4. How Utterly Captivating!

It was not long after dealing with The Family that we started running into super mutants on a fairly regular basis. As you might expect, these guys take quite a pounding; crippling their vision and movement seemed to be the best way to slow them down. We'd heard reports on the radio that the muties actually favour taking people alive - and after a particularly fierce gunfight in and around a church graveyard, we found the evidence: a bound and blindfolded Wastelander, begging for release. After letting her go, we were offered a few possessions by way of thanks. If you're a goodie two-shoes you can turn down the reward for bonus karma; we opted to take everything, mainly because we needed healing, but also because our hostage didn't sound as grateful as we'd have liked. Will these abductions play into Fallout 3's key plotline? We'll have to wait and see.

3. Bridge Over Troubled Water

After raiding the Super-Duper Mart for Moira, we crossed over a bridge that took us into the built-up outskirts of the downtown Washington DC area. From this point on, the atmosphere became increasingly hostile and oppressive. From what we've seen, much of the south-west portion of Fallout 3's map is dominated by very large urban ruins. There's something quite unnerving about being surrounded by bombed-out skyscrapers - but the chances are you'll be kept distracted by the large numbers of raiders and supermutants milling about. By this stage we'd built up a fairly sizeable arsenal and were fairly proficient in the use of VATS - but that didn't stop us feeling quite lonely. At one point we came across a pair of supermuties involved in a gun battle; we rushed out to join whoever was attacking them - but alas, it was a gang of bandits. As we hid and watched our enemies rip each other to pieces, we felt like a very small fish in a huge and very dangerous pond. Make no mistake: the wasteland is clearly the star in this game.