Vinegar3
2022
2017
One of my favorite RPGs of all time. No joke. The janky NPC and world models add to the alien environment the game sets up, and the amount of ways you can break the game to your advantage are just about tantamount to limitless. Here's a tip for new players: if you want to get over the abysmal running speed, a great thing to do is to get yourself a Resist Magic spell with a Magnitude of 100 for 1 second and get the Boots of Blinding Speed. Cast the spell until it passes, quickly go into the inventory and equip the boots, and voila - free superspeed at just about zero cost. One thing you'll have to worry about primarily is keeping it repaired, so get to armor shops frequently.
2010
2002
2008
Fallout 3 was my first Fallout game, but years after playing it and with experience with other Fallout games, I think it's safe to say that looking back, I can't believe I actually thought this was an RPG. It can hardly be qualified as an RPG - you build your character's stats, you get to customize their appearance, you can name them yourself, but rarely if ever to you get to apply your build to quests and events in the game in a meaningful way. Most quests in the game have a straightforward path to victory: and that's it. There are no alternate paths to quests that you can affect based on certain parts of your character build and very rarely do quests gate you off for a decision you made. When there IS a branching path to a quest, ultimately, they lead to the same place: Bethesda tends to hamstring the player into making decisions whether they want to or not (see: the original ending before Broken Steel) and it can make the game feel quite linear.
If there's one thing I can say about the game that I enjoy, it's the actual exploration. There's a lot of areas which are, admittedly, copy-pasted corridors and caves lifted from Oblivion, but there are unique, memorable areas that help to stick in a player's mind (See: Republic of Dave, the Oasis, Vault 108, Little Lamplight), and even the context they can give to certain areas can prop up even visually uninteresting ones (see: The Dunwich Building). Sometimes they can get a little lofty with their ambitions and it often ends up creating hub areas which are frustrating to navigate, Rivet City popping out as a great example, but overall, Bethesda has always had a good sense of how to stick in the player's memory with small areas like the ones in this game. I haven't played Fallout 3 for YEARS and I still remember the Republic of Dave.
Bethesda is not very good at letting you build a character and definitely not good at telling an over-arching main storyline (at least, not since Morrowind), but if there's one thing they definitely excel at, it's creating memorable moments and self-contained stories whether through environmental storytelling or entertaining, quirky side quests. It is entirely inappropriate to call their games proper roleplaying experiences, I have to say.
If there's one thing I can say about the game that I enjoy, it's the actual exploration. There's a lot of areas which are, admittedly, copy-pasted corridors and caves lifted from Oblivion, but there are unique, memorable areas that help to stick in a player's mind (See: Republic of Dave, the Oasis, Vault 108, Little Lamplight), and even the context they can give to certain areas can prop up even visually uninteresting ones (see: The Dunwich Building). Sometimes they can get a little lofty with their ambitions and it often ends up creating hub areas which are frustrating to navigate, Rivet City popping out as a great example, but overall, Bethesda has always had a good sense of how to stick in the player's memory with small areas like the ones in this game. I haven't played Fallout 3 for YEARS and I still remember the Republic of Dave.
Bethesda is not very good at letting you build a character and definitely not good at telling an over-arching main storyline (at least, not since Morrowind), but if there's one thing they definitely excel at, it's creating memorable moments and self-contained stories whether through environmental storytelling or entertaining, quirky side quests. It is entirely inappropriate to call their games proper roleplaying experiences, I have to say.
2001
The game that introduced Shadow the Hedgehog who is, unironically and being completely honest when I say this, my favorite Sonic character of all time. It sucks that SEGA completely fucked his character over in his standalone game and the only meaningful development he had was in 06, widely considered the worst and clunkiest game in the franchise, and as such they've stuck to making him an obnoxious Vegeta-type character.
A great game if you like arena shooters, and I mean ARENA SHOOTERS - I.e. big open areas with little vertical movement where you have waves of enemies to mow down. Serious Sam: The Second Encounter (and it's amazing I have to say THE SECOND ENCOUNTER and not 2 when Serious Sam 2 already exists and is completely separate from this) has its ups and downs - it irons out kinks from TFE like the addition of a sniper rifle for picking off long-range enemies, but random pickups like tiny 1-health biscuits are no less punishing. A difficult game, but I'd say it verges on the balance between fair difficulty and unfair difficulty.