Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Review The Watch do The Pitt

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,362
Tags: Fallout 3

RPGWatch have <a href="http://www.rpgwatch.com/show/article?articleid=117&ref=0&id=154">cast their eye over Fallout 3's The Pitt DLC thingy</a>. Here's what they had to say:
<br>
<blockquote>As with Operation Anchorage, The Pitt starts off with a radio signal picked up on your Pip-Boy. It is a personal call for assistance with a location off the top of the northern section of the map tagged. If you have been playing for many hours, you would just fast-travel close to the action and quickly meet up with Wernher and start the quest immediately. However, as I mentioned I was starting fresh, which meant enduring the 'growing up' scenes once again ... and as this was the fourth time I went through them, I can definitely say that those sections don't wear well on repeated playthrough.
<br>
[...]
<br>
After I am inside The Pitt, the quest is simple - make connections and get to meet in person with the leader of the slavers, steal the cure to the disease they have been working on, and return to Wernher. Naturally things aren't as simple as they seem, as gaining trust and access require taking on a mission that generally leads to death and gaining access requires earning credibility by succeeding in the combat arena. I don't want to spoil either of these, but the critical mission you take on makes no sense whatsoever and if I wasn't really enjoying the combat action I would have stopped right there - I had once again become full-up with the nonsensical writing and design. However, the fact that I'd been playing exclusively turn-based strategy and RPG games recently allowed my blood-lust to carry me through.</blockquote>
<br>
3 stars. Pros: "Plot makes <u>some</u> sense". Yup, that's always a positive. Cons: "Yet more nonsensical goings on". Hence the "some" I guess.
 

Risine

Liturgist
Joined
Dec 26, 2005
Messages
114
No comment on F3 !!!
Topic closed !!!!
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom