Reviews from

in the past


The only crime this game commits is it's blown away by New Vegas. I've only 100%ed this once, when I was 16, and I really ought to go back to it...if it won't corrupt on me like last time.

Best moment was early on, when I left Megaton with 3 bullets in my hunting rifle because I had nothing else and no money...these are the moments I remember.

After numerous crashes on my PC, I'm going to shelve this game. From what I remember when I played this game last, this game is one of my favorites. This game was my first time playing an RPG and my first Fallout, both of which have had a huge impact on my life. The Pitt and Point Lookout DLC were my favorites, both adding interesting new settings. Operation: Anchorage and Mothership Zeta I did not care for. Anchorage gave us a cool look on a much talked about point in Fallout history, but the simulation setting I do not like. Zeta was all about Aliens, which has been around Fallout since the beginning, but was always minor and in the background. Putting it in the foreground is not something I care for.

Thanks for listening, children.

Probably the best Bethesda Fallout but its easily blown away by New Vegas.

The game that took my Fallout virginity and the game that turned my interest from shooters to RPGs. It doesn't hurt that I live near the Capital Wasteland so I know a lot of the area - even after it's been turned to a radioactive hellscape of misery and pain. Fallout 3's map is massive and chock-full of interesting, scary, weird, and irradiated locations to explore. The gunplay is dated but still engaging and satisfying. Walking out of Vault 101 is still breathtaking even now. The DLCs are also commendable - Point Lookout is my personal favorite, a timeless and invigorating foray into the dark and mysterious swamps of Maryland, faced with violent locals, swamp ghouls, and other horrors. The punga fruit hallucinations are whack though. Many of Fallout 3's unique quests are memorable and captivating side adventures while you track down your deadbeat Liam Neeson dad. Also, I appreciated the religious themes in the game, which were both nonintrusive and appealing - nobody ever talks about how the plot of the game is based on a Bible verse and I'm not sure why. The main quest is serviceable and treats the major themes of the game well although it isn't exactly moving either. Overall a solid experience, even worn by age.

The setting is interesting, but the story is very bland, and the acting isn't the best. It's basically just Fallout 1 & 2 combined and mixed with Oblivion's Engine. Not bad, but not really that good either. Still, it beats playing the original two or 4 anyday.


One of my favourite games of all time. First played it 10 years ago and still come back for the nostalgia. Out of the 3 Bethesda Fallout's, FO3 definitely has the better atmosphere, although not as high quality combat.

More Fallout, including the 10/10 expansion Point Lookout and the dogshit expansions Mothership Zeta and Broken Anchorage. Three Dogs/10

I played this in tandem with Disco Elysium and tbh I forgot how goddamn boring of a game this was, made for a good palate cleanser after any session of the former game. FO4 is considered either fairly disappointing or just quite bad due to its dumbing down on a lot of RPG mechanics (on top of a lot of other things). Yet going back to this game made me appreciate FO4 somehow since at least I thought some of the new additions in 4 were neat. There's really no reason whatsoever to go back to this when New Vegas exists. Hell, I thought by getting the DLCs I'd at least be adding some spice into this second playthrough but nah it just allowed me to get end game material at like, level 8. The biggest positive I can say this second time around was that it somehow managed to not crash on me every hour or so, god's blessing be upon me i guess. Overall it's just a really bland, monotonous and mind-numbingly easy game to go back to. Even Fallout 4 has stuff like factions and uncapped levels to entice another playthrough but if you go through GOTY (hell even if you've just played vanilla FO3, the dlc isn't anything you need to bother getting unless you want to sit through 2 hours of bad gunplay to get a Gauss Rifle and the best Power Armor in the first few hours of the game), you've pretty much seen everything. Not helped by the fact you can miss ~50% of the game and still get level capped, so why bother doing any other questlines. Here's a list of areas/questlines I didn't do because I didn't need the exp/weapons/money/karma nor did I want to waste anymore time with this than need be.
-The Agatha quest (I've never done this despite hearing this is one of the few good quests)
-The entire Arefu quest (other than getting the bobblehead here)
-Anything Oasis related
-Anything Tenpenny related
-The Canterbury Commons quest
-The grayditch quest
-The big town quest
-Anything Rivet City related that wasn't the main questline
And despite missing a good chunk of the game's locations and side quests, I capped my level and had a skill spread average in the 90s. And this was without getting any of the 'add bonus points into X skills' perks that were completely removed in NV. It was just an extremely mindless experience.
But at least Fawkes is good.

