- Release Year: 2012
- Platforms: Windows, Xbox 360
- Publisher: Bethesda Softworks LLC
- Genre: Compilation
- Game Mode: Single-player
- Average Score: 93/100
- Adult Content: Yes

Description
The Fallout 3 & Oblivion Double Pack is a compilation featuring two landmark role-playing games. Fallout 3 immerses players in a post-apocalyptic world centered around Washington D.C., offering a vast, irradiated wasteland filled with danger, ethical dilemmas, and faction loyalty. The Elder Scrolls IV: Oblivion transports players to a rich, medieval fantasy realm where they can become anyone and do anything in their quest to save Tamriel from an ancient evil. This collection combines the open-world exploration, deep character customization, and epic storytelling that made both titles beloved by gamers worldwide.
Fallout 3 & Oblivion Double Pack Patches & Updates
Fallout 3 & Oblivion Double Pack Cheats & Codes
PC
Hit the Tilde (~) key to access the console and enter one of the following codes.
| Code | Effect |
|---|---|
| activate | Activates the last door you clicked on in the console that is locked but needed to be opened from another place. (doors that unlock doesn’t work on) |
| addspecialpoints # | add # special points |
| advlevel | Advance one level |
| agerace # | Ages the targetted character with 1, and de-ages them with -1 |
| player.agerace # | Ages yourself with 1, and de-ages you with -1 |
| tmm 1 | All mapmarkers |
| SetPCCanUsePowerArmor 1 | Allows player to wear Brotherhood of Steel armor without the training prerequisite. |
| tsb [number] | Allows you to add blood to your screen. Higher numbers make more blood spots. 0 = none. |
| fov [1-180] | Allows you to change your field of view (by angle) |
| player.placeatme | Allows you to spawn any NPC next to you. |
| set timescale to # | Alters the speed in which the in-game time passes. |
| Player.AddItem 2937e 500 | Ammo for Instant-Kill Magnum |
| Kill | Automatically kill the target you selected in Console Mode |
| player.modScale <1 or -1> | Become a giant! 1 = giant ; -1 =normal |
| coc [Cell ID] | Center on cell. Teleports you to the cell you specify. |
| ShowNameMenu | Change your name for free, no court fees! |
| setgs fJumpHeightMin # | Changes how high your player will jump. Replace the # with the desired height. (default = 64) |
| player.setlevel # | changes leve to #, doesn’t affect anything else. |
| player.setav speedmult ### | Changes only the player’s speed. Replace ### with a value over 100 (which is normal speed) to move faster. |
| setgs fMoveRunMult # | Changes run speed. Replace the # with the desired speed. (default = 4) |
| setscale # | Changes size of any targeted object/NPC. Replace # with a number between -10 and 10. Default size is 1. |
| modpca (s.p.e.c.i.a.l) # | changes the chosen stat by adding the given number. e.g. lmodpca luck 3 would take your 5 luck to 8. |
| SexChange | changes the sex of the player character or anyone you click on in console |
| cam | Closes all open menus |
| CompleteAllObjectives / CompleteQuest | Complete quest objectives |
| player.ForceAV |
Directly set your skill values. |
| disableallmines | Disables all mines allowing you to pick them up, without them blowing up. |
| tcai | Disables enemy AI, enemies stand still and do not fire back. |
| DisableAllMines | Disables mines |
| getXPfornextlevel | displays xp needed for next level |
| setessential 6a772 1 | Dogmeat is marked Essential (Unkillable) |
| SetPCYoung | Everyone wants to be a kid again! |
| player.srm | Free repair up to your repair level |
| GetAVInfo [Actor Value] | Gets info on the selected targers value (such as getavinfo luck) |
| addachievement xx | Gives achievement with the number you put in(1-53) ex. addachievement 23 |
| Setownership | Gives player ownership of selected item |
| tgm | God Mode |
| player.PlaceAtMe |
I’m working on finding and making an ObjectID list, but for now, just use the ones we know: 000000A(Pins) & 000000F(money) |
| EquipItem |
if the item_id exists in the selected target’s inventory, it will be equipped |
| UnEquipItem |
if the item_id exists in the selected target’s inventory, it will be unequipped |
| CloseAllMenus | Just in case… |
| Killall | Kills everyone in the area, if you are outside it kills everything outside. |
| load [name] | Loads a saved game. |
| SetGS fVATSDistanceFactor 0.0001 | Makes V.A.T.S incredibly perfect when it comes to aiming. |
| Player.M | Matches the geometry of another NPCs face |
Fallout 3 & Oblivion Double Pack: Review
Introduction
In the annals of role-playing gaming, few compilations have offered such a potent double-barreled blast of Bethesda Softworks’ world-building prowess as the Fallout 3 & Oblivion Double Pack. Released on April 3, 2012, this compilation bundled two titans of open-world RPG design: The Elder Scrolls IV: Oblivion (2006) and Fallout 3 (2008). Together, they represent a masterclass in emergent storytelling, systemic depth, and atmospheric exploration, redefining what players could expect from virtual worlds. While Oblivion transported players to the mythic province of Cyrodiil, Fallout 3 plunged them into the irradiated ruins of Washington D.C. This review examines the Double Pack as a curated journey through Bethesda’s foundational era, analyzing its historical context, narrative ambitions, mechanical innovations, and enduring legacy.
