I've noticed that.
'Oblivion' was a title that I could play so very many times.
However, look at 'Fallout 3' and 'Oblivion' together and you might see why:
- Several large and varied cities in comparison to two cities: Rivet City and Megaton.
- Huge side quests (Dark brotherhood, Fighters' Guild, Mage's Guild, Thieves Guild) as opposed to the single 'Wasteland Survival Guide' in Megaton.
- Ranged and varied uses of magic as well as close combat. Guns don't have as much variety; they just shoot. Plasma, laser or lead. Melee weapons don't have that same edge for some reason; your opponents have shotguns?
- Fairly repetitive landscapes in comparison to a varied and beautifully rendered wasteland world that somewhat accurately depicts real locations.
I could go on. But what gets me the most is the lack of unique dialogue choices; there're simply three generic sorts of responses that affect your karma positively, negatively or not at all. The 'right' answers are all there for you.
What about friendly super-mutants? They no longer speak to you, but attack immediately. In the first two 'Fallout' games, you could speak with at least one super-mutant and learn about where they were from and what they were doing. Here, they repeat dull sets of dialogue over and over when you're hiding nearby.
All ghouls sound like their voice actors were forced to smoke a thousand cigarettes per day whilst simultaneously being choked. And their voice actors are all identical.
There's so little
comedy and no amount of graphics or gameplay can make up for that; it's one of the main reasons I replay 'Fallout 2'; the characters are varied and hilarious, their lines and actions are filled with humour and it isn't the same in 'Fallout 3'.
Everyone wants to kill you. There aren't enough wandering wastelanders to balance out good karma and bad karma! Unless you'd kill characters necessary to certain quests or the plot as a whole, which would in turn have people in each and every city shooting at you whenever they can, you
have to butcher the raiders.
You can disarm a nuclear warhead with relative ease, but can't disable an exploding collar around someone's neck, or release a cluster of grenades hanging from a string? The entire Megaton quest is so simple: in the previous games, you'd be sent all over the bloody place to find a detonation code or a micro-chip just to get started.
There is no magically disappearing car to hold your items for you.
Even at level one, you can kill members of the Brotherhood of Steel. Why is that? In earlier games, you'd fire your pistol and they'd butcher you in one burst of minigun fire...
Quest characters disappear after you complete their quests. What if you'd like to somehow sneakily get both of the perks they offer, like you can in the other games, rather than just one?
The game is great. It's amazing. I am playing it for the second time whilst assuming my own persona and agenda, instead of bothering with the real storyline. But it's going to require a huge amount of modification to live up to what I'd hoped it would be. I have the time, though.