Avoid Mothership Zeta, and you'll have a good time.

Didn't enjoy this fallout much and definitely had to push through to finish it near the end

Not a single glitch was fixed cause why bother when people will buy it regardless.

I would very much like to complete this game but it crashes every half hour on PC

My girlfriend and I wanted an RPG to play through together, and I don't think our decision could have been better.

Fallout 3 has something for everyone; action, politics, awesome levelup/perk mechanics, VATS, comedy, exploration. The works.

However, saying this, the game did kind of just... end. It wasn't really clear that we were on the final mission until the credits started rolling.

While we may have moved on for now, I can see us coming back soon to play through the countless missions awaiting us, including all the DLCs.

Going to be in the minority probably, but F3:GOTY is my favorite Fallout game in the franchise.

here's my bold original take: fallout 3 is a bad rpg

It's not a bad game. Just bad when compared to Fallout, Fallout 2, and Fallout NV, which it kind of has to be.

This game is busted, it's broken on every platform, but especially PC where it will crash every 10 minutes on the dot, an embarrassing display. People who get mad at Fallout: New Vegas for crashing should be applauding them for salavaging anything from this shitshow of game stability.
The shooting might be the worst in a AAA video game, with the stiffest animation ever seen, and some terribly unimpactful sound design, Enemies that feel like they take thousands of bullets to kill in I guess some attempt to make ammo feel scarce, instead of just, y'know, making ammo scarce?
What this game does salvage is what Bethesda is really good at which is making amazing open worlds, and memorable characters. The open world, while not as good as what was displayed in Oblivion, or later in Skyrim, and Fallout 4, is still serviceable. The atmosphere created is great, it feels like what a classic Fallout would be in 3D, however in practice, it feels very limited in exploration, invisible walls are often, especially in the cityscape.
The characters, are what save this game entirely though. I love Fallout 1, and 2, but I think the only place where this game outshines is it's predecessors is in making memorable characters. I can't remember any character names from Fallout, I can remember the talking heads, their voices, their quests, but never their names, but almost every character presented in this game is someone you won't forget. The stories told with them aren't done justice, they often lack any sort of meaningful or tough choice but occasionally you'll find the diamond in the rough.
Fallout 3 is a game from one of my favorite studios, making a sequel to one of my favorite games, so naturally it felt like a recipe for greatness in my eyes, but sadly the combination of instability, and awful gunplay really take away from the atmospheric open world, and charming characters. I would recommend people skip this for Fallout: New Vegas, or Fallout 4, which both outshine this game in every way, or try out the original two Fallout games.

When I was 12 I played this game and I just remember being amazed my the setting, the music and the sense of dread this game gives you.

Is this game as good as New Vegas? No. But that doesn't make it a bad game.
Exploring the Wasteland is enjoyable and there are a few stand out quests around, even if its story is lacking.
It's RPG elements are perhaps underwhelming and its gameplay hasn't aged the best, but it's a better game than Fallout 4.

I played this game in the mid-2010s, and I was so curious to see if it was worth the hype. it wasn't, the game is kind of boring and lacks weight that other RPGs I enjoy have. the character movements are weird and janky, and the lack of ironsights is just... odd. it feels like a much rougher trial run of new vegas, which has its own flaws.