Development History & Context
The Double Pack emerged from a transformative period for Bethesda Game Studios. Following the critical and commercial triumph of Oblivion, the studio pivoted to tackle the post-apocalyptic universe of Fallout—a franchise previously helmed by Black Isle Studios and Interplay Entertainment. This transition was audacious: adapting Fallout’s isometric, turn-based origins into a real-time, first-person RPG while preserving its dark satire and moral ambiguity.
Technological Constraints and Vision:
Both games leveraged Gamebryo, a versatile engine that Bethesda mastered to create vast, reactive worlds. Oblivion pushed the Xbox 360 and PS3 to their limits, delivering a vibrant fantasy realm with dynamic weather and radiant AI. Fallout 3 adapted this engine for a desolate wasteland, introducing the Vault-Tec Assisted Targeting System (VATS) to blend real-time combat with tactical pause. The Double Pack’s 2012 release capitalized on the games’ enduring popularity, offering a definitive package for new players and veterans alike, complete with all major DLC expansions for both titles.
Gaming Landscape:
In 2012, the RPG genre was dominated by open-world epics like The Witcher 2 and Dragon Age: Origins. Yet, Oblivion and Fallout 3 stood apart for their sheer scale and freedom. Oblivion exemplified traditional fantasy RPGs with its guild quests and political intrigue, while Fallout 3 pioneered the “nuclearpunk” aesthetic, influencing the subsequent Fallout 4 and Elder Scrolls V: Skyrim. The Double Pack, therefore, served as a retrospective on Bethesda’s evolution from fantasy to dystopia, cementing their reputation for creating worlds players could lose themselves in for hundreds of hours.
Narrative & Thematic Deep Dive
The Elder Scrolls IV: Oblivion
Set in the province of Cyrodiil, Oblivion’s narrative revolves around the Daedric Prince Mehrunes Dagon’s invasion of Tamriel through gates of Oblivion. Players assume the role of the “Hero of Kvatch,” thrust into a war after the Emperor’s assassination. The plot weaves political intrigue (the White-Gold Tower’s corruption) with personal growth (the player’s ascension as the Amulet of Kings’ wielder). Thematic depth emerges through its exploration of duty, sacrifice, and the fragility of peace. The Dark Brotherhood’s assassination quests delve into moral relativism, while the Thieves Guild highlights systemic inequality. Dialogue options, voiced by luminaries like Patrick Stewart and Terrence Stamp, lend gravitas to characters like the enigmatic Jauffre.
Fallout 3
Fallout 3 transposes the series’ satirical critique of 1950s Americana into a nuclear wasteland. Players emerge from Vault 101 into the Capital Wasteland, searching for their father, James. The narrative’s strength lies in its exploration of isolation, legacy, and the consequences of war. The Enclave’s rhetoric about “purifying” the wasteland mirrors real-world xenophobia, while the Brotherhood of Steel’s shift from protectors to dogmatic zealots underscores institutional decay. Key quests like “The Power of the Atom” force players to detonate Megaton’s atomic bomb, illustrating the game’s ruthless moral calculus. Characters like the ghoul leader Three Dog embody resilience, while the morally ambiguous Mr. Burke embodies the wasteland’s pragmatism. The DLC expansions—Operation: Anchorage, The Pitt, and Broken Steel—further explore themes of militarism, industrial exploitation, and hope.
Thematic Convergence:
Both games grapple with the tension between order and chaos. Oblivion’s Empire represents a crumbling order under siege, while Fallout 3’s vaults symbolize controlled environments that breed dysfunction. Yet, their narratives share a core optimism: even in ruin, individuals can shape destiny. This philosophical underpinning elevates the Double Pack beyond mere entertainment, offering a meditation on humanity’s capacity for renewal.
Gameplay Mechanics & Systems
Core Loops and Progression:
– Oblivion: Players navigate skill-based leveling (e.g., leveling Blade by wielding swords) and attribute boosts via gameplay choices. The Radiant Story System generates dynamic quests, ensuring no two playthroughs are identical. Guilds (Mages, Fighters, Dark Brotherhood) offer distinct skill paths, while spellcrafting allows creative combinations (e.g., “Water Walk” + “Invisibility”).
