NMA The Pitt Review

Brother None

This ghoul has seen it all
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Arguably late to the party, but at least we're there, as The Dutch Ghost reviews Fallout 3's second DLC, the Pitt.<blockquote>
The design is in some ways far better than that of Fallout 3 and one can see it was shaping up well when the designers put the road and the bridge towards the Pitt together, the buildings and layouts of the streets also feel well thought out, with the structures the raiders later added - such as the hanging bridges - giving a clear impression of how the city is being repurposed by its new masters.

The steel mill and the abandoned steelyard have also been done well, even though it is a bit of a shame that exploring the steel yard becomes a singular fixed path with little alternate routes as the player has to search for steel ingots.

Even though its visuals are attractive, the Pitt does feel half finished, players only get to explore a small part of the city with most of the streets blocked off by rubble, much like the separate portion exploration of Fallout 3. And while some buildings such as the Steel Mill has been worked out well - as are parts of the raiders 'Uptown section - the slaves' Downtown section does not particularly give the impression of being a place where people have to live together.</blockquote>Link: NMA Fallout 3 The Pitt review.
 
Nice review DG!

I have to admit, that all of the DLC I've seen has had absolutely no draw to me whatsoever. I'd much rather play the fan generated stuff than any of the crap I've seen BS pump out for the only purpose of further scraping the FO3 barrel for cash.
 
That was one of my main problems with The Pitt, they did very little but what they did they did well... I would have loved some living areas for the workers, more abandoned apartments to explore and more of a sense of it being a society. That is why I wish that Fallout 3 had an option to placing everything by hand, you would see more terrain if it was not so difficult to produce.
 
Hello Pope Viper,

Well some of the praise also goes to Brother None who put up with my 'English', he did quite some correction work, and I think at some point I really drove him up the wall him with this.

In general The Pitt was somewhat better than a lot of general content in Fallout 3 and one might wonder why they did not do stuff of this caliber from the start in the vanilla game than places like Girdershade or any of those stupid 'two people is a village' kind of locations.

There would be less population centers but perhaps way better worked out.

That aside there wasn't any change in the gameplay itself so I guess people who liked FO3 a lot will get the most out of these DLCs

And like I said, I don't feel it is worthy of the price tag Bethesda is asking for it.

Yeah I would like to discuss some more about the gameplay if I write a review for the next DLC; Broken Steel.
Some things got fixed, like finally starting to fill up buildings, and other stuff got even more horribly unbalanced. (higher cap, perks)
 
After reading the review, I’m under the impression that “The Pitt” has potential, but it vanishes through the course of events, because Bethesda as usual, is reluctant to change/improve the game style and attitude we’re introduced in FO3.
In other words, if you saw one, you saw them all.

Also, I agree with you on the price issue, the 3 DLCs together cost more than half the price of the whole game, giving 6-10 hours of game-play in return.

Anyway, congrats for the review, t’was a nice read. :clap:
 
I liked the Pitt and my opinion of it is more positive. Of all the DLC packs, The Pitt is the only one that's actually worth 10$, as it had some good elements, a COMPLETELY new location with great visuals, new character textures, new armours and, well, the Steel Yard, in its expanse and that lonely feeling, reminded me of good ol' Fallout.

Then again, I have compendium installed.
 
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