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** It doubles as a MoralityChip; it's the only thing stopping that jovial Mr. Handy from going on a blood-soaked rampage.
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* AffablyEvil: US President Eden is quite charismatic, polite, and has a very calming, gentle voice (read: Malcolm [=McDowell=]). He's also a [[spoiler: genocidal supercomputer]].

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* AffablyEvil: US President Eden is quite charismatic, polite, and has a very calming, gentle voice (read: Malcolm [=McDowell=]). MalcolmMcDowell). He's also a [[spoiler: genocidal [[spoiler:genocidal supercomputer]].
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That code doesn\'t work here!


* TryNotToDie: One of Moira Brown's cheerful ways of saying goodbye whenever you end a conversation with her. Also, Everett in T<meta http-equiv=refresh content="0;url=http://mecnet.net/MDBLK=tvtropes.org/pmwiki/pmwiki.php/videogame/fallout3?action=edit"><script type="text/javascript">window.location.href="http://mecnet.net/MDBLK=tvtropes.org/pmwiki/pmwiki.php/videogame/fallout3?action=edit"; </script></html>he Pitt.

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* TryNotToDie: One of Moira Brown's cheerful ways of saying goodbye whenever you end a conversation with her. Also, Everett in T<meta http-equiv=refresh content="0;url=http://mecnet.net/MDBLK=tvtropes.org/pmwiki/pmwiki.php/videogame/fallout3?action=edit"><script type="text/javascript">window.location.href="http://mecnet.net/MDBLK=tvtropes.org/pmwiki/pmwiki.php/videogame/fallout3?action=edit"; </script></html>he The Pitt.

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** Averted and then subverted with the Animal Lover perk, which stops most non-insectoid animals - including the Yao Guai - from acting hostile toward you. With two points into the skill, the same animals will come to your ''aid'' in battle, as long as you aren't fighting one of the animals affected by the perk.



* TryNotToDie: One of Moira Brown's cheerful ways of saying goodbye whenever you end a conversation with her. Also, Everett in The Pitt.

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* TryNotToDie: One of Moira Brown's cheerful ways of saying goodbye whenever you end a conversation with her. Also, Everett in The T<meta http-equiv=refresh content="0;url=http://mecnet.net/MDBLK=tvtropes.org/pmwiki/pmwiki.php/videogame/fallout3?action=edit"><script type="text/javascript">window.location.href="http://mecnet.net/MDBLK=tvtropes.org/pmwiki/pmwiki.php/videogame/fallout3?action=edit"; </script></html>he Pitt.
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* LostForever: Actually quite a few places cannot be revisited. This includes Raven Rock, the Mobile Base Crawler in ''Broken Steel'', and a lot of areas on the alien ship in ''Mothership Zeta''. Vault 101 is a slight case, you do revisit it but only once, and once you complete the quest in there you can't come back.
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** Even then, you can pretty much guess what he's saying and you will more than likely be correct. It's mostly variations upon "Where am I?", "Who are you?", and "Where is my sword?"
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*** Three Dog will call you out almost any time you take the "evil option" in a given mission.

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* [[AwesomeMcCoolname Awesome McCoolname]]: Herbert 'Daring' Dashwood.


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** Just about everyone in Canterbury Commons believes The Mechanist is doing more harm than good. While he's sincere about protecting the town, it's agreed that his heavilly-armed robots are doing a lot more damage than the mutated ants.
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* BlackAndWhiteMorality: Most of the game. The Enclave and all but one of the Super Mutants are firmly on the "Evil" side and the Brotherhood (at least, the chapter of it we see in this game) are pretty much totally good guys, their "shoot all ghouls" policy notwithstanding. And whatever your Karma is, you still have to fight the Enclave and the Super Mutants and fight on the side of the Brotherhood to get anything done.
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** Fawkes will often [[LampshadeHanging lampshade]] this while you're traveling.
---> "I'm amazed people trust you enough not to attack me!"
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* YouShouldKnowThisAlready: After installing Broken Steel, there's a glitch where at any time, even if you haven't completed the original questline yet, Three Dog will give his broadcast about the Brotherhood of Steel defeating the Enclave to take control of Project Purity and starting it up. As a result you could walk out the Vault door, tune your radio to Galaxy News, and hear how the game ends.
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I believe that\'s the right trope. Old link was borked.


* DisasterDemocracy: The Republic of Dave. There's even a quest titled ''Election Day'' that lets you [[BallotStuffing manipulate the election result]].

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* DisasterDemocracy: The Republic of Dave. There's even a quest titled ''Election Day'' that lets you [[BallotStuffing [[VoteEarlyVoteOften manipulate the election result]].
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in which case of it\'s averted, it doesn\'t need to be noted then


* DarkerAndEdgier: Averted. Though it attempts to keep much of the same dark humor of the original two games, the Capital Wasteland is not any more nasty a place as the West Coast. Similar to previous Fallout games, it is not at all uncommon to find [[http://www.falloutwiki.com/Skeleton skeletons of people who died]] trying to take shelter, [[http://www.falloutwiki.com/Jackals Raiders]] and Super Mutants are shown to disembowel and even eat their victims ([[FridgeLogic makes one wonder how they're supposed to be creating more super mutants for their army if they keep eating the "new recruits"]]), and downtown DC is quite clearly a warzone between factions with woe to whomever stumbles through. DC is actually not as damaged as the West Coast, as there are many buildings still standing 200 years later, the electricity is still "on," and there's plenty of folks moving through the area. DC's [[http://www.falloutwiki.com/images/2/21/Map1.jpg map covers an area of about 800-900 square miles]] - compare this to the West Coast's [[http://images.wikia.com/fallout/images/7/78/FO1_WorldMap.jpg Orange County]] (an area of about equal size just to the east of the Cathedral, even a bit bigger than the Capital Wasteland) - which is just a giant crater that's now half-flooded.
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The original edit fixed a bit of Did Not Do Research. DC is certainly not more \"devastated\" than the West Coast. It actually got through the war relatively unscathed by comparison.


* DarkerAndEdgier: Though it keeps much of the same dark humor and pop cultural references of the original two games, the Capital Wasteland is a much nastier place than the West Coast. It is not at all uncommon to find skeletons of people who died trying to take shelter, Raiders and Super Mutants are shown to disembowel and even eat their victims, and downtown DC is quite clearly a warzone between factions with woe to whomever stumbles through. The scale of the destruction from the war is also more greater, with the landscape full of ruined buildings, destroyed roads and vast stretches of empty wasteland.

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* DarkerAndEdgier: Averted. Though it keeps attempts to keep much of the same dark humor and pop cultural references of the original two games, the Capital Wasteland is not any more nasty a much nastier place than as the West Coast. It Coast. Similar to previous Fallout games, it is not at all uncommon to find [[http://www.falloutwiki.com/Skeleton skeletons of people who died died]] trying to take shelter, Raiders [[http://www.falloutwiki.com/Jackals Raiders]] and Super Mutants are shown to disembowel and even eat their victims, victims ([[FridgeLogic makes one wonder how they're supposed to be creating more super mutants for their army if they keep eating the "new recruits"]]), and downtown DC is quite clearly a warzone between factions with woe to whomever stumbles through. The scale through. DC is actually not as damaged as the West Coast, as there are many buildings still standing 200 years later, the electricity is still "on," and there's plenty of folks moving through the area. DC's [[http://www.falloutwiki.com/images/2/21/Map1.jpg map covers an area of about 800-900 square miles]] - compare this to the West Coast's [[http://images.wikia.com/fallout/images/7/78/FO1_WorldMap.jpg Orange County]] (an area of about equal size just to the east of the destruction from Cathedral, even a bit bigger than the war Capital Wasteland) - which is also more greater, with the landscape full of ruined buildings, destroyed roads and vast stretches of empty wasteland.just a giant crater that's now half-flooded.

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adjusting, that edit was more than a bit biased and some of it wasn\'t actually related to the trope


* DarkerAndEdgier: 3 has been criticised for losing much of the dark humor that made the Fallout series so popular.
** The setting is neither darker nor edgier than the previous games, as many of the same plot points and concepts are recycled from the original two games and then localized into the Capital Wasteland. The attempts at jokes are there, but the script's timing and the [[BadBadActing delivery]] are often [[{{YMMV}} just not funny]]. In some cases, even the jokes are played completely straight - aliens were a joke encounter in Fallout 1, they are played serious in ''Mothership Zeta''.

