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Friday, March 19, 2010

Fallout 3: Game of the Year Edition Too much of a good thing is still a good thing

Bethesda has created one of the most unique game experiences with their Elder Scrolls series, especially that which is Oblivion, a game which Fallout 3 shows in a specific way. Perhaps a qualifier to massive undertakings in gaming, its astounding that this game has ever been fully completed by any gamer. I’m very intimidated to even write about it now, but with this effort, I hope to cover as much as I can about this version of Fallout 3 with what I’ve played and finished, along with research on the game in whole.

Before we get into this review, I must say that it will be quite a lengthy read, so I plan on splitting this review up into either parts or sections. The game is massive, and those who bought it are either just finishing it now, or have powered through it in speed runs. To have completed all the missions on the hardest difficulty, it could take even the most experienced gamer to push their patience to the breaking point.
Fallout 3 is one of those games that come about whenever great innovation is needed in the mainstream of First-Person Shooter titles. The game is a ton of story, action, drama, and allows you to choose your own path. What I found interesting about this game is not is it only one of the longest games I’ve personally ever played, it is also one of the shortest games you can choose to play. Fallout 3 is an open world with hundreds of missions, and is one of the few games that allow you to go straight to the end of the game to win it in around fifteen minutes.
I do have to say that this game is a lot of walking. I mean you literally walk the map to discover missions and characters that unlock progress through the main game. This game is actually six games on one massive disc, not to be confused with the original game, this is the special edition that includes not only the original game, but all the downloadable content that can also be bought separately through your videogame systems online network. This one disc makes it easier in that you do not have to buy the DLC separately, but rather in one large package, and is at this point, considerably cheaper. With the purchase of Fallout 3: GOTY edition, you only pay sixty dollars before tax for a brand new game.
Due to the disc holding so much information, you will on occasion find I troublesome when the game decides to freeze, lag, or glitch, but as this will occur on a rare occasion, a simple reload of your most recent save will normally take care of the problem, or if you simply wait a bit, the game should just start up again and continue functioning routinely.
Aside from the occasional glitches, this game is a durable one, and a very important game in both storyline and value. I would still recommend this version of the game to those who are looking for a great gaming experience, but I will warn them of some of the issues that come with Fallout 3. One is that it is time-consuming, and will often irritate you when the commands from the wireless controller do not operate with the game play, making a slower reaction time to the game.
The game also has some issues, mostly in the walking around the Wastelands, but luckily there is not a lot of room for boredom as there is always danger out there, with Raiders, Slavers, mutated animals, and the occasional Super Mutant, the Wastelands are dangerous and fun.
The story is classic, it follows the story of your character (which you create at the beginning of the game, and after determining the sex, ethnicity, and overall look of your character, you watch as your mother dies, and you are already starting off on a bad foot in the post apocalyptic world.
As you begin the game, you are but a toddler, around a year old, and your first goal is to get out of your crib. After you are out of your crib, you find a baby book, and there you set your S.P.E.C.A.L. attributes, which act as a point-value system that allows you to better survive the massive game to come. You have the ability to preset points to attributes such as Speech, Perception, Endurance, Charisma, Agility, and Luck, hence the acronym. These, along with the perks you build throughout the game help develop what kind of human being your character will become in the game. Remember, you can be the good guy, the bad guy, or just a neutral character as the game develops, so these abilities will help you in the quests that the player will embark on throughout the Capital Wastelands.
You spend a good portion of the beginning of the game inside the vault, your home for the majority of you character’s childhood life. Vault 101 is the vault you come from, and the beginning of your life. This is the one of several that you can find throughout the Capital Wasteland. Vaults were developed to help people survive and rebuild the world after the atomic bombs dropped. The vault you come from is a friendly place with a bit of 1950s nostalgia, although the game takes place around the year 2077.
Your character, that you name, counts on those around him/her for the majority of information needed in the world, and aside from that, there are books, notes, and other forms of writing from pre-war to post-war times that will help you figure out the game.

