If the Capital Wasteland is that irradiated, how is Pittsburgh?

User Rating: 6 | Fallout 3: The Pitt PC
After the first DLC, Operation Anchorage, Fallout 3 needed a bit more choice and alternate ways of solving the problems that the lone wanderer would face. The Pitt, the second of the down loadable content from Bethesda, does do this but how well does it do everything else?

This add-on starts much the same as the last. A radio signal is detected in the far north and after getting there, a man desperately asks for your help to take the underground railway to Pittsburgh to help them stop the mutations caused by radiation and to assist the local slaves in the area from a tyrannical ruler. The story isn't going to blow anyone in originality but this time, instead of being almost entirely combat based, there are more choices to choose from.

There is a fair bit of combat in the Pitt just like other parts of the game but it is refreshing that there is far more dialog in this add-on than the previous add-on Operation: Anchorage. Areas to explore in the Pitt aren't that large but there are vendors and some side quests to do along the way.

Some of the new weapons available like the auto-axe, look really good and sound even better as it eats away flesh but other than that, there aren't any really neat weapons or armor. The auto-axe isn't even that good as a melee weapon. It is alright but it seems like from a pure stand point of new items, this add-on doesn't do a great job.

The best part of this add-on, the choice that can be made for the main quest line. Without revealing anything, the choice is very difficult to make because there is no super clear right or wrong. No matter what you choose, you'll probably want to save the game and then re-choose the other choice to see how both scenarios can play out. Either way, it's interesting and this is the best part of the DLC.

Other than that, the side quests are minimal and the unique enemies don't respawn, which means once you're done killing everything, you've got virtually no reason to go back. After three hours or so, everything is basically done. The area just sits there and that's it.

The Pitt introduces a few new weapons and armors and the auto-axe is pretty cool. The main quest line gives you some really important things to think about but after a few hours, there really isn't anything else nor is there any reason to go back. In the end, the Pitt is short and doesn't introduce anything that most players would "need." The main quest line is great and really rewards role players instead of shooters but is far too short and little on content to warrant the 10 dollar cost. Unless, you're intent on playing more Fallout 3 for the sake of filling your addiction, this is another DLC I would probably pass on though it is better than Operation: Anchorage.