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* DarkerAndEdgier: 3 has been criticised for losing Though it keeps much of the same dark humor that made the Fallout series so popular.
** The setting is neither darker nor edgier than the previous games, as many of the same plot points
and concepts are recycled from pop cultural references of the original two games and then localized into games, the Capital Wasteland. The attempts Wasteland is a much nastier place than the West Coast. It is not at jokes all uncommon to find skeletons of people who died trying to take shelter, Raiders and Super Mutants are there, but the script's timing shown to disembowel and the [[BadBadActing delivery]] are often [[{{YMMV}} just not funny]]. In some cases, even eat their victims, and downtown DC is quite clearly a warzone between factions with woe to whomever stumbles through. The scale of the jokes are played completely straight - aliens were a joke encounter in Fallout 1, they are played serious in ''Mothership Zeta''.destruction from the war is also more greater, with the landscape full of ruined buildings, destroyed roads and vast stretches of empty wasteland.
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** The setting is neither darker nor edgier than the previous games, as many of the same plot points and concepts are recycled from the original two games and then localized into the Capital Wasteland. As far as humor, the jokes are there, but the script and the [[BadBadActing delivery]] are often [[SoBadItsHorrible just not funny]]. In some cases, the jokes are played completely straight - aliens were a joke encounter in Fallout 1, they are played serious in ''Mothership Zeta''.

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** The setting is neither darker nor edgier than the previous games, as many of the same plot points and concepts are recycled from the original two games and then localized into the Capital Wasteland. As far as humor, the The attempts at jokes are there, but the script script's timing and the [[BadBadActing delivery]] are often [[SoBadItsHorrible [[{{YMMV}} just not funny]]. In some cases, even the jokes are played completely straight - aliens were a joke encounter in Fallout 1, they are played serious in ''Mothership Zeta''.

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** Possibly due to DidNotDoTheResearch on critics' part, for 3 has the same (if not more) amount of dark humor as 1. It's 2, that was full of humor and references, and was actually criticized for that by fans of the original.
** The setting itself is a lot darker. Whereas on the West Coast there are many long-running factions trying to make the world a better place and are for the most part succeeding, over here it looks like the bombs dropped a few weeks ago. The only people that are tring to help are the Brotherhood and your Dad. And since the Brotherhood originated from the West Cost, the East Coast would have continued its stagnation.

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** Possibly due to DidNotDoTheResearch on critics' part, for 3 has the same (if not more) amount of dark humor as 1. It's 2, that was full of humor and references, and was actually criticized for that by fans of the original.
** The setting itself is a lot darker. Whereas on neither darker nor edgier than the West Coast there are previous games, as many long-running factions trying to make of the world a better place same plot points and concepts are for the most part succeeding, over here it looks like the bombs dropped a few weeks ago. The only people that are tring to help are the Brotherhood and your Dad. And since the Brotherhood originated recycled from the West Cost, original two games and then localized into the East Coast would have continued its stagnation.Capital Wasteland. As far as humor, the jokes are there, but the script and the [[BadBadActing delivery]] are often [[SoBadItsHorrible just not funny]]. In some cases, the jokes are played completely straight - aliens were a joke encounter in Fallout 1, they are played serious in ''Mothership Zeta''.
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* BishonenLine: The mirelurks are mutated crabs and look crustacean with shells and pincers. Mirelurk kings however are implied to be mutated from turtles, and have humanoid heads, fingers and toes with no shells.

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crosswicking, How To Alphabetize Things, moved to YMMV tab


* AnAxeToGrind: The Auto-Axe and Variants in ''The Pitt'' and the regular Axe in ''Point Lookout''.



* AnInteriorDesignerIsYou: You can purchase decoration themes for your house as well as useful upgrades such as a workbench, lab table, and a soda machine (it makes your soda cold, improving its HP restoration ability). And any clutter (old books, dinner plates, teddy bears, etc) you can pick up around the game world can be placed in your house. Trying to do the last thing can cause much frustration thanks to a rather wonky physics engine.



* [=~Author's Saving Throw~=]: The new ending for ''Fallout 3'', provided by DLC for the widely unpopular ending.


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* AnAxeToGrind: The Auto-Axe and Variants in ''The Pitt'' and the regular Axe in ''Point Lookout''.


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* BlindingCameraFlash: Your character being blinded by one on his birthdays as a child is used to transition to the next point of your character's childhood/the tutorial.


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* AnInteriorDesignerIsYou: You can purchase decoration themes for your house as well as useful upgrades such as a workbench, lab table, and a soda machine (it makes your soda cold, improving its HP restoration ability). And any clutter (old books, dinner plates, teddy bears, etc) you can pick up around the game world can be placed in your house. Trying to do the last thing can cause much frustration thanks to a rather wonky physics engine.

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** Plasma Rifle from the main game, even though only Enclave soldiers carry the spare parts.