Everyone has their own opinion on how to fix Fallout 3. Even fans of the game will say that the conflict between Enclave and Brotherhood wasn’t fleshed out enough, that morality plays like Megaton’s bomb were just pitiful, and so on. Those less charitable to the game might say it needs a total rework, to be set in an earlier time period and ditch the classic factions to tell a story more in line with series canon. Personally, I’m somewhere in between, because I think that Fallout 3 actually does have the potential for an amazing story, despite the innumerable problems with its writing. The change to make it all work would be shifting the emotional heart of the story from the Lone Wanderer’s father to another character who already exists, who gives you a quest that could also hold up the entirety of the narrative.

Moira Brown.

Yes, the eccentric shopkeeper in Megaton who wants your help writing the Wasteland Survival Guide, and no, I’m not kidding. The way that the quest works in its current state mostly puts you in the path of raiders, mirelurks, and mole rats, but consider how it would look with an expanded scope, with the goal being to catalog not just the major hazards, but factions and politics as well. It would play out similarly to the independent route in New Vegas, where your goal was to make contact with the major regional powers, and either do their quest to make an ally or ignore them altogether. In the case of this hypothetical new Fallout 3, the plan would be the same, to visit raider camps, Brotherhood outposts, the Enclave itself, hear all their perspectives on the world, and try to bargain with them to make life safer for the common wastelander. Just like how the base game allows you to put in a varying level of effort with optional objectives and stat checks, players would have a wide latitude for how involved they want to be. If they want to improve the wasteland by joining one of the factions, they could then choose to write the book in a propagandized, realistic, or disillusioned way, with more useful details coming with more time as a member. It’s a system that would encourage players to genuinely engage with each faction and learn everything they could, on top of exploring different regions and destroying nests of monsters. Just as the player shapes the guide, the writing of the guide comes to shape the wasteland, which has shaped the views of the player. That sort of expressiveness is exactly what an RPG like Fallout really needs to leave a personal impact.

So, where does Moira herself come into it? Well, she’s the embodiment of the question at the heart of a project like this, of how a single person with hardly anything to their name could heal a deeply troubled world. Think of how much we struggle with this question in real life, how so many of us look around and see nothing but collapse and disparity, and don’t know what we can even do about it. Moira represents that spark of action we have within us, even if we aren't sure how to use it, and whether her own efforts are naive, noble, or something in between is up to interpretation. Whichever way she's viewed, the harshness of the world outside enforces just how much it needs people like her, and not more soldiers. Fallout loves to say that war never changes, but a story like this could be the reminder that there's still hope. It’s people like her who can change the world.

Addendum on the DLC (includes spoilers):
If you’ve read my other Bethesda reviews, you know the drill. The date listed for this completion is for a replay, and I had only played the DLC once upon its release, so here’s the DLC for the review. Just like last time, this will be longer than the actual review, and this is where I drop all pretense of being clever and just make fun of the game fairly directly, which for this game, is probably what everyone was hoping for anyway. Also, there are a whoppin’ FIVE expansions to get through this time, so I hope you’re comfy.

Operation Anchorage might just have the strongest premise of any Fallout DLC. It’s a rare glimpse into the past, depicting a significant moment in the lore for the first time, and what makes it doubly intriguing is how it’s presented as a military-produced simulation. It’s the perfect opportunity to present how pre-nuclear culture distorted reality, to satirize the sort of politics that lead America down that path, and mix it with grains of truth that the player has to dig through for the real history. It would be Fallout’s version of the histories of Herodotus, which contain a mix of true historical insight next to biased legends meant to excite the crowd. It could even be combined with an alternate plot of trying to escape the simulation in a way that gels nicely with Fallout’s sci-fi influences, there are so many ways that a writer could run with this that the only possible conclusion is that none were actually involved in this project. The DLC starts with a short linear shooting section, then drops you into a small map with two objectives: blow up two fuel tanks and clear a base full of enemies. Then, another linear shooting section wraps it all up. Did they think Fallout 3’s combat was so fun that the game just needed more? Did they think the base game didn’t have enough already? I genuinely have no idea what happened here. There’s no substance, just a little under an hour of pure shooting. The only benefit to engaging with it at all is how the armor it rewards you with is bugged to have 9,991 times the durability it should. Classic.

