Fallout 3 DLCs are Inconsistent
51K views · Sep 13, 2024 · Gaming
Comments · 429
@PseudoNym13 · 2 years ago
they put aliens in Fallout but not Starfield
325
@LabMatt · 2 years ago
"How do you mess up going to space?"<br>[The Frontier mod logs out]
77
@endlessducks4567 · 2 years ago
Next up fallout 4’s dlcs are a spectrum
245
@Lexelai · 2 years ago
You’re about to babysit me for the first hour of work
61
@2400baud · 1 year ago
"How do you mess up going to space?!?!!?"<br>Starfield: Hold my beer...
19
@BackSeatDog-q4t · 2 years ago
I'm conflicted on Mothership Zeta, I agree that it's a step too far, but I'm a sucker for anything alien related. The problem I think is that Bethesda can't decide whether the Zetans are a serious and ominous threat, or just wacky enemies for us to turn into pincushions.
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@Preacher.theOne · 2 years ago
I cant remember who, but one of the outcasts who you speak to before entering the sim mentions that all the safety protocols are off, meaning if you die in the simulation you’ll go into cardiac arrest. This implies the simulation has safety protocols that were probably used by soldiers training for combat. Why they were turned off, however, escapes me.
54
@plswhy · 2 years ago
Interestingly enough what you understood from Wernher's side isn't the full story. See, he really doesn't care about the slaves. He doesn't care about the cure. All he cares about is himself. One of the developers behind A Tale of Two Wastelands confirmed this after scouring through FO3's dialogue as is required for the development of the mod, and found out interesting tidbits about his behavior. For the cues the VA was given for his dialogue, he needed to sound quite slimy, never really meaning what he meant. When talking about Marie, he just doesn't care about her well-being at all. He mentions things about how the cure extraction would go faster if the complainers didn't worry about harming "the little squirt", caring little about her well-being. He even says that once the cure has been extracted the slaves (which he still calls slaves despite the whole fighting for not being a slave) can take care of her, effectively turning Marie into a slave in the process. He doesn't even care about Midea, stating "You'd think an old slave like her would know how to work without raising a fuss, right?". This is not the marks of someone that fights for equality. Hell, the slaves mention how not much has changed when he became leader. In fact it's still the same old system of slavers telling slaves to do hard work, except now the leader has no prospects for the future. The real reason Wernher wanted Ashur gone is because he was kicked down a peg from the hierarchy and now wants revenge by killing his boss and asserting his "rightful" position on the throne of the Pitt instead of merely being second fiddle. He had no benevolent intentions to begin with.<br><br>With that in mind, this changes the premise of the Pitt's ending choices. You have Ashur: a man who has done a lot of bad and forced people to work in the Pitt as slaves, in the hopes of a better future for all its inhabitants and especially his daughter. He is no saint, but the Pitt wouldn't have civilization without him: just trogs lashing at anything that moves in one of the most barren hellscapes of the wasteland. On the other hand, you have Wernher: an opportunist who manipulates people so that he can have superiority over others, even as the smallest embers of what could potentially be civilization die out around him. Doesn't matter, he gets to lord over people as those said people's chances for a better life cease to be, fooled by the illusion that things might get better. Ashur somehow ends up technically being "the morally good choice" in all of this despite being a slaver, which kinda shows how messed up the Pitt is given that it's a place that's in such horrible conditions that no conventional good can help it become hospitable. That's the real magic of the Pitt, and combined with somehow making the dirty FO3 textures work thanks to lighting and being the Pitt, makes it the closest Bethesda got to making Fallout feel like Fallout should: imperfect human civilizations attempting to shape the future in a desolate land. Too bad they only had that spark for just that one moment before kinda being confused in which direction to take Point Lookout, then all the other DLCs.<br><br>Also Broken Steel kinda annoys me in the sense that it introduces the spongiest of the spongiest enemies to the base game, and they just flood the entire map by endgame. I swear if I have to fight another Albino Radscorpion or Super Mutant Overlord with DR ignoring flat damage tri-beams I will lose it. Actually I kinda did, hence why I really need to be bored to even boot up FO3 these days. Still beats playing Mothership Zeta with the whole war caused by aliens and the inertia fields. Oh those damn inertia fields.
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@disqorddoge1101 · 1 year ago
Most of the problems with the DLC’s can be summarized with “they just keep letting Emil write stories”. Dude is a hack amongst hacks.
78
@AdrianFahrenheitTepes · 2 years ago (edited)
I enjoyed Point Lookout more than the base game of Fallout 3. Mainly because it actually went into the Marsh climate that makes up a lot of Maryland. And also because I felt like I could choose a side, at least if I replayed the game
19
@renegadeguardian · 2 years ago
The first 3 DLCs were forshadowing the eventual direction the series would go in for Fallout 4 and 76. In other words, bare minimum plot, shitty characters, shitty choices, et cetera et cetera.
135
@PowerfulRift · 2 years ago
The <b>*Fallout 3*</b> DLCs were released in the following order:<br><br>1. <b>*Operation: Anchorage*</b> (Released January 2009) <br>2. <b>*The Pitt*</b> (Released March 2009) <br>3. <b>*Broken Steel*</b> (Released May 2009) <br>4. <b>*Point Lookout*</b> (Released June 2009) <br>5. <b>*Mothership Zeta*</b> (Released August 2009)<br><br>This is also the correct order to play in canonically.
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