Before I get ahead of myself, your first true experience of the Fallout 3 game play comes at the tenth birthday party, when you receive your PipBoy 3000, a simple arm band-like computer that resembles and old Dos system that will be the key control panel for the entire game. This will even come in handy towards certain quests. Your PipBoy 3000 will tell you what weapons you have, what aid you have for health, and miscellaneous items you may have picked up along the way. It will also tell you if you’ve crippled any bones, your radiation level for when you leave the Vault, and it will also light up when you hold the button in that activates the PipBoy 3000.
After your birthday party, you receive a BB gun as a present. Your first goal is to hit all the targets, and then kill a Radroach, which is pretty much a cockroach the size of a poodle. When that is finished, you and your father take a picture together, and you are warped to age sixteen.
This is the age where you and all other vault-dwelling children have to take the G.O.A.T. test. This is pretty much a mockery of the S.A.T., and is your first true achievement in the game. The vault leader, the despotic Overseer, immensely is the key character of the vault, being the former of the G.O.A.T. and the one set in charge as sort of an imperial statesman to the colony becomes the back-story to many side missions, and even parts of the main story to the game. His role is not very important as it seems at first glance, but later through analysis, it seems that there’s always a bigger, greater picture to the characters that seem to dwell in the isolation of the Capital Wasteland.
After the test, you go onto the next part of the prologue, which is age 19. At age 19, your character is awakened by the Overseer’s daughter, as she’s trying to explain how your father breached the Vault, and has ran off into the treacherous Wasteland. You then run through one-or-two side missions to gain access to the Overseer’s office, where you can of course, choose to kill him, as well as anyone in the vault that steps in your path.
Reaching this particular part of the game starts your flow of the Karma system. Karma is the length-way of your characters main traits as either a good or evil. Plainly what can be told of this particular aspect of the game can determine much of how the ending, and interaction with other characters goes. Seeing as either good or evil are not only measured by your own personality that you create for the character, it is also measured by your time spent out in the world of the D.C. ruins. Karma plays roles that greatly affect your perks, or can be affected by your perks. In general, Karma affects the story, the dialogue, and the way certain characters will interact with you. (Jericho in Megaton is an example).
After breaching the computer system of the Overseer’s office, and making your way through the underground security hull of the Vault, you’ll come to the Vault 101 door, and when opening it, you’ll be able to make some adjustments to your S.P.E.C.I.A.L abilities as a last second resort to the dangers you’re about to face. After that, it’s a long trek through the dumps that make up the whole of the Capital Wasteland.
What is unique to this particular version, the Game of the Year Edition, you’ll have access to at least four of the five DLC missions without an Internet Access. Those missions are: Mothership Zeta, Operation: Anchorage, Point Lookout, and the Pitt. The mission pack Broken Steel will require you to have a level thirty and/or to defeat the main game. Each of the extra missions can be a quarter of the size of the main map, to almost as big as half the map. For example, the Pitt’s level is at most a quarter of the Capital Wastelands, but is one of the more interesting storylines, despite it takes about an hour or two to run through. On the opposite end, an area like Point Lookout goes from a seaside amusement park, to swampy inland with backwoods irradiated hillbillies, to a stretch of mainland overlooking cliffs to a lighthouse that you can swim out to investigate.
As for the main game, which I feel gives you more freedom, than the objectives laid out in the DLC. After breaching Vault 101, you are free to just roam around the Wastes, or go straight to the ending, a record time set online showed a player beating the original game in about fifteen minutes, so you can pretty much play the game through, or beat it in an instant.
Fallout 3’s game progress is pretty repetitive in the sense that it is just finding missions continuously throughout a massive world, seen in games similar like Oblivion; Elder Scrolls IV, and in other titles like Final Fantasy, although a big stretch for a comparison, the similarities are made because with each roam through the Wasteland, the story progress further. I can imagine how such a script was written for the game, as the story is so vast, it may be repeated through characters you meet, but in their own point-of-view.
