Follow TV Tropes

Following

History Videogame / Fallout3

Go To

OR

Is there an issue? Send a MessageReason:
Added example(s)


It's 2277, and Vault 101 is an okay place to live. It's an underground paradise that saved humanity from [[TheEndOfTheWorldAsWeKnowIt the Great War]] two centuries ago, and has been home to everyone within it for generations. Your life is okay, too. Your father (Creator/LiamNeeson) is the head doctor and an all-around NiceGuy, and your mother... [[MissingMom well, she was probably nice too.]] You grew up more or less normally, despite the antics of resident bully [[GreaserDelinquents Butch DeLoria]] and his gang, [[GangOfBullies the Tunnel Snakes]]. Your best friend [[GirlNextDoor Amata]] made that easier, even if her father, the Vault's Overseer, is a bit of an [[PapaWolf over-protective]] {{jerk|ass}}. Still, you're lucky to have grown up here, with the [[CrapsackWorld Wasteland]] far behind the thick Vault door... if it even ''exists.'' Nobody knows for sure, because in Vault 101, [[ClosedCircle no one ever enters, and no one ever leaves.]]

to:

It's 2277, and [[RunningGag Vault 101 is rather an okay place to live.live]]. It's an underground paradise that saved humanity from [[TheEndOfTheWorldAsWeKnowIt the Great War]] two centuries ago, and has been home to everyone within it for generations. Your life is okay, too. Your father (Creator/LiamNeeson) is the head doctor and an all-around NiceGuy, and your mother... [[MissingMom well, she was probably nice too.]] You grew up more or less normally, despite the antics of resident bully [[GreaserDelinquents Butch DeLoria]] and his gang, [[GangOfBullies the Tunnel Snakes]]. Your best friend [[GirlNextDoor Amata]] made that easier, even if her father, the Vault's Overseer, is a bit of an [[PapaWolf over-protective]] {{jerk|ass}}. Still, you're lucky to have grown up here, with the [[CrapsackWorld Wasteland]] far behind the thick Vault door... if it even ''exists.'' Nobody knows for sure, because in Vault 101, [[ClosedCircle no one ever enters, and no one ever leaves.]]

Added: 190

Removed: 195

Is there an issue? Send a MessageReason:
Trope was cut/disambiguated due to cleanup


* AssholeVictim: Normally, townicide is a huge KickTheDog moment for the player, but if the town is question happens to be the [[MadeASlave slaver den]] of [[WretchedHive Paradise Falls]]...



* KickTheSonOfABitch: Normally, townicide is a huge KickTheDog moment for the player, but if the town is question happens to be the [[MadeASlave slaver den]] of [[WretchedHive Paradise Falls]]...
Is there an issue? Send a MessageReason:
Correction and expansion on the bit about the repeater


** One serious screw-up is Lincoln's Repeater, a unique [[http://en.wikipedia.org/wiki/Henry_rifle Henry lever-action rifle]] chambered for .44 Magnum ammunition (same as the aforementioned SniperPistol uses). One little problem: a Henry repeater of that era would be blown apart by modern .44 Magnum bullets.

to:

** One serious screw-up is Lincoln's Repeater, a unique [[http://en.wikipedia.org/wiki/Henry_rifle Henry lever-action rifle]] chambered for .44 Magnum ammunition (same as the aforementioned SniperPistol uses). One little problem: a Henry repeater of that era would be blown apart by modern .uses rimfire cartridges, meaning it wouldn't even fire due to the primer not being in the right spot. If you did somehow get around that, and assuming .44 Magnum bullets.would even fit in the gun given the cartiridges aren't the exact same size and shape, you'd likely ruin the gun firing ammo that's vastly more powerful than what it was designed for.
Is there an issue? Send a MessageReason:
None


It's 2277, and Vault 101 is an okay place to live. It's an underground paradise that saved humanity from [[TheEndOfTheWorldAsWeKnowIt the Great War]] two centuries ago, and has been home to everyone within it for generations. Your life is okay, too. Your father is the head doctor and an all-around NiceGuy, and your mother... [[MissingMom well, she was probably nice too.]] You grew up more or less normally, despite the antics of resident bully [[GreaserDelinquents Butch DeLoria]] and his gang, [[GangOfBullies the Tunnel Snakes]]. Your best friend [[GirlNextDoor Amata]] made that easier, even if her father, the Vault's Overseer, is a bit of an [[PapaWolf over-protective]] {{jerk|ass}}. Still, you're lucky to have grown up here, with the [[CrapsackWorld Wasteland]] far behind the thick Vault door... if it even ''exists.'' Nobody knows for sure, because in Vault 101, [[ClosedCircle no one ever enters, and no one ever leaves.]]

