Deconstructing Fallout 3: Tenpenny Tower

Deconstructing Fallout 3

When I first played Fallout 3 on my Xbox 360 way back in 2008, I found myself drawn to the hubs and the quests. Exploring the wasteland was fun, but ultimately I was looking for structure and a story. I’ve recently booted up Fallout 3 again, but this time on the PC. With extreme (but lore friendly) modding, I’ve found the exploration aspect far more enjoyable and the quests frankly lackluster. I want to deconstruct the quests in Fallout 3 to think about how they work in relation to an open world map and the player character’s development choices.

Let’s start with the basics. Not counting the three childhood quests, Fallout 3 has a total of 66 quests in the base game: 10 story quests, 18 side quests, 22 unmarked side quests, and 16 repeatable fetch quests. Again, I want to briefly break down each of these to see how they’ve made use of the new environment and the RPG elements.


Fallout Tenpenny Tower

You know what? “Tenpenny Tower” is a good quest. It’s well structured, it’s got some great roleplaying options to expand your character, and it has three major endings, each of which has a noticeable impact on a prominent trading hub. Unfortunately, the entire quest falls apart after it has been completed.

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Desert Law: School Bus Mounted Howitzer

Desert Law HeaderMy Steam library is filled with post-apocalyptic games. Generally, I’ll pick up (or at least wishlist) any apocalyptic game I come across. Desert Law, a real time strategy game, has been in my library for about two years. I picked it up on sale, played it for 10 minutes, and then uninstalled it. However, enough time has passed that I thought the game deserved another chance. Unfortunately, the game aged about as well as a bloated corpse in the wasteland sun.

Desert Law’s narrative makes Wasteland Angel look complex by comparison. After the apocalypse, tribes of road warriors kill each other over booze and car parts. What kind of apocalypse is this? We don’t really know. The entire world is a desert and some places are populated by angry sentient zombies napping beneath the sand.
Here’s the story: Generic wastelander Brad wants to woo a girl for mating season, but rival tribes of gangsters and pre-apocalypse military keep mucking up his plans. Brad convinces his tribe to kill everyone in their way until Jane (the love interest) notices him. Continue reading

I Have No Mouth and I Must Scream: Gorrister

IHNMAIMS Header

Con-man, pacifist, business woman, Nazi, scientist. Five improbable entities stuck together in a pit of darkness. A prolonged nightmare of 109 years conducted by a sadistic self-aware supercomputer with unlimited power. This is Harlan Ellison’s I Have No Mouth and I Must Scream.

Although on the surface IHNMAIMS is a straightforward story about five people trapped in an endless underground complex after a nuclear war, it has transcended into a franchise. The human characters from the short story were greatly expanded upon in the 1995 video game while the supercomputer, AM, gained some depth in a 2001 radio drama. A comic adaptation exists as well. This has become one of my favorite post-apocalyptic stories due to the development of the characters and the themes at play.

In this series, we’ll break down each of the humans: exposing their fatal flaws and identifying what led them to redemption (and further punishment).

I Have No Mouth and I Must Scream Comic gorrister

Gorrister. The first character introduced in both the text and the video game. Originally, he was a conscientious objector, a peace marcher. In the game, he was an electrician and truck driver before the machine captured him. The only similarity between the two versions of this character is the spoken wish for death. Continue reading