The precursor to the game’s story is quite interesting, as it tells of a fictional war between the United States and Communist China. The Chinese invade Anchorage Alaska, which is also the side-story detail to Operation: Anchorage, a very different approach to the game, as it is more military based, rather than fighting deformed monsters, seen throughout the Wasteland. As it goes, China is able to take on the U.S. Army, around the year 2066, and with that, there is full-scale war between the two countries. Through old articles and newspaper clipping shown in-between loading screens, you get even more details of the war, as some will say the U.S. annex’s China, and the declaration of war leads to a M.A.D. affect onto the U.S.
What was a downside to the original game was that you never really get much detail on this war, except what you find in holotapes (voice recordings that are playable on the PipBoy 3000) Luckily with the Operation: Anchorage DLC, you are able to play a bit of this war through the simulation, and it has a more Call of Duty feel, than the rest of the experience in Fallout 3.
As the U.S. loses the war, it seems that the entirety of the Northeast is but a nuclear atrocity. Roaming around, you’ll find information that is relevant to the storyline that is not only vast, but has multiple breaks that flow as you go deeper and deeper into the game.
Considering that this game is based greatly on exploring and survival, while leveling up so your enemies fear you that you once feared, you get your hands on some pretty detailed weapons. Some futuristic beyond imagination, and some that are quite realistic and detailed to the guns we can get today.
The biggest gun in this game that you can pick up or buy is called a Fat Man. A Fat Man is a hand held mini nuke launcher that can be seen as based off a concept of a rail gun, and a slingshot. The concept could also be seen as the real-life handheld nuke launcher developed during World War II that was based off a mortar concept, but junked as the propulsion of the missile was too short a range for ground infantry to use safely.
This gun when set off creates a mini mushroom cloud and if pinpointed directly will incinerate any enemies that are caught in its path. A useful weapon, it is still meant to be used in short-ranges, and can also backfire and destroy the player if not properly measured.
The best part of the game when it comes to weapons is the schematics. Schematics allow you to create weapons that are made out of the miscellaneous junk that can be found all throughout the Capital Wasteland. Perhaps the most popular is the Rock-it Launcher, which allows the player to make anything from toasters, to teddy bears into deadly ammo. With the Rock-It Launcher, you’ll never run out of ammo, unless you cannot find any junk. The best thing about this schematics weapon is that once you launch something like a baseball, you can then go and pick it up and use again so your ammunition is never wasted.
Bottle cap mines, the shish kebab, and Railway Rifle are just a few of the other guns you can learn to make, earning you a new way to take out enemies when there’s not weapons to be had. These weapons pale in comparison though to all the guns, knives, swords, grenades, and melee weapons are just a few other original goodies are at your disposal out in the Wastes.
Although you have more weapons than you can carry at hand, there are plenty of things out there in the Wastes that will give you a run for your nuka cola caps. Super Mutants are perhaps the most deadly enemies in the Main game, and they come in enough varieties to keep you always on your toes. They can be the size of a normal Raider, or reach the heights of buildings, so you’ll never have an easy time while exploring. Super Mutants are tough, but they are but a tick on your skin at the monstrosity force that is the Enclave.
The Enclave are perhaps the most ferocious enemy in the game, not because they are mutated beasts, but because they are militant strategists that outnumber you about a thousand to one. They also have helicopters called Vertibirds that will hunt you down from the sky, and land releasing a whole mess of these power-suited military marauders. When facing them, you’ll have to use wit and your V.A.T.S system (explained below.) to take them out. They aren’t a pushover, and if you land in one of their camps, it will take a miracle to make it out unharmed, but they are still not the toughest Wasteland enemy to fight.
Deathclaws, loathe them, because they’re going to beat you down into submission many, many times before you can learn to take them out. When the Enclave have a few as their personal pets, it’s easier to throw on a stealth Boy and just avoid confrontation altogether. Sometimes it’s not going to be so easy as playing a game of hide-and-seek, and the Deathclawa are not so easily fooled. Resembling something out of a horror flick, or your worst nightmares, Deathclaws are terrifying not only by their grimly look, but also by their size and speed. It takes a lot to take one down; even a shot from a Fat Man may not always do the trick. Beware of their claws, as their name is not just a cheesy gimmick, one good swipe will tear you to shreds. The best thing about them is that once you kill them, their claw can be collected, and is a perfect companion to the Rock-It Launcher.
Now if you ever run into a Super Mutant, and anywhere past level five, they may seem like a breeze, but with the Overlord, and Brute classes, it will never get boring to fight them. Mutants normal travel in groups, and if not they have another Wasteland enemy tagging along as their watchdogs, The Centaurs.
Centaurs are nothing like the mythological protégés that they are named after, unless of course you consider a human being mixed with only God knows what else as a horse man, then they are perfectly named. Centaurs are a little bit of almost every enemy character in the history of video games. They look like a Resident Evil reject, but are still rather nasty to fight. With a lashing tongue, a surprisingly scary speed, and the ability to spit some sort of radioactive acid, they may not have the ferocity of a Super Mutant, but the two combined leave you in a frantic haste while fighting.
Your last group of enemies for the main game are actually quite similar, but differ mostly in appearance and tactic. Raiders are sort of like caravans that hunt down and take whatever they can from whoever they can in the Capital Wasteland. They frequently show up whenever you’re trudging through deserted buildings, houses, and even just out scaling through the terrain. They normally travel in groups that are no larger than ten, but no less than two. On the rarest occasion you’ll spot a single raider, but it is unlikely. They are generated more than any enemy over the map, and after a few levels are more like pestering gnats than threats. They will sneak up out of nowhere to get you, but will attack almost anything in the Wastes that comes into contact with them. They’re really the first true enemy you’ll meet out in the Wasteland, but if you’re armed with only a baseball bat, they can be one of the hardest groups to fight.
Being that they are not wholly affected by radiation poisoning, they are great survivors, and wholly human. They are scavengers, marauders, and will not hesitate t kill you while you’re passing by. You cannot bargain with them, or reason with them, as you may luckily be able to do to a Merc, but be warned that if you kill one, you’re almost guaranteed a bunch more will follow. Raiders do occasionally have bases throughout the Wasteland, and if you happen by chance to come up on one, you’ll more-than-likely to have a shootout. If you’re lucky they may be preoccupied with a Radscorpion (giant scorpions that resemble Black Emperor Scorpions that are affected by radiation poisoning) or other Wastelanders that will not harm you unless you cross them wrong.
The next group of enemies that are similar to Raiders are Ghouls. Ghouls are the name for people that are so sickened by radiation poisoning; they look like a horror show zombie more than a deranged human. Although not all Ghouls are mindless killers, many will hate you for being a full intact human. The ones that cannot be bargained with are called feral ghouls. Feral ghouls are the particular class of ghoul that has had so much radiation poisoning that their comprehension of right and wrong has diminished to the state of a vicious animal. Not to be mistaken by ghouls that can actually speak and even barter with you, these are the deadliest form that will attack without reason, and are not the easiest to kill. They come in four classes: Feral Ghoul, Feral Ghoul Roamer, Feral Ghoul Brute, and Glowing Ones.
Glowing Ones are the most difficult class of Ghoul to fight, as they like other ghouls can be healed by radiation, these type emit radiation, as their green glowing skin aptly proves. They are extremely vicious, and can tear you to pieces if you are unaware of their presence. Normally a Feral Ghoul will hiss or grow to alert you, it is not always the case with Glowing Ones. If you spot a Glowing One first, and depending on your skill level, weapon, and condition of your weapon, they are a pushover to defeat.
Finally we have Mercs and Regulators. Mercenaries can be spotted throughout the game, and may or may not attack you depending on the situation, but they are trained ex military, or at least have some form of military training, and when at a base, can easily blow you to bits. They are ruthless, but can at times be bought off, or even hired, depending on the situation. Most of the time, they are hired to kill, or even tag along with caravans, but at other times, they can just attack without reason. Unlike Slavers, which will rarely attack, unless you’ve wronged them, Mercs will not always need a reason to put you in the ground.
