I just finished my first play-through at just slightly over 51 hours, very good karma, science, repair, and explosives tagged/maxxed (and eventually small guns, sneak, and speech as well). Hit level 20 right before the final assault (Grim Reaper Sprint breaks the game … but is so cool). Found 10 bobbleheads. Preferred weapons - Grenades (any type), Lincoln Repeater, combat shotgun, scoped magnum, and exploding pants. Preferred armor- Ranger armor, raider bandana, and sunglasses
I’d estimate only 50-60% of the wastes explored; I may go back to a prior save and explore some more or just start a new character and explore with a new skill set. After watching this youtube video, I’m tempted to go the unarmed route, just for giggles.
Thoughts on the game after 50+ hours (probably spoilers):
Lunchbox, Bobbehead, Art book, and Pipboy digital clock from Amazon’s Survival Edition: HUGE thumbs-up, worth every penny. Not going to turn my lunchbox into a bottlecap mine though, that would be bad. Only thing that could’ve made it better was if the Pipboy had an alarm feature and an optional, removable plug – I can never have enough help waking up in the mornings, and it’s going to eat batteries like mad.
Scarcity of ammo/supplies in the beginning instills some very good gaming habits from the get-go. I would’ve liked this to continue later on into the game, somehow, as it become a little too trivial – so much so that I stopped looting items that had a weight, and just used ammo as my main barter currency. This did allow me to be extremely reckless with my grenades and mines though, which was fun (how high can you make Tenpenny fly? – not my vid, but I ended up playing with similar ideas).
Mixed feelings on the last 2 minutes of the main story – it’s always challenging for a developer to make a satisfying ending that’s not a happy ending. Story-wise, I appreciated this. The gameplay behind it fell extremely flat though. It felt forced, especially with Fawkes there.
I would’ve liked to see more end-game slides on how my character influenced the places I’d visited. Perhaps I needed to explore more, but I felt a little robbed with what I had accomplished not getting much mention – especially after the way Fallout 2 handled this.
The assault with Liberty Prime was awesome, especially with his anti-Commie battlecries.
It’s great that you can uncover so much story through exploration, even without having your hand held by the game through quests. The level of detail put into these little side-stories is what elevates this game from your standard fare.
– Finding the other vaults is a fine example in subtle storytelling. You don’t get quests to go to these places, but you can read old files about 1) what each vault was experimenting on, and 2) seeing the disastrous results once you enter, in addition to uncovering more details about the experiments. Reading about the mind-altering gasses released into the ventilation system, and then having hallucinations yourself – incredibly freaky, and really added to the atmosphere. Gary? Gary! Gaaaaryyyy… Classic! Malkovich!
– Picking up transmissions of actual morse code (and if you put in the effort of translating them, they’re actually legit radio codes in the proper format). Following the signal strength takes you to the source, and tells you a little story about whoever transmitted it (through inference, not overtly).
– Even the arrangements of corpses and skeletons tell a story. In Minefield, two skeletons embracing in a bed and a nightgown on the floor, telling a brief story about how these two spent their last moments as the bombs fell. Unlocking the door to a small shack and finding a small skeleton, 10mm pistol in one hand and teddy bear in the other – very spooky and sad. So many stories to find, and the game rightfully never leads you to them – it’s all up to the player to experience this rich and detailed world.
One of my favorite moments: Evergreen Mills. After so much mention on GNR, I decided to find this place and see what was up. I arrived in the evening, just as everyone was going to sleep. I picked off the few roaming guards in the darkness and planted mines outside the doors of the buildings. I waited until morning, and as people started waking up and walking around, the bodies went flying. The handful of raiders left had their hands full as I used my sniper rifle to blow open the electrified cage holding the Super Mutant Behemoth. It took me 3 trips to loot/store/sell everything heh.
Gripe: Companion AI, Dogmeat in particular. Would’ve loved if I could set him on passive mode, instead of having him run headfirst into missiles and miniguns. Fawkes was competent, and it was funny hearing a Super Mutant occasionally spouting words of wisdom in that stupid super mutie voice (“There is safety in mindfulness!” when I knocked stuff over while running around).
Overall, a solid, immersive, rich, and detailed game, with only a few minor complaints. I’m very happy with it 