BuffHamster
mod the crap out of it
I sincerely apologize X12, I hope you saw that I tried to twist the subject back on topic at the end of my digression, again, I apologize for getting side-tracked.
Yamu: I concur with those statements, and I would like to add, the sub quest "Tranquility Lane", although it was part of the main quest line. It was very surprising to me the first time I played through, and I found it to be a "Father Knows Best" meets "Twightlight Zone" experience.
It also provided a brief glimpse into what the pre-war environment may have looked like (minus the b&w), or as viewed through the distorted vision of Dr. Stanislaus Braun. The evil little brat Betty (Braun in disguise) gave me chills, and I was gleefully happy to thwart that grotesque little monster and trap him within his own nightmare.
I did like the in-game radio, but I could not accept the number of functional radios all over, at first. Finding one or two would have attracted a lot more scrutiny to the environment, then again, there would have been no purpose for the Three Dog and Eden characters, so that odd circumstance quickly became forgotten and the immersion factor returned, ... the side quests for the various radio signals also added a sad haunted feeling to the game experience, like echoes from a great past tragedy.
Perhaps it is just me, but I always tried to search for a non-violent solution to the situations before resorting to the violent answer, allies were more useful than enemies, ... except the raiders, I often found myself muttering a response to the raider taunts: "Looks like we got a bleeder here!", "yeah, that would be you, ... [KA-POW!-headshot] ... moron."
... the wasteland is a harsh place, so violence often becomes the only answer. "Who wants loot? - Hellrazor wants loot."
Exploration, solving riddles, and evoking emotions while exploring the environment are the main factors for the enjoyment of Fallout 3.
Yamu: I concur with those statements, and I would like to add, the sub quest "Tranquility Lane", although it was part of the main quest line. It was very surprising to me the first time I played through, and I found it to be a "Father Knows Best" meets "Twightlight Zone" experience.
It also provided a brief glimpse into what the pre-war environment may have looked like (minus the b&w), or as viewed through the distorted vision of Dr. Stanislaus Braun. The evil little brat Betty (Braun in disguise) gave me chills, and I was gleefully happy to thwart that grotesque little monster and trap him within his own nightmare.
I did like the in-game radio, but I could not accept the number of functional radios all over, at first. Finding one or two would have attracted a lot more scrutiny to the environment, then again, there would have been no purpose for the Three Dog and Eden characters, so that odd circumstance quickly became forgotten and the immersion factor returned, ... the side quests for the various radio signals also added a sad haunted feeling to the game experience, like echoes from a great past tragedy.
Perhaps it is just me, but I always tried to search for a non-violent solution to the situations before resorting to the violent answer, allies were more useful than enemies, ... except the raiders, I often found myself muttering a response to the raider taunts: "Looks like we got a bleeder here!", "yeah, that would be you, ... [KA-POW!-headshot] ... moron."
... the wasteland is a harsh place, so violence often becomes the only answer. "Who wants loot? - Hellrazor wants loot."
Exploration, solving riddles, and evoking emotions while exploring the environment are the main factors for the enjoyment of Fallout 3.