Regulators are somewhat opposite of Mercs, as they are the “Good guys” trying to maintain order in the anarchy Wastes. If you have a very evil karma, they will occasionally come upon you and try to kill you because of a higher power placing a bounty on your head. If you wrong someone that has a lot of power in the game, you may have to then face one of these groups, and the end result may not always be in your favor. Unlike Mercs, Regulators cannot be persuaded otherwise to stop hunting you down, and they work in large groups throughout the waste, unlike Mercs that are loners. If you wrong one Regulator, they will all come after you, as opposed to Mercs, if you wrong one, you may be able to slide by the rest. Trudge softly, and you may be able to avoid any unnecessary problems from these two groups.
Despite the array of people that you meet in the game, much of the wildlife in Fallout 3 can be dangerous to pit against as well. The wildlife of the Wasteland can be just as dangerous as the psychopaths running around causing chaos. Here’s a few things to watch out for prior to getting Animal Friend Perk 2.
The Mole Rat is common for the first few levels of the game, and they can be a pain in the ass to handle. Like most enemies, they’ll come out of nowhere and start munching on you before your PipBoy can even see them on the radar. They’re pretty much moles that due to the effectiveness of radiation poisoning they grew exponentially, and have loss all their hair. They are ugly as sin, and will attack you without hesitation. Another creature to watch out for are Bloatflies.
Bloatflies are radiated bee-like flies that will shoot at you with stinger-like needles with pinpoint accuracy. They will attack you and buss around, so V.A.T.S. will be best to take these buzzing annoyances out with a bang. You can of course take meat off of these creatures for health. Perhaps the most dangerous natural wildlife animal is the Yao Guai.
Yao Guai are radiated black bears. They are vicious, and hard to kill, which will take up your ammo pretty fast. Yao Guai have a particular meat, and it will add side effects whenever your character takes the meat for aid. They are highly ferocious, and will greatly damage the player. The most unique aspect of the Yao Guai are their look, if you can get close enough to admire them that is. They have pulsating skin that looks as if it is cracked, due to radiation poisoning. When one is coming after you, they are perhaps the most vicious thing next to the Death Claws.
One animal that follows enemy characters are watchdogs. These semi-domesticated creatures are nasty in their attacks, and will draw the attention of enemies to your location if you are discovered. Perhaps the most annoying enemy, as they can cause great trouble for the player when the Raiders come to see what their canine friends have discovered. These animals are also highly radiated; giving a bloody, deathly look to them, and making them look even fiercer than their human counterparts.

All enemies in Fallout 3 can either be a pain in the neck, or a synch to beat. One enemy is always an easier challenge, but what if you have five to ten Enclave soldiers coming at you at once? Well, a few frag grenades can save you some trouble, but not always the best choice against three Super Mutants gunning at you in close quarters. Even the most veteran FPS gamer will have trouble in some of the worst-case scenarios of the game. So how does one survive while not reverting to their last save point? Simple, use V.A.T.S.
V.A.T.S. is a targeting system that allows you almost pinpoint accuracy to your enemies. This is done b a specified targeting system that will direct you to a snapshot of your enemies in their most recent pose, and from their you can decide just where you want to bring the pain. Take them out with a headshot? Or do you cripple their limbs so they can’t run away? Your style in V.A.T.S. can persuade the character's ideology by being precise, vindictive, or professional just with the click of a button.
After you select the targets, and take advantage of their weak points, you will set the commands in a chain of rapid gunfire that at first seems like a glorified version of Bullet Time ™, but is a far different animal in its own rights. V.A.T.S. is almost essential in major battles that will be laid out throughout the map, and in the end, it may even save you time, from simply just dying in an all-out shooting battle. V.A.T.S. is not fun when used constantly, but rather when you use it at the precise moments, like in a sneak attack.