to:

It's 2277, and Vault 101 is an okay place to live. It's an underground paradise that saved humanity from [[TheEndOfTheWorldAsWeKnowIt the Great War]] two centuries ago, and has been home to everyone within it for generations. Your life is okay, too. Your father (Creator/LiamNeeson) is the head doctor and an all-around NiceGuy, and your mother... [[MissingMom well, she was probably nice too.]] You grew up more or less normally, despite the antics of resident bully [[GreaserDelinquents Butch DeLoria]] and his gang, [[GangOfBullies the Tunnel Snakes]]. Your best friend [[GirlNextDoor Amata]] made that easier, even if her father, the Vault's Overseer, is a bit of an [[PapaWolf over-protective]] {{jerk|ass}}. Still, you're lucky to have grown up here, with the [[CrapsackWorld Wasteland]] far behind the thick Vault door... if it even ''exists.'' Nobody knows for sure, because in Vault 101, [[ClosedCircle no one ever enters, and no one ever leaves.]]
Is there an issue? Send a MessageReason:
Trope was cut/disambiguated due to cleanup


* ThrowawayCountry: In ''Mothership Zeta'', you can use the DeathRay to zap part of [[CanadaEh Canada]].

to:

* ThrowawayCountry: In ''Mothership Zeta'', you can use the DeathRay to zap part of [[CanadaEh Canada]].Canada.
Is there an issue? Send a MessageReason:
None


** If you've reached Good karma, the Talon Company Mercs will go after your head, calling you a "holier-than-thou white-knight". It matters little for some people though, since it also means more things to kill. That turns into more XP, ammo, armor, and weapons, as well as [[VideoGameCrueltyPotential more things]] to shoot at. (And if you have Reily's ranger armor as your main armor, the Talions represent an endless source of combat armor to repair.)

to:

** If you've reached Good karma, the Talon Company Mercs will go after your head, calling you a "holier-than-thou white-knight". It matters little for some people though, since it also means more things to kill. That turns into more XP, ammo, armor, and weapons, as well as [[VideoGameCrueltyPotential more things]] to shoot at. (And if you have Reily's ranger Ranger armor as your main armor, the Talions Talons represent an endless source of combat armor to repair.)
Is there an issue? Send a MessageReason:
None


** If you've reached Good karma, the Talon Company Mercs will go after your head, calling you a "holier-than-thou white-knight". It matters little for some people though, since it also means more things to kill. That turns into more XP, ammo, armor, and weapons, as well as [[VideoGameCrueltyPotential more things]] to shoot at.

to:

** If you've reached Good karma, the Talon Company Mercs will go after your head, calling you a "holier-than-thou white-knight". It matters little for some people though, since it also means more things to kill. That turns into more XP, ammo, armor, and weapons, as well as [[VideoGameCrueltyPotential more things]] to shoot at. (And if you have Reily's ranger armor as your main armor, the Talions represent an endless source of combat armor to repair.)

Added: 837

Changed: 12

Is there an issue? Send a MessageReason:
None


** The Talon Company (an organization of ruthless mercenaries who get paid to ensure the Wastelands remain a chaotic, lawless, and disorganized place and [[ForTheEvulz take great joy]] [[AxCrazy in their work]]) became the "Compagnie Talon" in the French version of the game. Thing is, in French, the word "talon" refers to the foot's heel; the talons of an eagle would be called "serres" or, at the very least, "griffes". Given their nature, the translation of a "{{Heel}}" Company is also rather fitting.

to:

** The Talon Company (an organization of ruthless mercenaries who get paid to ensure the Wastelands remain a chaotic, lawless, and disorganized place and [[ForTheEvulz take great joy]] [[AxCrazy joy in their work]]) became the "Compagnie Talon" in the French version of the game. Thing is, in French, the word "talon" refers to the foot's heel; the talons of an eagle would be called "serres" or, at the very least, "griffes". Given their nature, the translation of a "{{Heel}}" Company is also rather fitting.


