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Fallout 3

Imagine the enormity of the task: to take one of the most fondly-remembered role-playing games ever made, a game developed by another studio, and craft a sequel with vastly different gameplay, advancing the world design and graphics for a new era of gaming while recapturing the ineffable spirit of the beloved predecessor. If that doesn’t sound like a losing proposition to you, then you are either an idiot or a visionary, and the odds are on the former. We owe some gratitude, then, to the splendid idiots at Bethesda for creating Fallout 3, now perhaps the prime example of

May 15th

…the impact of game controllers on design over 30 years of history, with a glance at the future with VR motion controllers.


Critical writing on one of the most-discussed game franchises can still surprise you. The pieces below are absolutely worth your attention, regardless of whether or not you have played any of the Fallout games.

  • Fallout 3 Is Garbage, And Here’s Why | YouTube (video) This 90-minute long dissection of Fallout 3 is well-edited, funny, and insightful. It takes up a large amount of time without wasting a moment, making a well-reasoned argument with implications…

Finding Gold in the Wasteland

When Valve started to put ‘director commentary’ into their games, it opened the conversation of game design to a wider audience. Personally, it allowed me to enjoy the game even more than my first playthrough. It’s a wonderful bonus, and I’m very thankful to Valve for them.

Gerard Daleny, of the blog Binary Swan, is assembling ‘The Wasteland Commentaries.’ It will be a mod for Fallout 3, and will include locational commentary by the gaming community into the game itself – much like what Valve has done. The comments will have a wide range; anywhere from “anecdotes, commentary, analysis

This Year In Videogame Blogging: 2016

…half counter to the mainstream video game reviewers that established Fallout 3 as a classic in highlighting all of its myriad structural flaws.

  • Anatomy of a Side Quest: Beyond the Beef | YouTube – Game Maker’s Toolkit – Mark Brown A look at the craftsmanship of a single side quest in Fallout: New Vegas and the number of ways it can be completed.
  • Fallout 4 And The End Of History | First Person Scholar – David Bowman “Fredric Jameson cites the observation that ‘it is easier to imagine the end of the world than the end of capitalism,’ and Fallout
  • November 15th

    …are all justified, that the game they have yet to play is indeed going to be fucking awesome.

    Fallout 4, Plausibility and Witchcraft

    In contrast, Kill Screen’s Reid McCarter discusses the role of Dogmeat in Fallout 4 as a measure to “keep the player grounded amongst the immensity of Fallout 4’s environments”:

    Games like Fallout 4—games with sprawling worlds, in which the player decides when, or if, to take part in specific story beats—differ from the directed narratives of media like film and books. Unlike the carefully selected sentences and exactingly shot scenes that form these narratives, an open…

    Abstract image evoking bird silhouette

    November 29th

    Once again, those of you who indulged in cooked fowl (or fowls within fowls) have hopefully enjoyed a long weekend with loved ones and have already begun making the next week’s worth of leftover sandwiches. As for the rest of us, hopefully the weekend was as outrageous or subdued as you wanted it to be. Geographically sensitive holidays aside, it’s time for our global weekly tradition of bringing you another This Week in Videogame Blogging!

    Something Something Fallout 4

    Wesley Yin-Poole tells all of Eurogamer that he loves Fallout 4’s skeletons, dang it! Not only do they build atmosphere,

    October 11th

    This week we find our hero in bed, laid up with a serious head cold. But This Week In Videogame Blogging goes on ahead regardless.

    Lyndon Warren finishes his 11-part pacifistic play-through of the original Fallout. Highly recommended game diary.

    Here’s another Fallout related idea: this time it’s Gerard Delaney’s ‘Wasteland Commentaries’ which are going to act something like valve’s in-game developer commentaries, but for game criticism and discussion instead. I was intrigued by the prospect, and plan to record some excerpts of my Fallout 3 essays for the project, and I emailed Gerard to get a bit of

    Abstract image evoking bird silhouette

    April 26th

    …Links updated 29 June 2017

    This Week in Videogame Blogging, 65 die in a tragic Tetris accident in NYC, and Hard-casual also get the scoop on the Fallout: New Vegas protagonist!

    In slightly less tongue-in-cheek happenings, Jim Rossignol, one quarter of Rock, Paper, Shotgun, noted that “Locked Door” was close to the biggest article ever published on RPS. It’s certainly well worth a read, and a great example of the fact that good games crit doesn’t have to be the straight-forward essayist type. RPS continued its standard of excellence this week with some fantastic coverage of upcoming game Mafia

    October 31st

    …the scrounging simulator’, for what its teaching kids and adults alike about the benefits of frugality in these tough economic times. Staying with the PopMatters crew for the moment, and Fallout: New Vegas, Rick Dakan looks at ‘Sex Workers and Sex Slavery in Fallout: New Vegas’:

    For all its bugginess and slightly outdated graphics and stiff animations, this is the area where Fallout: New Vegas shines most brightly, presenting you with compelling moral quandaries and letting you make decisions.

    And then to round off the PopMatters trio, here’s Nick Dinicola talking about (what else for the week of Halloween) the…

    February 5th

    …over what was fundamentally off about the game and how it could have been great and innovative instead of the stagnant entry of the series.

    Eric Schwarz of the Critical Missive blog is back again, this time writing about Rage and multiple design missteps it takes.

    Rowan Kaiser in his weekly Joystiq column on role-playing games turns his eye to the two most recent Fallout entries, comparing the different rhythms to the quest structures in Fallout 3 and Fallout: New Vegas. The former is based on free form explorations whereas the latter was more stringent in its hub based structure….