Creepiest part in Fallout 3?

Discussion in 'Fallout 3 Discussion' started by BarackSays, Aug 4, 2010.

  1. naossano

    naossano So Old I'm Losing Radiation Signs

    Oct 19, 2006
    I give beth props for the haunting feeling of the Vault experiments, and the pre-war logs of a crapsack world full of suffering.

    But, it the same time, i miss the satiric aspect of Fo2 and i find unbelievable to find some of these vault still inhabited...
     
  2. 2house2fly

    2house2fly First time out of the vault

    59
    May 18, 2013
    Yeah, it was quite haunting to get to the bottom of Vault 106 and see this little half-dug tunnel with skeletons, but the effect is undercut somewhat by the fact that I've slaughtered 20 or 30 crazy people in vault suits to get there
     
  3. naossano

    naossano So Old I'm Losing Radiation Signs

    Oct 19, 2006
    You perfectly nailed it with better words.

    Same could be said for many Fo3 "pros".
     
  4. optimuswhat

    optimuswhat First time out of the vault

    9
    Dec 15, 2013
    In Old Olney, I was about to loot something when this deathclaw appeared and freaked me out.
    In some Super Mutant infested area (forgot which), a mutie jumped me.
    Actually, now that I think about it, the whole game at first was very atmospheric for me. I decided to play New Vegas, than 3, and that creepy atmosphere disappeared. Weird.

    Oh, and Fawkes.
    Fawkes that scary man.
     
  5. Oppen

    Oppen FIXT n°1 fan

    Dec 26, 2011
    I found Fawkes to be really friendly, and a relief to have a mutant which isn't just an orc with guns.
     
  6. sigma1932

    sigma1932 Banned

    37
    May 25, 2013
    Creepiest part of FO3?

    How the mechanics and RPG-elements were designed. They were so badly done it gives me the heebie-jeebies every time I think about it and what it did to the franchise.
     
  7. Nar

    Nar First time out of the vault

    10
    Apr 30, 2012
    Creepiest part of Fallout 3 is when you realize the main storyline was written by an 8-year-old.
    Also the fact that everyone seems to have either fetal alcohol syndrome or Down syndrome, though I guess that adds to the realism of a post-apocalyptic world.
     
  8. Atomkilla

    Atomkilla Hazel Hegemon oTO Orderite

    Dec 26, 2010

    I laughed at this way harder than I should have.
     
  9. Mathius

    Mathius First time out of the vault

    47
    Feb 27, 2014
    There was nothing creepy about the Dunwich building. The Steelyard was creepy a bit, but the rest of the Pitt was terrible. Point Lookout had creepy atmosphere at night if you were in the swamp, but there wasn't really anything to do there.

    The Bioshock series really excelled at creepy because not only was the atmosphere perfect, but you would clear an area and you just knew when you came back through that way, more mobs were scripted to pop out at you.
     
  10. Akratus

    Akratus Bleep bloop.

    May 14, 2011
    I always found the dad character to be very creepy. Combining the uncanny valley elements of bethesda npc's with forced familial relations just kinda does that for me.

    Although I must say I am a complete pissypants when it comes to dark and hostile environments in games. Especially in first person. I haven't come across anything of the sort for years but I remember running out of the chtulhu references building in fallout 3.
     
  11. TheChosen1

    TheChosen1 Moving Target

    Nov 8, 2012
    I guess ghouls were kinda creepy. I've used some realistic lighting mods, so all the obnoxious screaming was creeping me out. Oh, also the fact that MMM spawned a whole metric shit-ton of them and some of them were scary as shit, and they regenerated if you didn't dismember them.
     
  12. Yamu

    Yamu Le Fromage Vieux oTO Moderator Orderite

    Jul 26, 2003
    My girlfriend at the time probably played F3 more than any of the other games in the series (to her credit, she DID play and enjoy all three, but she was 22 when I got her into the series and PC gaming and old-school RPGs were both entirely alien to her at that point), and, brassy country Texan though she was, she would pause, bite her lip, and hand the controller over to me without fail whenever she heard the throaty rasp of a ghoul. My father wouldn't go into the metro tunnels unless he absolutely had to, either.

    I don't know if I'd call them creepy, but I know they were my least favorite enemy to be ambushed by. They probably caused me more jump-scares than any other creature in the game. I'll +1 Dunwich Building in answer to the OP for that reason and because it was really the only part of the game that seemed to put much effort into trying to be creepy. I think the game could have used a lot more of Dunwich's approach to ferals-- that their wretchedness came with (and from) pathos and a past. I'd even say the Lovecraftian bits were actually superfluous to the whole affair; what really got me was those flashbacks, the juxtaposition of what the place and people had been with what they had become. That it managed to be at all effective in Gamebryo was a testament to the greatness of it.

    (I will concede that the ruined vaults could evoke eeriness here and there, but the overall dungeony feel and the over-the-top nature of the social experiments the designers cooked up for this one had a dampening effect on that for me. Andale should have qualified but it was all trope and caricature and there were far too many holes in the presentation.)
     
    Last edited: Mar 19, 2014