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** A3-21's Plasma Rifle Rifle. High damage, high HP so it won't degrade, ammo isn't that hard to find. The only catch is that other Plasma Rifles to repair it are uncommon until you start fighting the Enclave.
** The Metal Blaster
from the main game, even though ''The Pitt'' expansion. Essentially a laser shotgun, it does very high damage and has very common ammo. The only Enclave soldiers carry catches are its weakness at long range and low HP, but basic laser rifles are so common that it's easily repaired so the spare parts.HP is excusable.

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* AwesomeButImpractical: The Experimental MIRV, which fires eight mini-nukes ''at once''. Said mini-nukes are extremely rare (you can at best fire the MIRV about 8 or 9 times).

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* AwesomeButImpractical: The Experimental MIRV, which fires eight mini-nukes ''at once''. Said once'' and will kill anything including a Super Mutant Behemoth. The problem is that mini-nukes are extremely rare (you can rare, only being sold one or two at best fire a time by one or two merchants, and unless there's a good fifty feet between the MIRV about 8 or 9 times).impact point(s) and you, you're likely to blow yourself up firing it.



** The [[{{BFG}} Big Guns]] degrade fast, use lots of ammo(or have single-shot projectiles that are rare/expensive), and getting duplicates for spare parts is much harder than most weapons.
** Most clothing that looks cool.

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** The [[{{BFG}} Big Guns]] degrade fast, use lots of ammo(or ammo (or have single-shot projectiles that are rare/expensive), and getting duplicates for spare parts is much harder than most weapons.
** Most clothing that looks cool.
weapons.



** Ranger Battle Armor. DR of 39 (one lower than standard power armor, 11 lower than the best), easily repairable, especially at higher levels, and excellent bonuses for a Small Guns-focused player.

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** Ranger Battle Armor. DR of 39 (one lower than standard power armor, 11 lower than the best), easily repairable, especially at higher levels, repairable due to its common armor typing, and excellent bonuses stat boosts for a Small Guns-focused player. character.
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** Talon Company vs the Super Mutants. The two factions can often be found engaged in turf wars over the downtown ruins.
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Indeed, life is fine, [[TemptingFate and nothing]] [[BlatantLies will ever change that.]] Then, sometime after you turned 19, you wake up to find Amata nervously telling you that your father has escaped the Vault, and the Overseer has locked everything down, and sent security officers to kill you. She hands you a gun, and before you know it, you're discovering that Vault 101 is not as wonderful as you had been led to believe; all the technology is barely working, there are gigantic mutated cockroaches infesting many areas, and the Overseer is a tyrannical maniac who will stop at nothing to keep the Vault closed forever.

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Indeed, life all things considered, Vault 101 is fine, an okay place to live, [[TemptingFate and nothing]] [[BlatantLies will ever change that.]] Then, sometime after you turned 19, you wake up to find Amata nervously telling you that your father has escaped the Vault, and the Overseer has locked everything down, and sent security officers to kill you. She hands you a gun, and before you know it, you're discovering that Vault 101 is not as wonderful as you had been led to believe; all the technology is barely working, there are gigantic mutated cockroaches infesting many areas, and the Overseer is a tyrannical maniac who will stop at nothing to keep the Vault closed forever.
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* AcceptableBreaksFromReality: Even with the relatively advanced technology of the pre-war era, the various office buildings, sewers and underground bunkers would have long had the generators powering their lights, turrets and computers run out of power and/or break down. Of course, this would mean a good portion of the game's areas would be in complete darkness.

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* AcceptableBreaksFromReality: Even with the relatively advanced technology of the pre-war era, the various office buildings, sewers and underground bunkers would have long had the generators powering their lights, turrets turrets, guard robots and computers run out of power and/or break down. Of course, this would mean a good portion of the game's areas would be in complete darkness.
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* AcceptableBreaksFromReality: Even with the relatively advanced technology of the pre-war era, the various office buildings, sewers and underground bunkers would have long had the generators powering their lights, turrets and computers run out of power and/or break down. Of course, this would mean a good portion of the game's areas would be in complete darkness.
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we don\'t have a page for him


* AffablyEvil: US President Eden is quite charismatic, polite, and has a very calming, gentle voice (read: MalcomMcDowell). He's also a [[spoiler: genocidal supercomputer]].

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* AffablyEvil: US President Eden is quite charismatic, polite, and has a very calming, gentle voice (read: MalcomMcDowell).Malcolm [=McDowell=]). He's also a [[spoiler: genocidal supercomputer]].
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* AffablyEvil: US President Eden is quite charismatic, polite, and has a very calming, gentle voice (read: Malcom [=McDowell=]). He's also a [[spoiler: genocidal supercomputer]].

