Plot-holes and logical inconsistencies of FO3?

Anarchosyn

Still Mildly Glowing
This will just be a quickie:

I was reading through Nonsensical Elements in Fallout 3 thread and stumbled across Brother None's message which made an offhanded commentary to the fact their discussion didn't help explain "retarded shit, plotholes, internal logical inconsistencies or doing stuff just because it's 'kewl'."

My question is this: Has anybody cataloged these inconsistencies, plot holes or other failings of Fallout 3, perhaps in an easy to itemize essay or review?

I know of several off the top of my head, especially in reference to the end game (Why can't the Super Mutant go into the irradiated chamber? Oh yeah, because Bethesda didn't seem to think of that), but figured it would be fun to see a detailed analysis if one existed. I only gave Fallout 3 a single play through and that was over two years ago.. I'm sure a lot of garbage was missed or has fallen out of my head.
 
Why can't the Super Mutant go into the irradiated chamber? Oh yeah, because Bethesda didn't seem to think of that

They thought about it-- Fawkes makes a comment, if you ask him. But they haven't done it, because... who knows. Maybe they wanted the player to die, because it's super cool and grimdark or so.
 
actualy that was the explanation by both Todd and (even more) Emil.

Todd said the main topic was "sacrifice" ... and that part really gets done a lot in the game, your father and you as player or the brotherhood chick in powerarmor.

Emil said in some interview that they basicaly knew about the "flaw" with the companions but they feelt "ok" with it (something along these lines).

Make out of that what you want. I have the idea that as they simply never really make a plan for their games and jump from the drawing board directly to the development without any proper concept phase to speak so they loose a lot of details on the way. I mean with a project as deep like a roleplaying game (usualy at least) a good concept phase where is one of the most important parts. Hell even for a game that is NOT some RPG this is important. But Bethesda (todd) thinks that they save money that way. And it seems they are right since they still sell 3 Million games with bad content.
 
Lexx, it's not that it wasn't explained, it's that the explanation wasn't good.

Crni Vuk, it's interesting to see them admit to it and I respect their honesty. However, I don't really want to get sidetracked with this singular example (unless the underlining thesis is that Fallout 3 *was* logically consistent, made perfect sense and didn't skirt any plot-holes, never mind falling into them). I'm just curious whether anybody has taken the time to compile a list of non-subjective issues with the title.

I've met a lot of people that are unfamiliar with the logical consistency of the original Fallouts and wouldn't mind referencing an itemized list, even an incomplete list, of issues beyond my meager ability to remember (most of my examples center around Little Lamp Light's defensive structure and the scrappy little above ground "town" of ex-Little Lamplight-ians..

(Incidentally, where did the kids come from that populated Little Lamp Light? In other words, who were their parents? The narrative made it obvious many generations existed but I don't remember where the seed came from.. oh well).
 
Anarchosyn said:
I know of several off the top of my head, especially in reference to the end game (Why can't the Super Mutant go into the irradiated chamber? Oh yeah, because Bethesda didn't seem to think of that), but figured it would be fun to see a detailed analysis if one existed. I only gave Fallout 3 a single play through and that was over two years ago.. I'm sure a lot of garbage was missed or has fallen out of my head.

If you have broken steel fawkes, RL-3, or Charon can enter the chamber for you.
 
WelcomeToNewReno said:
Anarchosyn said:
I know of several off the top of my head, especially in reference to the end game (Why can't the Super Mutant go into the irradiated chamber? Oh yeah, because Bethesda didn't seem to think of that), but figured it would be fun to see a detailed analysis if one existed. I only gave Fallout 3 a single play through and that was over two years ago.. I'm sure a lot of garbage was missed or has fallen out of my head.

If you have broken steel fawkes, RL-3, or Charon can enter the chamber for you.

I think they (still) cannot. They have some lame excuses for not doing it.
 
It's not just F3 that suffers from this condition - Oblivion does too. More inconsistancies than you could shake a stick at. Obviously they either lost the guy(s)/girl (proberly not, but who knows?) who did this stuff or they simply stopped caring about it so much.

