Fallout 3
Radiating nothing but quality
More pointedly, once the player has uncovered or visited a worthwhile area of interest, that area is then added to the world map and can be revisited in an instant in order to cut down travel time; but, between discoveries, the player must rely on their trusty shoe leather to get them from point-A to point-B. Granted, trekking across the map to reach an unvisited area of note can take a considerable amount of time, yet there's usually a fair smattering of battles to enjoy along the way and also the possibility of discovering and exploring a completely new area in the process - which may cut down on time later in the game.
While Fallout 3 generally resists the temptation to lead the player by the hand as they emerge blinking beyond the artificial lights of Vault 101, it does provide a helpful inertial shove towards the town of Megaton, which is a ramshackle walled settlement constructed entirely from derelict airplane parts. Here the player is able to find their feet, build a relationship with the locals (or shoot them all), get to grips with the new-world currency of bottle caps, take on some menial tasks, and purchase/steal a few supplies before heading back into the wasteland.
When it comes to NPC conversations, there is plenty of trivial and/or important information to be wrangled from the good folk of Megaton (or Rivet City or Slavers Paradise or the Underworld), and everyone with a name is worth talking to. But, even early on in proceedings, the weight and influence of the player's progressive decision making can result in them earning or losing vital Karma (good or evil, light or dark, etc) value and rendering a massive impact on the entire game world.
For example, Megaton is so named due to it being built around an unexploded bomb left over from the war - which some of the locals worship through the creepy Children of the Atom cult. Barely through the town's gates and the player is approached by a mysterious man (clearly bearing a grudge) who asks if they'd be willing to plant a remote detonation device on the bomb in return for a grand reward.
The real devilish twist to this initial characterisation dilemma is that, while the player can freely refuse, should they plant the device (thereby sentencing the entire town to a fiery atomic death), the bomb will not explode until the player travels to inform the mysterious man at a specified location. This enables players to steer clear of that meeting, complete Megaton tasks and return frequently to purchase supplies if they so wish. And, when the town has outlived its usefulness... well, you can guess the rest.
Spoiler Alert: If you're feeling particularly callous, then plant the device, buy a few bits and pieces from the supply store, and head straight to the rendezvous, at which point you'll be granted the 'honour' of activating the detonation along while enjoying a glorious view of the resulting mushroom cloud. What's more, your despicably murderous act also secures a permanent penthouse suite in a high-class hotel tower, which can be personalised and also allows for item storage and any-time weapon creation via its included workbench. And, beyond the swift securing of a swanky abode, unsurprisingly bitter, gun-toting Megaton refugees are subsequently added to the wasteland's population.
One of Fallout 3's major facets is the V.A.T.S. (Vault-Tec Assisted Targeting System) battle component, which pauses the game and allows the player to specify where on a target they'd like to focus their resulting firepower when action is resumed. Governed by body part or weapon-strike percentages and fuelled by a self-restoring meter, V.A.T.S initially feels like a gimmicky and highly unreliable first-person support mechanism that's making excuses for otherwise twitchy standard FPS gunplay.
However, it gradually grows to become a highly effective mode of attack as progressively more damaging and accurate weaponry is brought into play and level-up points are assigned to boost the system's overall efficiency. Indeed, FPS purists be warned: trying to take on some of Fallout's more challenging beasties without the assistance of V.A.T.S. to cripple legs and shoot out weaponry will only reveal your feeble vulnerability in a world awash with radiation where humans are no longer the dominant species.