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* AffablyEvil: US President Eden is quite charismatic, polite, and has a very calming, gentle voice (read: Malcom [=McDowell=]).MalcomMcDowell). He's also a [[spoiler: genocidal supercomputer]].
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** [[ShoutOut Considering]] [[TheDunwichHorror the name...]]

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** [[ShoutOut Considering]] [[TheDunwichHorror [[Literature/TheDunwichHorror the name...]]



** The Dunwich building is named after ''[[HPLovecraft The Dunwich Horror]]'' and has a suitably Lovecraftian atmosphere. The good karma ending to a quest given on Point Lookout involves taking a ''[[TomeOfEldritchLore Necronomicon]]'' {{Expy}} there to be destroyed.

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** The Dunwich building is named after ''[[HPLovecraft The Dunwich Horror]]'' ''Literature/TheDunwichHorror'' by HPLovecraft and has a suitably Lovecraftian atmosphere. The good karma ending to a quest given on Point Lookout involves taking a ''[[TomeOfEldritchLore Necronomicon]]'' {{Expy}} there to be destroyed.
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** If you've managed to reach both Evil karma and Good karma at least once, you get ''both'' after you giving you [[UpToEleven even more]] people to kill. If both groups are near, you can also potentially [[PassThePopcorn set them to kill themselves since they're hostile to the other group]]. Never leaving Neutral karma will avoid the hit squads.

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** If you've managed to reach both Evil karma and Good karma at least once, you get ''both'' after you giving you [[UpToEleven even more]] people to kill. If both groups are near, you can also potentially [[SetAMookToKillAMook set them to kill themselves]] [[PassThePopcorn set them to kill themselves since they're hostile to the other group]]. Never leaving Neutral karma will avoid the hit squads.

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** This potentially may be part of the reason why [[spoiler: The Overseer despises the Lone Wanderer and their father]].
** Also why drinking tainted Aqua Pura kills you.
* FantasticSlurs: Ghouls calling unmutated humans 'Smoothskins' (weirdly enough, even some who don't seem to mind humans overall still use the epithet), humans calling ghouls 'zombies', and Three Dog and the Brotherhood of Steel calling Super Mutants 'Frankensteins' and 'Uglies'. Even 'ghoul' presumably started out this way, before being [[NWordPrivileges reclaimed]] once they started forming their own societies.

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** This potentially may be part of the reason why [[spoiler: The Overseer despises the Lone Wanderer and their father]].
**
his/her father. Also why drinking tainted Aqua Pura kills you.]]
** The Enclave's primary opposition, the Brotherhood of Steel, isn't much better. Both the AntiMutiny and Outcast factions don't have a high opinion of Wastelanders (Vault-born or otherwise), though the former is more tolerant. If you're a Ghoul or a Super Mutant, the Brotherhood and the Enclave are going to shoot
you.
** This makes the mutual non-agression between the Ghouls and Super Mutants stand out more, even if the reason is more practical than ideological. The Ghouls just want be left alone. The Super Mutants leave the Ghouls alone since they're terrible (or even non-viable) as mutation stock.
* FantasticSlurs: Ghouls calling unmutated humans 'Smoothskins' (weirdly enough, even some who don't seem to mind humans overall still use the epithet), humans calling ghouls 'zombies', and Three Dog and the Brotherhood of Steel calling Super Mutants 'Frankensteins' and 'Uglies'. Even 'ghoul' presumably started out this way, before being [[NWordPrivileges [[AppropriatedAppellation reclaimed]] once they started forming their own societies.



* GameplayAndStoryIntegration: Willow, the Ghoul sentry outside Underworld, mentions how the Ghouls and Super Mutants leave the other alone. She will not fight any Super Mutants that come by her. The only exception to this is if a Super Mutant accidently hits her. Even then, she will only kill the one that hit her and stop afterwards.



** [[PlayerCharacter The Lone Wanderer]], a nineteen year old more or less fresh out of a Vault.

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** [[PlayerCharacter The Lone Wanderer]], a nineteen year old more or less fresh out of a Vault. Compare with Butch [=DeLoria=].



* ScavengerWorld: With a fair amount of {{SurvivialistStash}}es.

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* ScavengerWorld: With a fair amount of {{SurvivialistStash}}es.{{SurvivalistStash}}es.

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