I'm still trying to work out - is the Capital Enclave the same as F2 (relocated) or are they just another branch of the Enclave set up by the Feds before the war? If a) how the hell did they travel there and if b) what were they doing for the decades before? On the couch? God, Tactics had a better plot than this....and that's taking the stupid Reavers into account.
 
Atomkilla said:
I think they (still) cannot. They have some lame excuses for not doing it.
they give you one without Broken Steel. At least Fawkes would say something like "he doesnt want to steal your destiniy".

I find that kind of writting almost as bad like Edens "youre right! I have to end this. I will destroy this station".
 
Nowhere nearly as stupid as:

Alien.png
 
I still honestly hate the whole inclusion of damned aliens so much, I could kill the person or persons responsible who thought it was a good idea.

Some Fo3 fans talked about how they hoped that the aliens would return in an Area 51 DLC for FNV and that we got even more crap about how they are involved in the Great War and want to conquer Earth and all that nonsense.
Or how they and the Enclave are working together.

Not to mention a DLC in which we return to the Capital Wasteland, honestly one of the most boring and stupidest Fallout regions in the game franchise.
Even the locations in FOBOS/FOPOS were more interesting than that place full of freaking idiots.
 
@anarchosyn

I never saw a compilation/list of stupid/inconsistent things in FO3. probably its easier to list the stuff that makes sense, it would be a short list. Closest thing to a listing of stupid things would be: http://fallout.wikia.com/wiki/Fallout_3_quests

The problem is that the whole game world doesn't make sense in terms of Fallout canon. Practically every faction is a stupid rehash of old factions relocated with retarded excuses across the continent (enclave, bos, orcs). For the ones that aren't (talon company) there is no explanation, so they might make sense but you have to look for it yourself, beth wont help.

Every quest or background information based on the above stupidity is inherently a plot/canonhole thats hard or impossible to explain. The few plots that are not dependant on ripped off content from the older games are inconsistent in themselves. For example the nuka cola quest, superheroquest and emovampirequest don't exactly break canon or fuck up the main plot, but they make no sense in the setting.

Add to it that beth removed the dialogueoptions for character with Int>2 and even the stuff thats new and does not create its own plothole is turned into retarded shit.

Bethesda created the sims:retardation with Fallout3. A world filled to the brim with stupid character, factions, locations, items, quests and backstory. Making a list of it would be like naming the individual drops that form the oceans.
 
Well, if I remember correctly, there was a alien skeleton in the SAD in F2 - so it's not 100% OT.

I've got it! Why doesn't somebody do to F3 what Nichols did for Star Wars - Episode I? (The Phantom Edit) Remove all mutants and refrences to FEV, populate the wastes with more small settlements, make the kids at Lamplight more like those Skags in F2, edit the BoS to be a advance guard from the Chicago faction, not the West Coast (at least a bit more realistic) and much meaner at that (extorting supplies, etc) Iron out the dozens of inconsistancies in the whole game.

It can be done. We have the technology... :)
 
that was not an alien. Its even explained in the SAD by a holotape (or something) why the head is so "big".
 
KarmaPolice said:
It can be done. We have the technology... :)

We can make you faster. Stronger. Better :P

Jokes aside, one of the inconsistencies I hate the most is how the White House was obliterated by a bomb dropped on it, yet the rest of Downtown DC is still standing more or less.
 
Started Wanderers edition of fallout 3 and was enjoying it until I got to megaton. My starting character profile was a mercenary who only cared about himself which in fallout 3's universe sets me as evil and apparently with my karma at evil Simms and everybody else can judge me as not liking the looks of me.
 
The Dutch Ghost said:
I still honestly hate the whole inclusion of damned aliens so much, I could kill the person or persons responsible who thought it was a good idea.

I liked how subtle it was in Fallout 1 and 3, just a crashed space ship and that's it. Just an interesting bonus to an already very big game universe. Shame Mothership Zeta kind of ruined it, but considering how crap it is, it's easy to ignore it and pretend nothing happened.
 
the issue might be if at some point either bethesda (or others ...) decide to make a whole plot around it. Simply replacing the enclave in some Fallout 4 game with a hidden alien invasion or something ... Mass Effect with the Gamebryo engine ...
 
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