Toxicfluff on 19/12/2008 at 00:33
As an aside, does the main Tenpenny quest strike anyone as the only truly decent quest in the whole game? I had really hoped that there would be more morally ambiguous outcomes throughout the game than this single one. By it not spelling out the outcome in thick splatters of black and white, it was the only one that really seemed to me to have an element of intuition in play. By intuition, I mean a more human element in terms of the signals pointing towards the result -- I didn't expect it because I'd gotten so used to the 1 + 1 = 2 brand of moral logic in the game. Yet it did make sense, if you view it on the blurry plane of human nature, or at least human characters.
Minion21g on 19/12/2008 at 04:54
Get further in the game then we can talk. I remember one very interesting and enjoyable quest involving a specific piece of parchment.
Toxicfluff on 19/12/2008 at 12:42
Quote Posted by Minion21g
Get further in the game then we can talk. I remember one very interesting and enjoyable quest involving a specific piece of parchment.
So there's two of these quests? Quite the turnout.
I been playing the game for god knows how many hours now so I'm just heading to the end to wrap it up and get my evenings back, where do you pick the quest from?
Illuminatus on 20/12/2008 at 05:51
If he's talking about the "retrieve the Declaration of Independence" quest, there's nothing morally ambiguous about it, it's a simple fed-ex gig. Talk to the museum curator in Rivet City.
Minion21g on 20/12/2008 at 23:03
Simple fedex?! It's a fight for independence against redcoats! Moral ambiguity aside it has a very interesting story to it. You just need to do a little more than accept the quest and pickup the document. I enjoyed the fact that the Thomas Jefferson robot's voice modulator didn't work and if you loaded the backup robot with Thomas Jefferson he runs around spewing out Galaxy News in an powdered wig.
I think it's truly a decent quest regardless of moral attributes.
Toxicfluff on 21/12/2008 at 01:26
Bloody hell. Just finished the game, checked the hours played for the first time.... 86 hours and I still had gaps on the map (other than the obvious, I did very little exploring into the northwest quadrant right up until the end), blank spots in DC, hadn't gone into Paradise Falls and most of the factories (the couple I did go in were copy&paste affairs so I didn't bother with the others) were still untouched. That's value for money. Shame about the ending/s though, not quite the glamorous affair Bethesda interviews had suggested.
twisty on 21/12/2008 at 12:00
I completed it yesterday, having clocked up over 42 hours of gameplay -- although it felt like much more than that! It was an absolute blast and probably the best Bethesda game I have played, in my opinion.
I do however agree with the majority of gamers that were disappointed with the game's ending. It just came across as a huge anti-climax to the rest of the game, in much the same way that the main Oblivion quest did compared with all of the available guild quests and other side quests. Considering that there are supposedly 200 possible endings to Fallout 3 -- although there are only 12 significant ones apparently -- it is possible that I might like one of the others. My status at the end of the game was "Saviour: Last hope for Mankind", which only offered three variations that I am aware of.
I'm also puzzled about a conversation I had with Sentinel Lyons at the end of the game in the Jefferson Memorial Rotunda. She let slip about her father's gripe with the outcast brotherhood of steel and advises you to speak to him if you want to learn more about the situation. The issue of course is that you are trapped in the Rotunda at this stage and can do nothing else but take part in the ending of the game.
Jason Moyer on 21/12/2008 at 19:54
Quote Posted by Illuminatus
If he's talking about the "retrieve the Declaration of Independence" quest, there's nothing morally ambiguous about it, it's a simple fed-ex gig. Talk to the museum curator in Rivet City.
If I were going to name another somewhat ambiguous quest off the top of my head I'd probably go with the Oasis one.
Toxicfluff on 21/12/2008 at 21:29
Quote Posted by Jason Moyer
If I were going to name another somewhat ambiguous quest off the top of my head I'd probably go with the Oasis one.
Yeah, I did think that after posting, amongst a few other ones that I can't now recall. Although the outcome of Oasis is still clearly defined by what you decide to do. I suppose what really grabbed me about Tenpenny was not only the balance between the options but that one particular outcome, although predictable if you thought about it, gave the game a semblance of life beyond your actions.
snauty on 29/12/2008 at 23:35
First impressions: Great introduction, slick interface, overall smooth production values.
After a few hours: Some hilights (the bomb matter), some nice views (Rivet City)
And then: tedious & boring atmosphere (i.e. none), pale characters (i.e. way too nice and normal, Oblivion style, though the Shivering Islands' oddballs weren't interesting either), a wasteland that is actually nothing but an uninspired copy/paste dump, a waste of space and time compared to something like the zones in both Stalker games, which also boasts way more interesting characters, dialogues and sublevels. Hello underground.
I would have loved to see an aftermath setting not that late after the big bang. The city not yet as crumbled, with more intact places to go. More like a dying place than a rotten corpse. And more threatening, hello Teh Zone again.
Oh and the score is abysmal. Had to turn it off. No class or atmospheric value either.