As you will see, the V.A.T.S. system will tell you the percentage chance of hitting your target, the damage it will cause to that area of the opponents body, and the overall damage to that enemy’s health. During the game play, I’ve found it more interesting to use V.A.T.S. with melee weapons, and knives, rather than guns. Watching a Fat Man Mini Nuke go off and have a critical shot in V.A.T.S is also a fun way of testing out the magnitude of the weapon’s ferocity, compared to how mundane it feels with say a combat shotgun.
V.A.T.S. also brings a bit of a turn-based strategy feel to it, but despite being a unique improvement to an already advant garde title, it is one of many improvements made to the game as a whole that separates this title from many of the games that have come before it, and to the many more that have followed it ever since.
One thing I have not really mentioned about the game overall is that it is not just a linear fighting/shooting title. As I mentioned earlier, the karma system allows you to do things many other games tend to allow, but not to the detail of Fallout 3. If you want to be rid of a character forever in the game, you can very well end their life, no matter if they are good or evil. Not ever character is able to be killed, as it is important to understand that some characters are essential to quests, and if that quest is active, they will not die, but only be knocked unconscious until a set time that they can be killed.
When deciding on your path through the game, you may find yourself wanting to switch from a very good character, to a character that has no particular side. The specific acts that you do in the game are so detailed, that they can very well decide the overall end of the game, or just make you either very good or very evil. As you progress further in rank and level, you’ll be able to decide whether you want a high perk that is of Good Karma, Bad Karma, or Neutral Karma, which will be important, as some characters will not bother to even acknowledge you if you did very bad things, or very righteous things in your progression.
Karma is decided throughout the game through not only your actions while walking throughout the Wasteland, but also through missions. Missions are the key part of Fallout 3, in that they supply a vast majority of the experience points, and can be major deciders in how much your karma is affected. Missions, both main, and side missions are important in shaping your character into the angel or devil he or she may become.
The bulk of missions are mostly side missions that do not truly reflect the main mission of following in the footsteps of your character’s father. The main conflict in the game depends on you hunting down your father and helping him with his unfinished experiment. You travel through landmarks like Megaton, Galaxy New Radio, the Citadel, and Rivet City. Finally, the game comes to ahead at the Jefferson Memorial, where in this particular version of the game, you can either end it there, or continue on, adding a few more hours of game play.
DLC missions have in some part an important role to the mythology of the gigantic world that is Fallout 3. A prime example is when you play Operation: Anchorage, you get an idea of the game’s prologue of the war between the United States and China. In the DLC package
Point Lookout, you get to travel a bit further up to Maryland, where you will be on a seaside amusement park, and you will then travel and help a ghoul defend his mansion against rowdy tribal members that are hell bent on regaining the land for the sake of their insane cult leader that finds that the Wild Punga Fruit is essential to their ideology of some greater God. They seek out the mansion as if it’s Holy Ground, but you later find out there’s much more than just religious zealous. The storyline is not an exact add-on to the Capital Wasteland epic, but it is essential in finding out the source of the Punga Fruit, and in that you find out essential information that you’d never find while walking around the Wastes.
What I’ve found interesting was that with the DLC game in Mothership Zeta, it was an interesting take-away from the original game. Rather than having wide-open landscape to plot and attack from, I had the dealings of spaces that were of minuscule dimensions in comparison.
Mothership Zeta is a game that is primarily based on an alien spaceship, and the chief goal was to reach the Mothership, and fight the alien captain. This DLC is important though, because there is essential alien technology that can be found and used at your disposal. The Alien Disintegrator and Alien Atomizer are two weapons that are both fun to mess with, and cause a substantial amount of damage. The game itself is not clunky, but due to such a different terrain, it may take a moment to adjust to the game itself, in-comparison with the other missions to be played.
The Pitt, mentioned a bit earlier in this review, is another game that is a direct link to the main story, while not taking place directly in the Capital Wasteland. The Pitt is actually a smaller map, and take place in the ruins of Pittsburgh Pennsylvania. You discover this particular DLC while venturing out into the Wastes, and finding an escaped slave that needs your help to rescue his fellow captives in the Pitt. The Pitt is a giant mining facility that is run by oppressive slavers that work their captives to death, attempting to rebuild the once great city back to its former days of glory.
