The Rhythm Of The Quest in Fallout 3 and New Vegas
Posted by Joystiq Feb 03 2012 01:15 GMT in Fallout: New Vegas
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Filed under: PC, Sony PlayStation 3, Microsoft Xbox 360, First Person Shooters, RPGs, RhythmThis is a weekly column focusing on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity.
Have you ever been horribly frustrated by one part of a game, only to think of it as the best and most memorable section of that game in retrospect? It's the ruins of D.C. for me. I played Fallout 3 on the PC a year or so after release, so the first thing I did was load up on mods, introducing different play balance, graphics, more weapons, and most motivating of all, more music for Galaxy News Radio. But at the start of the game, GNR is in trouble and the station's signal is weak. So I went to fix it as soon as I could.

When I went into the ruins of D.C., I wasn't ready. By heading in that direction almost immediately, I skipped doing smaller-scale quests, which would have provided more experience and better equipment. D.C. was a slog. I scrambled for ammo, for health. I explored nooks and crannies that I didn't need to, because I hadn't even really figured out the game's compass yet. It was nail-bitingly tense, it was fresh, it was new, it took me hours. It was a pain, too. I died multiple times, but oh was it magnificent.

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