– Fallout 3: The S.P.E.C.I.A.L. system (Strength, Perception, etc.) governs character builds, with perks like “Bloody Mess” amplifying combat brutality. VATS enables strategic dismemberments, favoring headshots and limb severance. Survival mechanics include radiation poisoning and limb damage, requiring Stimpaks and doctors.
Combat and Innovation:
– Oblivion: Real-time combat relies on weapon proficiencies and magic schools. The “Difficulty Slider” became controversial for its impact on scaling enemy levels, diminishing early-game challenge.
– Fallout 3: VATS revolutionized FPS RPGs by blending precision with chaos. Crafting weapons (e.g., Rock-It Launcher) and chems (Mentats, Jet) added layers of resource management. The “Hardcore Mode” (added via DLC) intensified survival with hunger, thirst, and fatigue.
UI and Flaws:
Both games feature dated interfaces. Oblivion’s inventory system is cluttered, while Fallout 3’s Pip-Boy navigation requires memorization. Notably, the Double Pack’s inclusion of all DLC rectifies this: Oblivion’s Shivering Isles expansion adds streamlined quest markers, and Fallout 3’s Broken Steel raises the level cap to 30, enabling deeper builds.
World-Building, Art & Sound
Visual Design:
– Oblivion: Cyrodiil’s rolling hills, vine-choked ruins, and imperial cities evoke Renaissance art. The contrast between lush forests and volcanic Oblivion realms creates visual tension.
– Fallout 3: The Capital Wasteland’s post-apocalyptic aesthetic blends retro-futurism (1950s diners, propaganda posters) with urban decay. Monuments like the Washington D.C. Mall and Lincoln Memorial serve as landmarks, while the vibrant Super Mutant designs (green skin, hulking frames) terrify yet fascinate.
Atmosphere and Sound:
– Oblivion: Jeremy Soule’s score elevates epic moments (e.g., the “Battle for Bruma”), while ambient sounds—crickets, tavern chatter—immerse players. Voice acting, though sometimes repetitive (notably the “Oblivion NPC”), adds personality.
– Fallout 3: Inon Zur’s haunting soundtrack (acoustic guitar, strings) underscores loneliness. Three Dog’s radio broadcasts (“Groovin’ on a Sunday Afternoon”) become a lifeline in the wasteland. Weapon sounds—from the thwack of a baseball bat to the boom of a Fat Man—deliver visceral feedback.
Environmental Storytelling:
Both games excel at world-building through debris: Oblivion’s Ayleid ruins hint at a fallen civilization, while Fallout 3’s abandoned school buses and skeletons in irradiated pools tell silent stories of tragedy. The Double Pack’s integration of DLC enriches these worlds, adding locations like The Pitt’s industrial hellscape and Point Lookout’s Southern Gothic bayou.
Reception & Legacy
Launch and Evolution:
– Oblivion: Upon release, it was lauded for its scale (over 200 hours of content) and won RPG of the Year. Critics praised its art direction but criticized the level-scaling and repetitive voice acting. Its reputation has since been reevaluated as a flawed but foundational work.
– Fallout 3: Debuted to universal acclaim, winning Game of the Year from over 50 outlets. However, purists criticized its deviation from Fallout’s roots. Over time, it’s recognized as a landmark, influencing games like Borderlands and Metro Exodus.
Double Pack Impact:
The 2012 compilation introduced both games to a new generation. Fallout 3’s inclusion of all DLC (e.g., Mothership Zeta’s alien abduction saga) offered unparalleled value, while Oblivion’s expansion content (Knights of the Nine) deepened its lore. Commercially, it sustained interest in Bethesda’s back catalog, with Steam sales peaking during its launch.
Industry Influence:
The Double Pack cemented Bethesda’s template for open-world RPGs: vast maps, systemic interactivity, and player-driven narratives. Oblivion’s radiant quest system paved the way for Skyrim’s dynamic events, while Fallout 3’s VATS became a genre staple. Culturally, it preserved games that defined late-2000s RPGs, ensuring their legacy for future developers and players.
Conclusion
The Fallout 3 & Oblivion Double Pack is more than a compilation—it’s a chronicle of Bethesda’s golden age. Oblivion transports players to a fantasy realm where every quest feels like a novel, while Fallout 3 delivers a nuclear wasteland where every choice echoes through survival or doom. Though not flawless—Oblivion’s scaling issues and Fallout 3’s tone inconsistencies—these games remain towering achievements in interactive storytelling. For newcomers, the Double Pack offers a gateway to two of the most influential RPGs ever made. For veterans, it’s a nostalgic return to worlds that redefined gaming. In the end, this compilation is a testament to the power of open worlds: not just as spaces to explore, but as canvases for human stories. Verdict: An essential collection for RPG enthusiasts, forever enshrining Bethesda’s legacy as world-builders.