly resolved.
But the game designers, in all of their wisdom, do not offer that option. And, in fact, despite the obvious and compelling logic of it, never seemed to have considered that situation at all.
And so your character is stuck making a stupid binary decision, and all the while you’re staring at the game in utter disbelief, wondering why the most sensible option was explicitly left out. As a result, instead of an emotionally charged, dramatic ending, the immersion of the game is lost as you swear at the in-game characters for being locked into a ridiculous, easily-defused situation simply by virtue of bad plot design. Which means that, for an otherwise enjoyable game, the endgame is wholly unsatisfying and does not measure up to the caliber of the other gameplay elements.
In fact, if I had to level one major criticism at the game, it would be that the plotting of the game seemed designed to destroy any tangible emotional tension in any of the game’s major plot stages. I felt far more emotion when out exploring the game world, when something unexpected would literally cause me to jump, and where I could simply wander around and take in the bleak ambience. During the plot sections of the game, though, everything felt more or less emotionally flat, and at some points felt like I was being dicked around a la Grand Theft Auto missions rather than doing anything that felt particularly meaningful. And that is unfortunate, because Fallout 3 has the potential to be a great game, and often is, when large sections of the main plot are taken out of the equation. Had it been paired up with a solid storyline, perhaps something along the lines of Mass Effect (or, dare I say, Oni?), then I think it could have been a truly outstanding game.
And one other note – what is it about games like this where they have to work towards a finite ending like this? When I ran into the final scenario in the game, there was still so much to do, and so many areas that I had yet to explore. So why end it? Sure, have an ending sequence that wraps up the main storyline (and takes away the irradiated water thing at the same time). And then, let the main character be free to explore his surroundings, and reap the rewards of all of his challenging tasks! To do otherwise, to build the main character up and then callously end his story, reminds me too much of Terranigma, the most psychologically harrowing RPG of all time (someday, I intend to write a full post on the massive heap of traumatizing fail that is Terranigma’s ending). I would have much preferred to be able to continue on with the character and explore the world regardless, continuing to explore and build, and play out all of the other parts of the expansive game on my own terms (and which I intend to do, at some point, from a save point prior to the climactic battle). I mean, heck, if you need to take a page from the GTA series, take that one – wrap up the plot, give the character some main-plot-finishing bonuses, and then let them explore and play to their heart’s content. Open-game worlds and finite endings do not mesh well – the didn’t in Mass Effect, and they don’t here. Stop robbing the player of choice, or deciding when or on what terms to complete their gameplay, and leave it up to them. Games are not on rails any more, and you’re not just delivering a chunk of gameplay hours. You’re delivering an entire virtual world, and your game only shows its full potential when you hand the player the keys to the city and let them choose their character’s path and destiny.
19 Comments
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November 8th, 2008 at 12:22 pm
Some valid points, some less so. I’m guessing you are not a hard core Fallout fan?
Anyway, first things first. I was puzzled by Autumns return as well, and also wondered at the lack of the obvious option of having Fawkes press the buttons for you at Purity. I put it down to a bit of weak plot development and the devs wanting to make the final moments of the game go the way they wanted. Bleh, but I certainly didnt let it spoil an otherwise fantastic game. Another note on this. I take it you played through as a ‘good’ guy? Fawkes wont adventure with you outside 87 if you aren’t a stand up fella. But yeah, having Fawkes save the day and let you all live happily ever after would have been a nice reward for taking the good path. :)
Regarding the end game however. It’s Fallout tradition. Fallout games end that way, and I am super glad of the few traditions of Fallout canon that Bethesda have actually stuck to. It is an RPG, and a definitive end just makes it that much more appealing to play through again, a different way. Exploring some of those many places you didn’t get round to mapping out first time through.
November 8th, 2008 at 12:58 pm
Greg –
Thanks for the comment. Admittedly, Fallout 3 is more or less my first experience with the series, so I was unaware of any plot traditions that were driving the storyline for this installment. And, indeed, I did play through as a “good” character – for some reason, I find that to be the path of least resistance.
