162 lines
7.6 KiB
Markdown
162 lines
7.6 KiB
Markdown
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---
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tabtitle: "Fallout 3 on Linux"
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title: "Fallout 3 on Linux: Setup, Summary, and Suggestions"
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topics: [gaming]
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pub: ""
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short_desc: A relatively comprehensive review of my recent playthrough of Fallout 3.
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---
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# Fallout 3 on Linux: Setup, Summary, and Suggestions
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- Objective: Play Fallout 3 with a "Vanilla+" setup of mods. Play through all
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the DLC, play through the main story.
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To-Do:
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- Installation
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- Game files (Steam, GOG, other?)
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- Mod Organizer 2
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- Modding
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- Mods I used, and why
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- How-to Install and/or Configure
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- Game Review
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- Main Story
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- DLC (in order played)
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- The Pitt
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- Operation Anchorage
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- Point Lookout
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- Mothership Zeta
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- Broken Steel
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# Notes
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## Installation
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### Base Game
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### Mods
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#### Mod Organizer 2
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#### Mod List
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#### Mods of Note
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## Review
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### Main Story
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Overall, I think the main story of Fallout 3 is strong until the very last beat.
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The beginning tutorial, which is the first 10 to 40 minutes of play, takes place
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entirely within the starting Vault. It does a good job of the standard tutorial
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phase: teach the player how to interact with the game; walk the player through
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character creation; setup a few characters to care about. Then, the beginning
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ends, and there's the second phase of play: open world. Arguably, this is the
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remaining phase of all game-play. The player is free to explore, pursuing quests
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or ambitions as they whim. There are game mechanics to aid with decisions,
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generally quest markers and points-of-interest. The entire play time of a player
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could be spent on everything _except_ the main story, and it would still be a
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rewarding and enjoyable experience. However, my objective was to play the story
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of Fallout 3, and so I keep that as my main guiding star. This is not to say I
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didn't do any side-quests. I wandered far and wide; I actually discovered every
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location on the map! I enjoyed exploring the abandoned and ruined metro lines,
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finding small settlements or outposts, and coming across other wanderers and
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survivors who had setup their own little slices of the wasteland.
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I want to specifically talk about the setting. The Capitol Wasteland, a
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fictionalized, augmented, scaled-down region around modern-day Washington DC,
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northern Virginia, and Maryland. The "sights" are there: all the monuments and
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museums (well, some _aren't_ there, like the White House!). There are two
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"layers" to the map. The first is the surface. There's the big, open-world
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Wasteland, which spans almost the entire map, excluding some smaller,
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independent cells. Then, there's the underground collection of metro tunnels.
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All of these connect, mostly, and it is fascinating that, once underground, it's
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almost possible to stay underground, at least when around the Mall and within
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DC proper.
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I want to touch on one of the strengths of Fallout 3, and the open-world 3D
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environment: environmental storytelling.
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### DLC: The Pitt
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The Pitt was the first of the DLCs that I played. It was advised as a good
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early-game DLC, if only because it gives some great guns. I hadn't made the
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connection between "Pitt" and "Pittsburgh" until I saw the name of the DLC
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spelled out (as opposed to hearing it simply as "the pit"). I love the hook into
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the DLC: a man, looking like Snake Plissken from "Escape from New York", sends
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out an SOS signal that your Pipboy can pick up. Traveling to the
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northern-reaches of the map, there's a hand-powered rail car that you use to
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travel to "The Pitt." There, according to Wernher, the people are oppressed and
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sick, and their tyrannical leaders hold the cure for their disease but refuse to
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hand it over. Wernher escaped from the slave pits, seeking help in their
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revolution. Granted, it's not all that straight-forward. There are a few hours
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worth of story, during which you learn a bit more about the setting, the
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disease, and the characters. You fight through the slave pits to earn your
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freedom and a meeting with the tyrant, a former Brotherhood of Steel member
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named Lord Ashur. The cure is actually a child that was born with immunity to
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the disease. Conveniently, it's Ashur's kid. His wife, (conveniently) a
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scientist, is working on bio-engineering a cure from the kid. Wernher wants to
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take the kid, harvest it, and distribute the cure himself. Thus the main moral
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conflict of the DLC: do you side with Ashur, saving the kid, but continuing the
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status-quo, and having only Ashur's word that he'll do the right thing when the
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cure is ready? Or do you side with Wernher, kidnapping and probably dooming the
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child, to let him play his power-trip and essentially take over The Pitt for
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himself? I sided with Ashur, killed Wernher, saved the kid, and got some sweet
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guns.
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Overall, I enjoyed The Pitt. The setting is phenomenal, the story is engaging
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enough. The characters are good. It has that 80s action-film vibe. The moral
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choice at the end is a good twist, though by no means unforeseen. I do like that
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the game has no karma tied to the final decision; neither one is obviously good.
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I tend to enjoy that in moral decisions, as rarely are any decisions obviously
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"right" or "wrong."
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### DLC: Operation Anchorage
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Apparently this one is polarizing. (Oh snap, no pun intended). I really liked
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it. It hooked me in, it didn't overstay it's welcome, and it gave me some cool
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loot.
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The gist: your Pipboy lets you operate a virtual reality training simulation of
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the invasion of Anchorage, Alaska by the Chinese forces. You start off on a
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cliff, having been one of a few surviving special forces members, to infiltrate
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and destroy the artillery shelling the United States forces. Right away, it set
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a really fun tone with me. I loved the little infiltration angle. After you save
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the day, you return to base camp, where you are given several more missions to
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destroy key resources, before repelling the Chinese forces and retaking
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Anchorage proper.
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The stealth mission at the beginning really swings this content in a favorable
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direction, as does the cool rewards. The Gauss Rifle is just fun to use, and the
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player gets the Power Armor Training trait and access to a suit of Power Armor.
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One of the mods I had included several additional sets of armor in the reward
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vault, and I enjoyed them as well.
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### DLC: Point Lookout
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This one grew on me. When it started, due to the nature of the DLC being more
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open-world and less driven, I felt thrown into another region that I had to make
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my own fun in. However, I was able to relatively quickly find some engaging
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storylines, intriguing storytelling, and the main quest was fun.
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Arriving in the Land of the Punga, you have two objectives: one, you were asked
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to find a girl by her mother; two, you are advised to investigate why a manor on
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a hill is smoking. The swamp wasteland is inhabited by inbred swamp-people,
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mirelurks, and the expected cretins. There's plenty of history scattered both
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told and unsaid throughout abandoned tents, terminals, hotel rooms, and ruins.
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This location does a lot to invoke an eldritch horror vibe, and it does so quite
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well at several points. There's a specific side-quest dealing with a tome, The
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Krivbeknih, which is obviously a reference to tomes like The Necronomicon. The
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characters throughout the location are well-written and fun to interact with.
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The main quest covers a lot of ground, sends you on a psychedelic dream-vision,
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and gets you lobotomized! Plus _an entire building explodes_, and that's pretty
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rad. Oh, and the secret Chinese spy submarine!
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By the end of this DLC, I was happily impressed, and it took the new top spot on
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my list. There's some cool loot, plenty of neat lore, and more Punga than you
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can shake a shotgun at. And you can make moonshine.
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### DLC: Mothership Zeta
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Another DLC generally looked at unfavorably.
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### DLC: Broken Steel
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