The Pitt has a much simpler idea going on: sneak into the industrial hell that Pittsburgh has become, go undercover, and coordinate a resistance with the enslaved people. Having all your stuff taken from you to collect ingots in a factory overrun by mutants, scrounging for every bullet and stimpack, is an effective change of pace for highlighting the desperation of the setting, but that single mission is all there is to it. Afterwards, you fight in the arena, with the first enemies dropping great weapons that you can use to easily blast away the other two fights. Then, you get all your gear back. What happens next is particularly odd: you get called up to meet the boss of the entire operation and are expected to hear him out and maybe reach a compromise. However, knowing he’s a slaver and that I’m wearing 9,991 layers of power armor, I disagreed and chose the dialog option to kill him along with all the other bosses. This broke the DLC. Bethesda must have genuinely thought that the choice between maintaining the systematic enslavement of the entire East coast or killing a handful of slavers would be something I needed to really think about, because it made half the NPC’s dialog shut down. It also made the final quest entirely pointless, being a mission to overrun their base with mutants, even though everyone was already dead. So, The Pitt was a promising little plot for about 20 minutes, but after that, it completely ran out of steam. No interesting rewards or additions here either.

Broken Steel is perhaps the most famous of the bunch, thanks to its rewriting of the original terrible ending, but the new one has almost all the same issues. The Enclave’s overall motivation and their reasons for fighting the Brotherhood were hazy at the best of times, but with the purifier lost, their main base destroyed, their leaders killed, and the enemy in possession of a superweapon, what’s keeping them going? What’s their goal that we’re trying to stop? The closest we get is how their orbital satellite superweapon destroyed our giant robot superweapon, and now we want to get even. What they plan to do with it from that point, or why they didn’t just use it earlier, go largely unaddressed. So, the new finale of the Fallout 3 main quest is blowing up a base you learned of an hour ago, in defense of nothing in particular. I genuinely think this DLC was created just to pull the Lone Wanderer out of the grave that the writers inelegantly shoved them into, and the rest was an afterthought. Here’s a fun fact though: Broken Steel contains the only time in the main completion path where you visit the iconic Pennsylvania Avenue. While most players end up there while searching for Dad, players who did Moira’s quest first probably found Dr. Li in Rivet City, skipping quests from Moriarty’s bar, visiting DC, fighting mutants with the Brotherhood, and running errands for Three Dog. See, I told y’all that Moira was the best, she knows where to go.

If it wasn’t for Bethesda’s trademark lack of awareness, I would think Point Lookout was a parody of the main game. You join up with someone who’s entirely contemptuous of you in order to take down someone who’s essentially the exact same, with no firm reason established. Then, the other side tries to flip your allegiance, all without specifying a reason to do so. You really have no context for anything that’s going on and just dumbly shoot your way to the end, until you’re confronted with a pointless choice and an obligatory locker full of stuff. At the very least, this DLC has a full new map to explore, and I have to give credit for that, but it’s just not what this game needed. It’s like Bethesda asked what we wanted, and we yelled “More roleplaying opportunities!” and they said “Great! More shooting!” and served up Operation Anchorage. Then they asked us again, we yelled for more roleplaying again, and we got The Pitt, which asked us if we would be willing to end the murder of an entire generation if it meant the person running the operation would be really disappointed. Then the lag caught up at Bethesda HQ and they got the message that the ending was terrible, so they changed it to allow for more shooting. After we kept screaming for more roleplaying opportunities, we got a couple more square blocks of green mess to explore in a game that had miles of that already. Maybe the next DLC will finally give us what we want.

