Bradford posted some comments in the reviews subforum, but since he never actually wrote a review, I am transferring them here (as well as a reply by Worm):
Bradford wrote:I am going to start posting my opinions one part at at time about what the game does well and what it does poorly, and if things go well perhaps eventually reach the point where a review could be written.
I'd like to address the game in terms its role-playing characteristics (or lack thereof) last, as I find that to be the most difficult part to analyze.
Also, I think there is a lot of opportunity to compare the game to Mass Effect (because it is the only other recent game I can think of that has a hybrid fps/turn-based combat mechanic) and to the last two Elder Scrolls games, for obvious reasons. I also have a sense that it might be useful to compare it to Deus Ex, but I haven't played that game since its original release, so I could be way off base on that.
Combat mechanics:
Due to the manner in which the enemy encounters and 'levels' are designed, I found it prohibitively difficult to play the game as a pure fps. This is unlike Mass Effect, where once I got through the first 4-5 hours of the game, I felt no need to use any special skills or otherwise utilize the pause mechanic to do anything at all (except during boss fights).
I think this is a good thing. In Fallout 3, one-on-one you are the equal of most opponents. However, by equal I mean very nearly equal. If you find a lone super mutant, and charge straight at him, you will certainly kill him but lose a good chunk of health in the process. Several factors contribute to this. The primary one is lack of accuracy at anything other than close range. Another is that the enemies scale to your experience level at a well implemented rate.
Therefore, one is forced to use strategic planning and/or stealth to overcome the majority of encounters. The pause mechanic, called the VATS system, assists in this by giving you a number of points that may be spent on 'free' attacks (technically in slow motion, but you can't really be hurt until after your commands are executed), and which recharge in real time. Engaging VATS brings up an overlay of the enemy that displays the percentage chance of a hit on its limbs, head, weapon, or varous other parts of the enemy (some of which are more vulnerable to damage than others). Again, these percentages tend to be relatively low (i.e., in the 30-60% range) when not at very close range. Thus one must combine tactics for sneaking close to an enemy prior to engaging, making decisions about direct attack vs. luring the enemy into a trap with explosives that you can lay, and dealing with the presence of other enemies that may be drawn into the area by the noise you make. This works because most of the enemies are legitimate threats, so almost every encounter must be taken seriously.
Overall, I think that makes for a successful combat system that remains interesting throughout the game. It is only improved by the design of the game world, which drastically changes one's combat choices depending upon the environment. There are essentially three types of environments in the game; wasteland, interior, and in the city. In the wasteland, enemy encounters are relatively few, and although the terrain is open, you are generally fighting lone animals that lack ranged attacks, and you can pick them off without much trouble. Interior areas (whether in the subway, buildings, caverns, etc...) are generally densely packed with enemies, but because you are able to get pretty close or lure them into landmines without them detecting you, they can be taken care of without great trouble. The city, on the other hand, is very different. There are powerful enemies with guns patrolling the surface streets, and so much rubble that cuts off potential escape routes that there is a strong sense of exposure. This creates a tense experience and a strong desire to be underground or in the dark instead of out in the open. This is a welcome departure from Mass Effect or Oblivion where there seemed to be no real desire on the part of the designers to have you avoid enemies.
Bradford wrote:So in the three and a half months since I wrote the above post, I've gotten completely bored of Fallout 3, and haven't played it at all in at least two months. In that time, I've come to the conclusion that I've already written about everything interesting in it.
However, out of a misplaced sense of completionism, I give you the following:
Level design:
Discussed in the Combat mechanics section.
Art/music direction:
Adequate but unremarkable.
Role-playing:
Well, you can certainly invent a role, like, in your head, and play the game in accordance with it. Within the game, you have the freedom to go pretty much wherever you want, and kill pretty much any npcs you want, so if the role you chose was cartographer or serial killer, you're in luck. Otherwise you're stuck with 'be good,' 'be evil,' or 'be neutral,' except that the 'be neutral' choice isn't actually a third option of being morally ambiguous or deliberately balancing opposing forces, but rather is what occurs if you simply are good half the time and evil the other half, so your little good/evil bar stays more or less in the middle of the scale. Yes, the game's quests have different outcomes depending whether you pick good or evil, and some of them have long term changes on the game world. However, since all quests can be completed as either good or evil, so your role-playing choices have no effect on whether you 'win' or 'lose,' either the quest, or the game, I found it difficult to care.
I'd give it three stars, for what I thought was a successful and interesting combat system, attached to a simplistic and often tedious game. Ultimately, the novelty wore off this 'role-playing game' as I realized that what I really wanted to do was not so much play make-believe in my head as engage in challenges designed by someone who is good at designing challenges. In Fallout 3 there was an enormous amount of opportunity to do the former and relatively little to do the latter.
Worm wrote:Perhaps it's because my character was a fairly optimized build (lots of points in Small Guns and Repair), but I thought the combat difficulty was a complete joke. I played on Hard, and near the endgame, I spent more time using my assault rifle to hose down supermutants at close range than I did inside VATS. I agree that the environments allow for (and occasionally require) different tactics, and use of cover is important, but VATS rarely seemed like anything more than "free headshot mode." I mostly used it to one-shot the weaker enemies.
Any remaining challenge is removed by the generous inventory space afforded to your character. I never had to make tough decisions about what equipment I would carry with me; whenever I wanted to pick up more than the limit, it was always because I was gathering loot to take back to town and sell.
In addition, ammunition and health items are weightless, so you can stockpile them as much as you want and never worry about running out during a battle. If your character is reasonably combat-capable, only the beginning of the game will require any scrounging. I was swimming in stimpacks by level 7 and finished the game with over 100 of them in my inventory.
As I said, my character's skills were very combat-oriented, so I suppose you'll have quite a different experience if you dump your points into Speech or Barter. But, that approach just seemed foolish to me, considering the amount of enemies in the game.
Bradford wrote:Worm wrote:Perhaps it's because my character was a fairly optimized build (lots of points in Small Guns and Repair), but I thought the combat difficulty was a complete joke. I played on Hard, and near the endgame, I spent more time using my assault rifle to hose down supermutants at close range than I did inside VATS. I agree that the environments allow for (and occasionally require) different tactics, and use of cover is important, but VATS rarely seemed like anything more than "free headshot mode." I mostly used it to one-shot the weaker enemies.
I played a mostly unspecialized character, except that earlier on I put a lot of points into Energy Weapons, which was obviously a stupid thing to do. I was probably level 10-11ish when I wrote the first post (and again, not very combat oriented), and level 18 now, and much more specialized into combat, so I have come to agree with your assessment. Initially, though, I think I got a lot more enjoyment out of the combat system than you probably did.
I agree with the rest of your post, too. For what it's worth, I think it had more potential to be a great game than, say Mass Effect, but lack of challenge is the primary cause of game mediocrity today, and is clearly the problem here.
I appreciate the reply, and if you disagreed about any of my other points, or if you think I left anything notable unmentioned, I would be interested to hear about those also.