- Joined
- Jun 18, 2002
- Messages
- 28,544
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:
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<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.
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[...]
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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>
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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.
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.