I also understand your point about having unlimited playthroughs and characters, so the endgame is a bit less of an issue, from an objective standpoint. In my experience, though, as you build and develop a character, you begin to have a certain attachment to them, as they become fleshed out and their personality develops. As a result, it’s a bit disconcerting, after all that building up, to have their story unexpectedly cut short. Admittedly, it works from the standpoint of injecting emotions into your game, but you end up grieving a bit for your character’s end. And maybe there’s a bit of WoW syndrome creeping in as well – after spending that many hours improving and leveling your character, having the game step in, bump him off, and encourage you to start over from scratch is a bit of a letdown.
Perhaps if I had know about the Fallout traditions ahead of time, I would have known a bit more of what to expect in that regard, and would have been more prepared for my character’s inevitable destiny. I also would have appreciated, I think, a warning at some point saying “When you go to the next main-plot destination, you will be going into the final phase of the game, so do whatever else you want to in the game world first.” But being caught off-guard and suddenly thrust into that endgame choice just didn’t work for me.
November 9th, 2008 at 2:13 pm
Fallout 2 adressed this issue, and allowed you to continue playing afterwards, discovering a few secrets, and seeing some changes in certain locations.
November 10th, 2008 at 5:27 am
I totally agree with this plot review, as I was dumbfounded that I had no other choices in the matter. Previous Fallout games had several solutions to their endgames, not one (even though you get to choose who dies, it’s still the same action). I was pretty angry about Fallout 3’s endgame.
I also agree with the problem of Fawkes. I mean, here’s a guy you saved from insanity and imprisonment. He already faced death on the trip to the purifier and laughed in its face. By helping you, he’s not going to die from the radiation, you and Sarah will live, and he’ll become a hero to the entire Capital Wasteland. He has no apparent reason not to do it, especially as you’ve proven you can kill dozens of super mutants, and you could threaten him with the knowledge that one more dead super mutant wouldn’t matter to you if you feel desperate enough… but all he can say is something about the player’s character’s destiny? That’s bullcrap. As the player, I felt my destiny was to live and get that glass of water Sarah promised to everyone who survived, and I’d even make sure Fawkes got one, too.
Since you had not played earlier Fallout games, you would not have realized that the Fallout 3 ending is missing a crucial part of other Fallout games. Other Fallout games would tell you what happened to various locales in the game. You would learn the repercussions of many of the actions you took during the game. For example, in Fallout 2, depending on your actions in Modoc during the game, you found out during the ending sequence that the town eventually withers and dies due to drought, flourishes due to a spirit of cooperation that you’ve fostered, or becomes xenophobic to the point that surrounding communities band together and wipe it out. There were dozens of possible ending segments that would be chained together to create a personalized ending for your character.
Fallout 3 did not do this, so its ending consists only of the karma segment, the sacrifice segment, and the impurity segment. It doesn’t encourage me want to play through again to see other possible outcomes. (I have played previous Fallouts many times just to see how different character strategies and player choices affect gameplay and the endings.)
February 7th, 2009 at 10:00 am
I completely agree with the points made in this article and the players comments. I was totally underwelmed by the entire plot. Fallout 3 is only a husk of the greatness of Fallout 1.
My problems were more fundemental. From the very beginning, the entire deal with father leaving the the vault and the leader going crazy made no sense/logic. Compared to Fallout 1 where you had to leave the vault to get parts to fix the water purafier this story line did not hold up in the belief department. Same goes for the deal in the enclave, why did they start fighting each other? Story made no sense at all.
However, my main complaint was that I could not tell any difference between the BOS and Enclave, they seem to have the exact same goals: pure water, eliminate super mutants. Seems like the story could have revolved around Falkes and ‘saving the mutents as they may be civilized’. Instead you get the craptastic hackney ‘southern hick’ accent racist angle, although i never saw any mutant compassion shown by the BOS.
Finally, not showing how the small dicisions changed the world in the end movie was a real letdown. I expected to see how letting the pychopath canible kid live changed things, or not blowing up megatron etc. But nothing, the end movie was a real disappointment.
Oh well, here is hoping Bioware does a fallout one day, they seem to be the only game shop that knows how to make a great story.
