[url=http://www.eurogamer.net/articles/fallout-3-mothership-zeta-review?page=2:3t81i0y6]Eurogamer[/url] said:
Where Mothership Zeta really falls down is the complete lack of inspiration in the mission design. Generally you can rely on Bethesda to intelligently weave complex scenarios around practically anything, with the key characters each having their own specific agenda. Once you've taken in the situation, it's entirely down to your own moral leanings as to which direction you decide to take any given mission. Never quite knowing who is really the good guy, or the least bad guy has made for some thrilling missions in past Bethesda games (and past DLC), but none of that applies here. At best, you can rope in some characters to help kick arse, but for the most part you're reduced to the most soulless of gameplay tasks - breaking machines by pressing buttons.
With repetitive, largely uninspired corridor combat, and boring, linear and samey mission design, the least you'd hope is that there would be some supplementary side quests to extend the lifespan - but not so. Having delivered five main quests, five side-quests and three unmarked quests in the vast Point Lookout expansion, to follow that up with such a limited DLC pack is curious. Throughout its programme of downloadable releases, it felt like Bethesda was learning and improving its output. But having started poorly with Operation: Anchorage, it concludes Fallout 3 in equally disappointing fashion.