Added DiffLines:

** In the Italian version of the game. Here are two examples...
*** When the player asks Roy Philips why he [[spoiler:killed all the human residents of Tenpenny Tower,]] he responds with a simple "They had it coming!". In Italian they took the line's meaning way too literally, with Roy Philips answering the player's aforementioned question with the line: "L'hanno fatto venire!" which translates to... "They made him come here!", as if someone actually arrived there.
*** In Arefu, while talking to Ken Ewers, he will ask you the following line: "Do you understand English?", which is translated in Italian with "Do you even speak Italian?". From a real-world point of view the character is indeed speaking Italian of course, but since the game takes place in Washington D.C. it's safe to say some TranslationConvention is going on here.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NPCAmnesia: NPC characters have a hard time remembering if you've insulted them unless it drove them to attack you; however, when you're given a chance to make a Speech check, you only get the one chance--botch it and you can't convince them to let you try again. Not related to Speech checks, if you [[spoiler:steal the Power Armor Mr. Crowley is hoping to retrieve]], the NPC in question will never talk to you again, [[spoiler:instead only saying, "You stole what was rightfully mine."]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* WhatMeasureIsAMook: During the escape from Vault 101 in the final stretch of the tutorial, killing the Overseer is treated as a bad thing[[note]]the player character's childhood friend Amata will chew you out over it, even though he had just had her tortured and even if you killed him in self-defense (granted, he is her father) [[spoiler:and killing him will prevent you from reaching a peaceful resolution in the later "Trouble On The Homefront" mission]].[[/note]], but nothing is made of all the security officers the player guns down and is more or less forced to kill (only one of them can be reasoned with). The difference is; the Overseer is a {{Jerkass}} ControlFreak who always treated the player character with contempt, will try to kill the player in cold blood if they agree to surrender, and is ultimately resposible for the whole mess. The security officers, although some are established to be nasty individuals, are just regular people the player character has known their entire life (Officer Kendall, the first human enemy in the game, even attended their birthday party as a child).
Is there an issue? Send a MessageReason:
None


** The Vault 101 Security guards you have to gun down during "Escape!" (unless you let them be killed by Radroaches). Even the ''game'' considers them this during this quest, changing their karma level to Evil so you won't be penalized for killing them in self-defense.

to:

** The Vault 101 Security guards you have to gun down during "Escape!" (unless [[note]]you don't ''have'' to kill them; they can be outrun and avoided or you can let them be killed by Radroaches). the Radroaches, but it's quite difficult to pull off.[[/note]] Even the ''game'' considers them this during this quest, changing their karma level to Evil so you won't be penalized for killing them in self-defense.
Is there an issue? Send a MessageReason:
Audience reaction. Irrelevant.


** Flak and Shrapnel share a bed and run a store together in Rivet City, and [[spoiler:one of the slavers at Paradise Falls]] describes Flak as an "old queen". If you [[spoiler: enslave Flak]], Shrapnel will start wandering the wastes to look for him due to a scripting error that requires them to stay close to each other, though some like the bug because it adds CharacterDevelopment and a {{Tearjerker}} into the game.

to:

** Flak and Shrapnel share a bed and run a store together in Rivet City, and [[spoiler:one of the slavers at Paradise Falls]] describes Flak as an "old queen". If you [[spoiler: enslave Flak]], Shrapnel will start wandering the wastes to look for him due to a scripting error that requires them to stay close to each other, though some like the bug because it adds CharacterDevelopment and a {{Tearjerker}} into the game.other.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/RebuildTheCapital''
Is there an issue? Send a MessageReason:
None


* MegaCorp: The Capital Wasteland houses the former headquarters of a corporation that is guarded by robotic sentries with shoot to kill orders, ran trial tests that resulted in several deaths, and is more concerned with stock loss than the death or dismemberment of its employees. No, they are not a military contractor or a pharmaceutical company. They make ''soft drinks''. It's [[spoiler:''Nuka-Cola''.]] The glowing blue stuff on the floor is their newest soft drink which has the radioactive Strontium-20 as an additive to give it its stylish glow and the testing for it led to the death of everyone trying out the first batch.

to:

* MegaCorp: The Capital Wasteland houses the former headquarters of a corporation that is guarded by robotic sentries with shoot to kill orders, ran trial tests that resulted in several deaths, and is more concerned with stock loss than the death or dismemberment of its employees. No, they are not a military contractor or a pharmaceutical company. They make ''soft drinks''. It's [[spoiler:''Nuka-Cola''.]] company - they made ''Nuka-Cola''. The glowing blue stuff on the floor is their newest soft drink which has had the radioactive Strontium-20 as an additive to give it its stylish glow glow, and the testing for it led to the death of everyone trying out the first batch.