It took me an hour and a half to complete Mothership Zeta, I had started with 1,006 microfusion cells in my unique plasma rifle, and I ended with 96. So, firing 910 shots over the course of 90 minutes gives me 10 shots per minute, about once every six seconds. Since none of the enemies drop those cells and I never switched weapons, it’s a fairly reliable measurement. However, keep in mind this includes a couple times where I got lost, and all the time spent looting containers when the game is paused, so it’s more like a shot every 4 seconds. There were no story choices to make, so let’s put that at 0 meaningful roleplay interactions per second. Looks like we didn’t ever get what we wanted, huh. What’s sad is that they actually did have a decent premise in here: there are a bunch of people from different time periods and cultures that you release from cryostasis, and you all have to work together to escape the alien ship. Considering how Fallout is all about warring factions, wouldn’t it be beautiful to end the game’s saga with a story about how people can come together across culture and time to create the perfect team? Instead, it just means you can pick a companion with a shotgun, a rifle, or a revolver to shoot along with you. It blows my mind how a DLC that overtly apes Star Trek and classic sci-fi so thoroughly misses the underlying humanism.

If there’s a theme to all this, it’s how Fallout 3 has some nice little seeds of great ideas, which could have grown with some time and love, that just went nowhere. The Capital Wasteland is criticized for being a big green concrete ruin, but the harshness would have been really compelling if it was tied into a story about pushing forward when all seemed lost. Operation Anchorage’s premise is great, The Pitt is a setting just begging for more development, Broken Steel… shows that Bethesda is willing to listen to feedback, and so on. While I would love to say that the team just had to get their sea legs and would make the next Fallout amazing, we all know that didn’t work out. Fallout 4 was also a story that was basically about nothing, and Fallout 76 was entirely based around being about nothing. With such a storied legacy of nothingness, I don’t even know who I would tell to play Fallout 3 in this day and age. You don’t need to play this to see that New Vegas was good, and there are tons of games out there that are more fun to wander around in, overshadowing the one saving grace this game could be said to have.

Thus ends the Fallout 3 Survival Guide. As Moira said, “That concludes our exceptional expert endeavor. I have to admit, I was worried it would go over some peoples' heads…

...but it should be fine.” Thanks for reading this behemoth of a review, I think every Bethesda game I’ve covered has been the longest I’ve ever done at the time of its writing. Luckily, Fallout 4 only has two expansions.

Using GOTY Edition to complain about how high level enemies are just huge bullet sponges that aren't fun. I just played the game on god mode once I hit level 25 basically because its just not fun dealing with constant fighting, destroying armour, and sponge enemies.

mucho contenido y las expansiones están que te cagas

Bethesda Studios are very good at making games that make me feel like I'm dead


This review contains spoilers

fawkes telling me that it was my destiny to die to radiation poisoning, and the narrator calling me a coward and a loser for sending in fawkes anyway was very funny

(Escribí esta reseña en la ficha del juego base, aunque realmente al que he jugado es a este):

La historia principal se me ha hecho mucho más corta de lo que esperaba (aunque el hecho de que algunas de mis habilidades ya estuvieran llegando a los 100 puntos debería haberme hecho sospechar que el final estaba cerca) y, por lo que he investigado, ya he completado casi la mitad de las misiones secundarias del juego base (aunque tengo la edición GOTY, que creo que viene con todos los DLC).

Todo esto no es ni bueno ni malo, es para dar contexto a mi opinión, que es la siguiente:

El juego es sumamente inversivo, con un universo y ambientación difícilmente superables (el diseño de sonido es especialmente eficaz) y un abanico de posibilidades jugables inmenso.

La trama como tal no es gran cosa, pero el Yermo está lleno a rebosar de personajes de lo más variopinto con los que podrás intercambiar interesantes diálogos y/o golpes y disparos con todo tipo de armas; y también de monstruos mutantes que podrían llegar a hacerse un hueco en tus pesadillas.

Con el tiempo supongo que iré completando misiones secundarias y explorando otras opciones que ofrece el juego, por lo que puede que en algún momento vuelva a escribir algo aquí e incluso que le suba la media estrella que le falta.

O jogo até que é bem diverto, porém simplesmente bethesda. Jogo extremamente bugado, tive que usar comandos de console pra conseguir começar a DLC , então eu chego na missão final e o jogo simplesmente crasha em um certo pontokkkkkkkkkk.

i enjoy this game but it has some of the worst writing ive seen in my life