February 22nd, 2009 at 3:16 pm
I agree fully that this ending was a huge let-down i was emotionally distraught for letting my character die in a situation extremely easy to resolve without anyone’s death as mentioned above.
i would have much rather you get old and die happy with a bunch of children and grandchildren and actually be able to see what your choices did(good person)OR you die a old bigot and hated man, maybe get assassinated or die in a battle i don’t know but almost any other ending would have been much better than the current one
August 24th, 2009 at 8:29 pm
100% agreement with the authors review of the game. the ending was a huge letdown!
September 10th, 2009 at 2:23 pm
What can you say – Bethesda has publicly stated that they let their game designers write the game, AS THEY DESIGN IT. They treat writing like a secondary function of the fiction, which is inexplicable when you’re talking about an RPG. Look at how idiotic some of the ‘intelligent’ dialogue choices they’ve created for smarter character builds are. These guys couldn’t write their way out of a paper bag.
November 24th, 2009 at 3:52 am
I think that Fallout 3 is awesome. It was awesome thinking of saving Megaton and finding your dad…I know that Bethesda made the wrong choice of just ending it like that. When I found out I honestly thought that maybe I should just give up Fallout.
There is a way around this actaully, BUT it still results in ending the game. You can search for a reasonable mission and simply not do it. Do all side missions and discover locations. When you get bored of it, do the mission and , sadly, end the game.
February 18th, 2010 at 11:59 am
Just found this nice plot review (yeah, it still is valid.. heh) after pausing the game. It’s the first time playing F3 for me and I just had to search the web for opinions about the plot development – I couldn’t handle this huge pile of disappointment.
And I have to strongly object the post above about “That’s what Fallout is like”. No stupid plot-railroading in F1 or F2, no suicide either. F3 may be a lot of things, even a great game, but it’s not a traditional Fallout game. It’s Oblivion with guns (honest, is it the same engine? Maybe 2.0?) and a very prestigious brandname they should not have bought for this purpose – Fallout.
Hell, I can’t believe I spent half of the playtime finding a way to track daddy and at the first opportunity the moron locks himself in with three Enclave puppets and KILLS HIMSELF. I wasted 10x more Enclave troopers on the ****ing way out! Daddy, why!?! Why didn’t you kill yourself in Vault 101 and left me with a wonderful post-apo world to explore?
Not sure if I can finish the game, no summary at the end about the consequences pretty much equals fail. So does commiting suicide. Stupid plot-designers, the world devs did such a great job and all it needed was about three days of your “work” and you had it ruined. Meh.
March 12th, 2010 at 5:21 pm
I think Bethesda expected gameplayers to already have finished the game before stepping into the chamber. I mean, seriously, in such an open game, who rushes off to finish the main quest first thing? You’re supposed to take the time to enjoy it, to do all those side quests, to level up and get all those perks. As mentioned above, the safest thing to do is just leave it alone until you’ve done everything else.
But seriously? I do agree with the posts above. They should have made the ending more like Oblivion or Fable II, where even after the main quest is done you still get to muck around and do quests. Kill people. Explore stuff. Join guilds. Level up. Whatever. Fallout…is kind of like its name, it falls out.
Regardless, I did enjoy the game, and I hope you did too.
December 6th, 2010 at 7:51 pm
Its just a GAME ffs
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I played fallout in febuary of 2009 I think it was. I didn’t have a ps3, but I played all night on my friends and loved it. Funny thing is that all I did was dick around in Megaton for 8-9 hours. All the while not doing a single quest.
I bought it from a friend less than a year ago and have probably already put 70+ hours into it. I actually just started playing it again yesterday. But I have to disagree about “the fathers anticlimatic” death. I found myself emotionally attached the whole game and have a hard time going through the game with negative karma.
The thing about Fallout 3 is that on every single play through, you can find something that you never knew was there. Like maybe the “Fuck You” door, but I think everyones seen that, or maybe the xuolong riffle, or the weapon cache in Hamiltons Hideaway.
All in all I think the only problem with the game is some of the bugs, and that it starts to glitch if played too much. 9.7/10