* MysteriousProtector: The Mysterious Stranger, a [[TrenchcoatBrigade trenchcoat-and-fedora-clad]] man who shows up in VATS occasionally to kill a target for you. He's so mysterious that he'll pop up in places like a fortified Enclave bunker, a computer simulation, or even outer space.
* MysteryMeat: You might come across "[[http://fallout.wikia.com/wiki/Strange_meat Strange Meat]]". You might ''not'', however, want to eat that. [[spoiler:[[ImAHumanitarian It's human flesh.]]]]

to:

* MysteriousProtector: The Mysterious Stranger, a [[TrenchcoatBrigade trenchcoat-and-fedora-clad]] man who who, with the appropriate perk, shows up in VATS occasionally to kill a target for you. He's so mysterious that he'll pop up in places like a fortified Enclave bunker, a computer simulation, or even outer space.
* MysteryMeat: You might come across "[[http://fallout.wikia.com/wiki/Strange_meat Strange Meat]]". You might ''not'', however, want to eat that. [[spoiler:[[ImAHumanitarian It's [[spoiler:It's [[ImAHumanitarian human flesh.]]]]



** Averted in the original game, to the anger of the fans -- [[spoiler:none of your radiation-immune teammates will enter the radiation-flooded problem area, not even the one who did a similar action just a few quests earlier, instead coming up with excuses about it being your destiny]]. That was fixed in the expansion pack, but the voice-over still implies you're a coward for not choosing to die. Pragmatism is dead in the wasteland.
** If you ask Sarah, a Brotherhood of Steel paladin, to make the sacrifice, she snaps "[[MenAreTheExpendableGender What happened to chivalry?]]" (Oddly, if you are a woman, she still says this.) Err, chivalry, as in the idea that a KnightInShiningArmor is meant to protect others? Her snappy attitude probably comes from the dialogue option asking her to make the sacrifice instead of yourself being incredibly rude, and to her credit she does ultimately do it.

to:

** Averted in the original game, to the anger of the fans -- [[spoiler:none of your radiation-immune teammates will enter the radiation-flooded problem area, not even the one who did a similar action just a few quests earlier, instead coming up with excuses about it being your destiny]]. That was fixed in the expansion pack, ''Broken Steel'', but the ending voice-over is the same as from the ending where [[spoiler:you send a very much ''not'' radiation-immune teammate to their death instead]], and so still implies you're a coward for not choosing to die. Pragmatism is dead in the wasteland.
** If you ask Sarah, a Brotherhood of Steel paladin, to make the sacrifice, she snaps "[[MenAreTheExpendableGender What happened to chivalry?]]" (Oddly, (even if you are a woman, she still says this.) woman as well). Err, chivalry, as in the idea that a KnightInShiningArmor is meant to protect others? Her snappy attitude probably comes from the dialogue option asking her to make the sacrifice instead of yourself being incredibly rude, rude for no real reason, and to her credit she does ultimately do it.



** No one thought the Enclave would still be active 35 years after the destruction of their primary HQ in Fallout 2. It makes it all the more shocking when their power armored troops fly in on vertibirds and seize control of Project Purity.

to:

** No one thought the Enclave would still be active 35 years after the destruction of their primary HQ in Fallout 2. ''Fallout 2'', especially on the other side of the continent from where the problem started - in the early parts of the game, the only hints of their presence are the occasional eyebots playing their radio station. It makes it all the more shocking when their power armored power-armored troops fly in on vertibirds and seize control of Project Purity.



