From Ash, New Beginnings


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Written by Erik Rapson on October 28th, 2008 8:19 PM

While in function it’s nothing like those that came before it, Fallout 3 captures the only thing that was fundamental to those beloved isometric masterpieces of the past: a world reborn from apocalyptic ash. The weathered hills and the tattered Washington cityscape of Fallout 3, spawned from the heat of Cold War hysteria, are more than just futuristic doom and gloom; for those born in its landscape, a time close to our present is their battered history. Idealists would have it back in all its ostensible happy-go-lucky glory, while those unhinged from nostalgia see an old world long gone and a new one taking shape from the rubble.

With minds in the right place, detached from primordial mechanics, developer Bethesda isn’t interested in the irrational expectation that the Fallout series will, always and forever, be stuck at an archaic plateau. Through a tersely envisioned world, where people praise undetonated bombs as relics of their creation, where slavers and raiders seek nothing but pain and bloodshed, Fallout 3 touches on every dark and dank place spawned by a desolate existence, but never does it lose touch with hope. Through retaining the essence of Fallout, and presenting it for a new era, the setting resonates as deeply as ever.

Opening within the sheltered walls of Vault 101, the experience begins with your literal conception from the womb. Character creation is done primarily within the context of the experience; choosing your sex, your attributes and your general direction are all decisions incited by in-game events. From birthday parties to schooling, it’s a brilliantly veiled tutorial in which you frame your path from childhood to adulthood. And as chaos builds within the thickly governed confines of the Vault, it’s soon off and out into the vast expanse of the Capitol Wasteland in search for dear old dad.

From there, what you do is unbound from any particular path. And well thought out as it may be, the main quest isn’t even the main draw… especially when it ends in PowerPoint slides (three poignant endings would have been far more compelling than two hundred combinations that are all equally mild). The appeal is the post apocalyptic landscape; an enormous mass to explore, in both its scale and scope. Every inch has a story to tell, not to mention that it’s equal in size to Oblivion and even grander in detail.

Fitting with the archetypal Western roleplaying game, a route deeply carved by Bethesda, the rhythm of the experience proves tough to get into for the first several hours. But context is everything, and Fallout 3’s capability of imbuing in you a sense of place shows no bound with its complement to design. Fresh faced and untainted, it only makes sense that coming to grips with the harsh environment is a struggle. Scavenging for supplies, through dishevelled supermarkets and skeletal remains of white picket neighbourhoods, as a low level character the experience is appropriately focused on survival against irradiated elements. And ever so mildly in spirit, this early part might just be the closest thing to Cormac McCarthy’s The Road we will ever see in videogame form.

As your inventory grows, and meagre rusty pistols give way to more effective but equally battered rifles, shotguns, and plasma tech, the terrain becomes increasingly manageable to traverse – though it never loses aspects of survival completely. The first person real time combat is, even after maxing out all the necessary skills, not as effective as it should be. The futility as a straight shooter is slightly offset by VATS (Vault Tec Assisted Targeting), which has you queue up individual body parts of enemies for a more efficient, targeted, and cinematic result. But a mix of the two never quite comes to fruition without the right balance or feel.

As difficult as getting past the lack of rhythm might be, you never feel too outmatched or incapable. And seeing as you can sidestep encounters entirely by going the sneaky, smooth talking route, it hardly impinges the heart of this vision.

Rarely touched upon in the gore fest filled media leading up to release, Fallout 3 is subtly effective with its humour. And not just owed to the pseudo 1950’s demeanour, but interaction with colourful yet rugged characters that populate the Wastes. Their origin stories, and disparate views of historical icons, provide a quietly humorous and ironic undertone that permeates every encounter.

The Wasteland is rife with dark schemers and people in need of help. Megaton, one of the first towns you’ll most likely visit, is a heap of scrap metal shacks forged around an undetonated Atom bomb. The township’s Sheriff would have you disarm it, making it a slightly safer place, meanwhile a shadowy elitist would have you rig it to explode to rid the world of the new fangled “scum” that have scrawled their lives on irradiated dirt. The consequence of going thermonuclear erases all quest threads within the town, but it also unlocks a different location which would prove difficult to gain access to otherwise.

While never reaching the same spectacle, other quests attain increasing heights of moral ambiguity and power. Paths within them are malleable to your moral standing, and dialogue options tied to your skills can twist characters and outcomes as you see fit. There is a true sense of weight to player authorship; the fragility and malleability of environment and character incites a looming sense of responsibility, no matter the path you choose.

At its heart, Fallout 3 is an enigma ready to be unravelled. Through intrepidly envisioning the series as their own, Bethesda has crafted an experience that resonates in a new age. Perhaps the combat lacks identity and punch, but much of this wholly realized vision is intrinsically tied to your sense of place and weight on a ravaged world. Another triumph of first person narrative, along every step of your journey the remnants of a million tragic tales lay at your feet. Now the choice is yours to taint that little bit of new hope, or strive to keep it alive.

3 Comments so far

  1. Ryan on October 28th, 2008 at 10:43 PM.

    Awesome review man, sounds like a great game.

  2. Daigoji Gai on October 28th, 2008 at 2:19 PM.

    Fantastic review actually.

  3. Erik Rapson on October 28th, 2008 at 10:39 PM.

    Thanks, it’s nice to know that people are reading stuff now ;) .

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