The Fallout frenzy is back, baby! With Fallout Season 2 on the horizon and whispers of a Fallout 4 port gracing the Switch 2 (or whatever they decide to call it), the franchise is enjoying a serious resurgence. And that means digging up old stories, development anecdotes, and the occasional "what were we thinking?" moment. Luckily for us, Game Informer is on the case with their oral history of the series, and it's delivering some juicy details.
Fallout 3's Metro Disaster: Bethesda's Shocking Co...
This time, the focus is on Fallout 3, that quirky post-apocalyptic romp through a radioactive Washington D.C. Now, I’ve spent countless hours wandering the Capital Wasteland, dodging Super Mutants and scavenging for bottle caps. And like many players, I remember the Metro system – not always fondly, I might add. It's this sprawling, often confusing network of tunnels beneath the city. Turns out, it was almost *more* sprawling.
Emil Pagliarulo, Bethesda's lead designer and writer – a name that probably elicits either cheers or groans depending on your Fallout preferences – recently shed some light on the Metro's initial design. "Originally, we had this thought that the Metro would be connected completely underground," he confessed. "And we realized it was just too sprawling. It was too big." He makes a good point.
Think about it: the Metro is basically mandatory early on in the main quest. You *have* to brave those ghoul-infested tunnels. Seasoned players might find ways to skip around, but most of us have at least dipped our toes into that underground nightmare. And while the *idea* of a vast, interconnected subway system sounds cool on paper, the execution in the final game was... less than ideal.
The biggest problem, in my opinion, was the lack of variety. It felt like you were running through the same handful of corridors, again and again, punctuated by those dreaded loading screens as you hopped between "cells" and back to the surface. It was disjointed, repetitive, and frankly, a bit of a slog. So, the developers ended up cutting it down because of the issues caused with a lack of interesting and engaging game play. While the idea of realistically traversing miles of underground tunnels is a nice thought, Bethesda learned a valuable lesson: "Being realistic sometimes isn't fun." Sometimes, you have to sacrifice realism for the sake of a good game.
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