** New DLC enemies such as [[BigCreepyCrawlies Albino Radscorpions]], Feral Ghoul Reavers, and Super Mutant Overlords have massive pools of hit points. At later levels they won't be individual threats, but they still take forever to kill. [[TheComputerIsACheatingBastard Just for you though]], as most DLC foes can deal extra points of damage that isn't reduced by your Damage Resistance[[note]]some guns have 15 extra points per shot while double-barrel shotguns have a whopping 35 '''per pellet'''[[/note]] and many travel in groups with others of their type (such as Point Lookout's Tribals and Swampfolk) or weaker variants (such as Super Mutant Overlords and Feral Ghoul Reavers). Hope you brought a lot of Stimpaks and Med-X.

to:

** New DLC enemies such as [[BigCreepyCrawlies Albino Radscorpions]], Feral Ghoul Reavers, and Super Mutant Overlords have massive pools of hit points. At later levels they won't be individual threats, but they still take forever to kill. [[TheComputerIsACheatingBastard Just for you though]], as most DLC foes can deal extra points of damage that isn't reduced by your Damage Resistance[[note]]some guns have 15 extra points per shot while double-barrel shotguns have a whopping 35 '''per pellet'''[[/note]] and many travel in groups with others of their type (such as Point Lookout's Tribals and Swampfolk) or weaker variants (such as Super Mutant Overlords and Feral Ghoul Reavers). Part of the problem seems to be that they were balanced for players who put off the finale and take their endgame characters out to explore the new DLC areas, rather than ones who start a new character and check out the new content as they re-explore the wasteland. Hope you brought a lot of Stimpaks and Med-X.



* ShortRangeLongRangeWeapon: All the guns in the game have an ArbitraryWeaponRange, but it can be especially noticeable with the sniper rifle. Sniper-type players are known to fail to make long-distance shots that are quite possible in other games, never mind RealLife. The bullet simply disappears before it reaches its target. However, just because you see the bullet disappear doesn't mean it won't hit it's target (assuming that it is indeed within the maximum range). It doesn't matter how far away you are from the target, the game WILL notify you if you score a critical hit.

to:

* ShortRangeLongRangeWeapon: All the guns in the game have an ArbitraryWeaponRange, but it can be especially noticeable with the sniper rifle. Sniper-type players are known to fail to make long-distance shots that are quite possible in other games, never mind RealLife. The bullet simply disappears before it reaches its target. However, just because you see the bullet disappear doesn't mean it won't hit it's its target (assuming that it is indeed within the maximum range). It doesn't matter how far away you are from the target, the game WILL notify you if you score a critical hit.



* StylisticSuck: Jingwei, a Chinese general, is depicted in General Chase's Anchorage simulation as [[InterchangeableAsianCultures committing sepuku when talked down]] (although he ''did'' really have his sword styled as a katana) and speaking Chinese in a fake and almost incomprehensible accent. It's unclear if it was Bethesda doing a poor job on his voicing, or if Chase didn't bother to make the simulation accurate at all (considering it's implied that the whole thing might be a fabricated retelling of Operation Anchorage.)

to:

* StylisticSuck: Jingwei, a Chinese general, is depicted in General Chase's Anchorage simulation as [[InterchangeableAsianCultures committing sepuku when talked down]] (although he ''did'' really have his sword styled as a katana) and speaking Chinese in a fake and almost incomprehensible accent. It's unclear if it was Bethesda doing a poor job on his voicing, or if Chase didn't bother to make the simulation accurate at all (considering it's implied that the whole thing might be a fabricated retelling of Operation Anchorage.)Anchorage).



** Roy Phillips, pre-War cop turned post-War ghoul, needs your help to get into Tenpenny Tower. Do it peacefully and he'll murder everyone inside with his pack of feral ghouls because he was going to anyway. Kill him afterwards and you'll get a karma hit (unless its a sneak attack) because Three-Dog portrays him as a "victim" of a group cruel racists.

to:

** Roy Phillips, pre-War cop turned post-War ghoul, needs your help to get into Tenpenny Tower. Do it peacefully and he'll murder everyone inside with his pack of feral ghouls because he was going to anyway. Kill him afterwards and you'll get a karma hit (unless its it's a sneak attack) because Three-Dog portrays him as a "victim" of a group cruel racists.