The leader of these slavers is actually a former Brotherhood of Steel member, and his workers are mostly ex slaves that have won their freedom in the arena. The problem that progresses from the scenario is that there is a disease due to radiation poisoning that is affecting all the workers, and turning them into things called Trogs. These Trogs are like human monstrosities, as they seem to walk on all fours, and are meshed deformities of skinless, bleeding creatures.
Although one of the shorter areas for you to play, it has a lot of humanity, dialogue, and story to make it a formidable download to add to the immense package that is Fallout 3: Game of the Year Edition. The Pitt is fun, and not too long, or too short, so you’ll be able to finish it without any real agitation, but it will also not be a walk through the park either. Collecting steel ingots turns out to be the more difficult part of this game, as all your weapons, are not only stripped from you, but you are thrown out there with Trogs with only your bare fists to protect you. Luckily there are plenty of weapons laying around at your disposal.
Granted, jumping straight into any of the DLCs will require you to have a bit more experience with the main game, and with the more experience you have, the easier the transitions will be for you. If you use your survival skills learned from the main game, you’ll find that the DLCs are mostly quick ways to gain a lot of experience very fast.
Fallout 3: Game of the Year Edition, is a game that will never really finish, nor truly end, with the thousands of directions you could take our character, each play through will be a brand new experience. If you killed someone early on in your previous game, they may be helpful on the second time around when you let them live. The paths you choose in the game will ultimately decide how the game plays through, and that’s what makes it such an important game for this generation. The pinnacle of deciding more on what you want to do in the game’s vast open world, instead of what game developers want you to do, is decidedly a game changer from all the other gaming experiences out there. If you were to call this game an experiment, it is more of letting the gamers decide what they want their game to be, and giving a free will not normally seen in videogames.
Fallout 3 is a gaming experience you not only become submerged in, but encourages the experience to be immersing with something new at every turn, and every time you travel the wastes. The story develops through a mix of oral history, notes, and recordings, as if you are uncovering the big picture with every travel through the Wasteland. The game invigorates with its fresh originality. Enticing and separate from most any other gaming experience you will ever come around in this generation of videogame systems, you will find that Fallout 3 is a glimpse at the future of gaming, with its RPG style of switching the game from First Person to Third Person perspective, the V.A.T.S. targeting system, and the epic storyline. Fallout 3 will prove to most doubters that it was not considered Game of the Year for just any old reason; it was named Game of the Year because it has an almost perfect experience.
With this version of the game, it may have its flaws, but for the price, and the amount of game play you receive with the disc, you can very well ignore some of the glitches for the amount you will be playing. Fallout 3: Game of the Year Edition is a game deal that is most definitely worth your hard earned money, and being the immensity of this game, it could be the only game in your collection, and you could play it out until the disc burns up, and still not seen everything the game has to offer.
Without giving too much more away, I’d personally say that if you own a next generation console, this is the sort of game you’d want to own, because it takes all the elements that make video games of today great, and do it up right. Fallout 3: Game of the Year Edition is not perfect, but what it lacks in control, accuracy, and occasional glitches, it makes up very well for by being a game that speaks to the hardcore group of gamers that look for something more out of their game. Give it a try, and you’ll discover that Fallout 3: Game of the Year Edition is very much worth your valuable time.

Thank you for reading the Malacast Editorial, keep checking back for more reviews and previews of video games, movies, books, and the occasional music review. You can also follow any updates to the Malacast Editorial with Twitter! Follow @mcasteditorial for all the latest updates to the blog, and any upcoming reviews that will be posted, and with the upcoming Malacast Podcast TBA. The next review will be of the upcoming video games for March 2010, including Heavy Rain, Final Fantasy XIII, and the long-awaited conclusion to the God of War saga with God of War III.

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