yeah I finished at level 17 or 18.
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So I fought the SM Behemoth in the Citadel (no, Capitol Building?), but can anyone tell me how many more there are and where they are? That was particularly fun and I want to get that achievement for killing all of them.
And whoever added the new tag is an asshole :lol:
There are five of them:
• Galaxy News Radio: the Behemoth will blow up a wall just outside the GNR Building as you enter the area. (Quest Related)
• Evergreen Mills (bandit camp near vault 112.): Held in an electric enclosure beside the train tracks. When the generator powering the enclosure is destroyed the Behemoth escapes.
• The Capitol Building (West Entrance): Inside the main room; if you look on the map the room is straight down the hall from the entrance, but because of the debris you have to take an alternate route to the room.
• Takoma Industrial (that's east of the GNR Building, at the end of the map): The Behemoth is just north of the factory standing in the middle of bunch of wrecked cars.
• Jury Station: Go west until you reach a bunch of crumpled up train cars. You need to take the Teddy Bear from it's shopping-cart prison in order for the behemoth to spawn
Can't rep you again right now, but thanks Melf! Got the Capitol one, now I need to go a'huntin. :)
I've played the game for 65 hours or so, and finished the main quest. Keep in mind I'm approaching this game as a Fallout veteran, never having touched any of the Elder Scrolls games. Although I enjoyed the game, my overall impressions are mixed.
In some ways, Bethesda really nails the Fallout experience. Most of their visual cues are taken straight from the previous games, and Fallout 3 ably moves the universe forward in a new geographical location, certainly better than Fallout Tactics' sloppy approach. The quests are enjoyable and varied, and the town architecture is particularly inspired (Megaton and Rivet City, especially).
But there were a number of areas in which the game really disappointed me. The writing in particular is quite poor in comparison to the previous two games. The plot is especially predictable, and anyone familiar with the plots of the prequels will see the endgame coming from a mile away. A lot of the little touches that made Fallout unique are missing. I miss being able to barter with just about every person I encounter. There is a substantial number of sidequests, but not nearly as many as in Fallout 2. For all its claimed non-linearity, the game is quite restrictive in terms of how it allows quests to be solved. Quests with multiple solutions really seemed to disappear towards the end of the game. Fallout 3 sorely lacks a massive “New Reno” type of city, with multiple factions, competing businesses, organized crime, prostitution, and sundry activities of ill repute.
Worst of all, Bethesda really butchered the S.P.E.C.I.A.L system. I hesitate to even call it that, because this system is nearly unrecognizable from the prequels. Only one of the stats is truly significant to the game (Intelligence and, arguably, Luck); the others merely provide incidental benefits such as increased carry weight or skill point boosts. In the prequels, only tagged skills increased at a 1:1 rate (one point per level up point spent); the rest increased 1:2. So the only benefit of tagging is the initial 15-point boost. Very few of the skills are actually worth spending skill points over. In previous games, Science allowed the player to access terminals, make special repairs, and opened up additional dialog trees, among other things. Here, it allows you to hack computer terminals, and that's it. The Doctor skill, which has been eliminated in Fallout 3, allowed the player to heal broken limbs and other NPC's. By contrast, in Fallout 3, the Medicine skill was useful in exactly one quest, and was otherwise completely worthless. Perks have been dumbed down as well; the Traits from previous games have been removed, and Perks are now given every level instead of every third or fourth level. I suspect the designers made these changes to the S.P.E.C.I.A.L system to make the game more accessible, much like the Bioshock team did away with many of the nuanced character-building elements from System Shock 2. However, as with Bioshock, the changes make the game much more simplistic, and the player is forced to make far fewer significant choices along the way.
I have very little sympathy for the frothing mad Fallout fanboys at sites like No Mutants Allowed. But I can understand why they are so disappointed with Fallout 3 as a whole. Bethesda used the art and story assets from the Fallout universe and used them to make a game about a post-apocalyptic wasteland, but it's not a Fallout game. Again, it's still enjoyable, but something less than I expected.
By the way, if you enjoyed Fallout 3 you owe it to yourself to play the prequels, if you haven't already. They're available for $5 on goodoldgames.com. Check 'em out!
I guess that's the problem with taking on a game like this: you're bound to disappoint someone (either from the Fallout camp or the Oblivion camp). But, the bottom line is that you (and I) have spent dozens of hours playing the game and that, in and of itself, makes the game worth it.
I agree with a lot of what you wrote, sleeve, yet I still love the game.
BTW, a high Science skill does allow for new dialog options. I've seen it quite a few times already.
I completely agree with the quality of the writing, the ghouls in particular suffered, and the lack of a true large city to be a more central hub to the whole experience. It's odd when Morrowind had some gigantic cities full of citizens, Oblivion still had some sizable towns, and the best Fallout 3 does is Megaton and Rivet City. There are probably technical issues behind it, but it's still a shame.
Yeah I wasn't really impressed with the writing, and that's why after I finished the main quest I dicked around for maybe 3 more hours and then got rid of it. Once the game is on easy mode there really isn't much point to exploring the rest of the world, as everything is underwhelming.