** Downplayed. If a weapon is the same caliber as a given round, it can fire it, (e.g. .32 rounds work in both the .32 revolver and the hunting rifle). This is not ''quite'' how it works in RealLife, but it's a trifle more realistic than 'one size fits all' bullets.
** One serious screw-up is Lincoln's Repeater, a unique [[http://en.wikipedia.org/wiki/Henry_rifle Henry lever-action rifle]] chambered for .44 Magnum ammunition (same as the aforementioned SniperPistol uses). One little problem: a Henry repeater of that era would be blown apart by modern .44 bullets.
** The Alien blaster along with the Firelince variant use "alien power cells". Come ''Mothership Zeta'' the Captain's Sidearm, a pristine Alien Blaster, uses "alien power ''modules''" along with the other weapons found aboard. So both use universal ammo but not the ''same'' universal ammo...

to:

** Downplayed. If a weapon is the same caliber as a given round, it can fire it, (e.e.g. .32 rounds work in both the .32 revolver and the hunting rifle).rifle. This is not ''quite'' how it works in RealLife, but it's a trifle more realistic than 'one size fits all' bullets.
** One serious screw-up is Lincoln's Repeater, a unique [[http://en.wikipedia.org/wiki/Henry_rifle Henry lever-action rifle]] chambered for .44 Magnum ammunition (same as the aforementioned SniperPistol uses). One little problem: a Henry repeater of that era would be blown apart by modern .44 Magnum bullets.
** The Alien blaster along with the Firelince Firelance variant use "alien power cells". Come ''Mothership Zeta'' the Captain's Sidearm, a pristine Alien Blaster, uses "alien power ''modules''" along with the other weapons found aboard. So both use universal ammo but not the ''same'' universal ammo...



** Impartial Mediation: +30 to Speech skill at neutral karma, but remaining at neutral is tedious. Speech challenges can be exploited for a 100% chance of success, either through save scumming or maxing out the speech stat.

to:

** Impartial Mediation: +30 to Speech skill at neutral karma, but due to the game's general BlackAndWhiteMorality with little middle ground allowed, remaining at neutral is tedious. Speech challenges can be exploited for a 100% chance of success, either through save scumming or maxing out the speech stat.



** Puppies!: If Dogmeat(or Dogmeat's Puppy) dies, Dogmeat's Puppy appears outside Vault 101 after a few days. Only available in Broken Steel, which causes Dogmeat('s Puppy) to have ridiculously high HP so he'll likely never die anyway. Useful only for the follower exploits.

to:

** Puppies!: If Dogmeat(or Dogmeat's Puppy) Dogmeat dies, Dogmeat's Puppy appears outside Vault 101 after a few days.days; also applies to his puppies, making him impossible to permanently kill. Only available in Broken Steel, which causes Dogmeat('s Puppy) to have ridiculously high HP so he'll likely never die anyway. Useful only for the follower exploits.



** No Weaknesses: All [=SPECIAL=] stats below five increase to five: not bad in the unlikely case that you haven't used bobbleheads or Intensive Training to make it irrelevant, but made moot with the Almost Perfect perk (available just a few levels later) which raises all [=SPECIAL=] to at least nine.

to:

** No Weaknesses: All [=SPECIAL=] SPECIAL stats below five increase to five: not bad in the unlikely case that you haven't used bobbleheads or Intensive Training to make it irrelevant, but made moot with the Almost Perfect perk (available just a few levels later) which raises all [=SPECIAL=] SPECIAL stats to at least nine.



** Nerves of Steel: This is simply glitched. It's supposed to increase AP regeneration, but only by a rate of one per ''minute'', while AP can usually regenerate from empty to full in half that. Even if it did work, useless since by the time you can get it, you probably have Grim Reaper's Sprint which fully restores AP when you kill something in V.A.T.S.
** Nuclear Anomaly: At twenty HP or less, you lose all your radiation, your health rises to twenty HP exactly, and you create a small nuclear blasts where you're standing. Although it's an amusing gimmick, anything that could drive you to under twenty HP at level thirty is probably going to be dealing '''more''' than twenty damage per hit, the blast re-irradiates you, damages your clothing, often cripples your limbs, damages any friendly NPC in its radius, and occasionally it glitches up and fails to provide the healing; causing you to kill yourself.

to:

** Nerves of Steel: This is simply glitched. It's supposed to increase AP regeneration, but only by a rate of one per ''minute'', while AP can usually regenerate from empty to full in half that. Even if it did work, useless since by the time you can get it, you probably have Grim Reaper's Sprint Sprint, which fully ''fully'' restores AP when you kill something in V.A.T.S.
** Nuclear Anomaly: At twenty HP or less, you lose all your radiation, your health rises to twenty HP exactly, and you create a small nuclear blasts blast where you're standing. Although it's an amusing gimmick, anything that could drive you to under twenty HP at level thirty is probably going to be dealing '''more''' than twenty damage per hit, the blast re-irradiates you, damages your clothing, often cripples your limbs, damages any friendly NPC in its radius, and occasionally it glitches up and fails to provide the healing; healing, causing you to kill yourself.

Added: 1984

Changed: 198

Is there an issue? Send a MessageReason:
None


*** Disarming the bomb is presented as a difficult task (25 explosive skill, not necessarily something every player has by this stage of the game) while making it explode is a simple matter of plugging in a "fusion pulse generator" (as mentioned above). In reality ''disarming'' a nuclear bomb is pretty simple. For a nuclear bomb to work you need ''very'' precise electronically-controlled conventional explosions all working to compress a fissile core. If these explosions are out of sync the conventional explosives will just demolish the bomb. Disarming one would simply be a case of ripping out a bunch of wires (some modern nuclear bombs are designed to go off if you try to tamper with them). Restoring it to functionality would similarly require making sure the electronics and conventional explosives all work ''juuuuust'' right (there's a reason the Manhattan Project was such a difficult endeavor).
** Vault 87's entrance is flesh-meltingly radioactive, capping at 4000 rads/second (for comparison you drop dead at 1000 rads) because it suffered a direct hit from a nuclear weapon 200 years ago. In reality anything ''that'' radioactive wouldn't stay radioactive for 200 years. That's what radioactivity ''means''. As a rule of thumb, the more radioactive an isotope is, the shorter its half-life will be (the amount of time it takes to lose half of its radioactivity).

to:

*** Disarming the bomb is presented as a difficult task (25 explosive skill, not necessarily something every a player has will have by this stage of the game) game unless they're intentionally building an explosives-focused character) while making it explode is a simple matter of plugging in a "fusion pulse generator" (as mentioned above). In reality ''disarming'' a nuclear bomb is pretty simple. For a nuclear bomb to work you need ''very'' precise electronically-controlled conventional explosions all working to compress a fissile core. If these explosions are out of sync sync, the conventional explosives will just demolish the bomb. Disarming one would simply be a case of ripping out a bunch of wires (some (although some modern nuclear bombs are designed to go off if you try to tamper with them).them, but it's pretty safe to assume nuclear bombs in ''Fallout'' never advanced to that stage). Restoring it to functionality would similarly require making sure the electronics and conventional explosives all work ''juuuuust'' right (there's a reason the Manhattan Project was such a difficult endeavor).
** Vault 87's entrance is flesh-meltingly radioactive, capping at 4000 rads/second (for comparison comparison, you drop dead at 1000 rads) because it suffered a direct hit from a nuclear weapon 200 years ago. In reality reality, anything ''that'' radioactive wouldn't stay radioactive for 200 years. That's what radioactivity ''means''. As a rule of thumb, the more radioactive an isotope is, the shorter its half-life will be (the amount of time it takes to lose half of its radioactivity).



* DifficultButAwesome: Killing a super mutant behemoth with a single head shot from The Terrible Shotgun. Doing it is amazing to see, doing it is extremely difficult as it requires you to have Better Criticals, 100 in your Small Guns skill, the gun in pristine condition, be sneaking, and hit ''all nine pellets'' in it's face ''outside'' of V.A.T.S. (Vault-Tec's '''''Assisted Targeting System''')'' so each of the pellets get the critical damage bonus. Whiff that one shot and you'll have a pissed off giant trying to find you/finding you to beat your face in with a fire hydrant.

to:

* DifficultButAwesome: Killing a super mutant behemoth with a single head shot from The Terrible Shotgun. Doing it is amazing to see, doing it is extremely difficult as it requires you to have Better Criticals, 100 in your Small Guns skill, the gun in pristine condition, be sneaking, and hit ''all nine pellets'' in it's its face ''outside'' of V.A.T.S. (Vault-Tec's '''''Assisted Targeting System''')'' so each of the pellets get the critical damage bonus. Whiff that one shot and you'll have a pissed off giant trying to find you/finding you to beat your face in with a fire hydrant.



** A player with Good Karma can eventually get the the Lawbringer Perk and work with the Regulators. If you bring them the finger of an Evil aligned person, you get a small fee of 5 to 10 caps and a small Karma boost. Given that you will constantly run into "evil" Talon Merc squads and raiders while exploring, this pays much better than it’s Evil counterpart. IT also you get a {{Badass Longcoat}} for your troubles.

to:

** A player with Good Karma can eventually get the the Lawbringer Perk and work with the Regulators. If you bring them the finger of an Evil aligned person, you get a small fee of 5 to 10 caps and a small Karma boost. Given that you will constantly run into "evil" Talon Merc squads and raiders while exploring, this pays much better than it’s its Evil counterpart. IT You also you get a {{Badass Longcoat}} for your troubles.



* JustifiedTutorial: The player character's formative years are used as a FramingDevice for both a tutorial and character creation:
** Your name and gender are determined shortly after birth, followed by deciding on an appearance through a computer simulation.
** Movement and interaction with world objects are taught to you at some point when your character is a toddler, as you find a way to escape from a playpen while your dad is away. When he comes back, he reads you a book called "You're SPECIAL!", which lets you assign your stats (SPECIAL is the game's stat system, [[FunWithAcronyms named for]] the seven basic stats - Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck).
** Dialogue, the menu, and combat are taught at your character's tenth birthday, where you deal with Butch trying to strongarm you out of a sweetroll, get given [[DiegeticInterface a Pip-Boy 3000]] and a BB gun as gifts, and then go find a radroach to shoot with that BB gun.
** Tag skills are determined at age sixteen, where your character takes the Generalized Occupational Aptitude Test, where your answers determine what your job in the Vault will be, and in turn what your three tagged skills are - though you then have the option to convince the teacher to fudge the results for you if you want to tag different skills.
** Finally, at the age of nineteen, your character is suddenly forced to escape the Vault, whereupon you are taught stealth, hacking, and lockpicking in the course of getting out.
** The "Wasteland Survival Guide" sidequests act as a sort of extended tutorial beyond this point, many of the quests either teaching you things that weren't covered in the Vault (e.g. investigating an abandoned town that's been filled with landmines, teaching you how to deal with them) or test what you've already learned (e.g. planting a tracking device in a clutch of Mirelurk eggs, the best results for which require you to sneak in and out without fighting any of them).



* KatanasAreJustBetter: Downplayed. The katana in the game is well above average melee weapon, but it's outclassed by the [[FlamingSword Shishkebob]] and the [[ChainsawGood Ripper]]. It's only advantage over them is its relative ease of upkeep in terms of repairs.

to:

* KatanasAreJustBetter: Downplayed. The katana in the game is well above average melee weapon, but it's outclassed by the [[FlamingSword Shishkebob]] and the [[ChainsawGood Ripper]]. It's Its only advantage over them is its relative ease of upkeep in terms of repairs.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Sniper perk has been hugely downgraded from what it was in previous games. Instead of giving a Luck/10 chance of your hits with a gun being critical, now it merely increases your chances of hitting an enemy's head in VATS.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* OrganizedCrimeSidequest:
** If you can't get crooked bar owner Colin Moriarty to reveal where James went - or hack the answers out of his computer - one possible way to earn the answers is to do a little debt-collecting work for him. For good measure, Moriarty is a consummate bastard who will screw over everyone he's in business with, so [[EvilDebtCollector playing the mission his way qualifies as Evil Karma]].
** Players with the "Contract Killer" perk have the option of collecting on bounties offered by the mysterious Daniel Littlehorn of [[MurderInc Littlehorn and Associates]], earning a small but regular fee for [[BringingBackProof the severed ears]] of anyone who threatens the barbaric post-apocalyptic status quo of the Capital Wasteland.
** Especially vile players can capture [=NPCs=] for the slavers of Paradise Falls at a price of two hundred and fifty caps per victim. As with contract killing, this has no relevance to the main plot of finding James or restarting Project Purity, nor can you ever join this particular gang: it's just a unique way of making money and gaining evil karma.

Top