Fallout 3 DLC: The Pitt

To be honest, there were only two DLCs for Fallout 3 that I was not a big fan of. The Pitt and Mothership Zeta. Between the two, The Pitt at least made more sense to me in the context of the wastelands compared to Mothership Zeta.

You head off to the industrial raider town known as “The Pitt” in the supposed remains of Pittsburgh. Why? To help recover the cure to the mutation that plagues the slaves working at the steel factory. Seems simple enough, right? The longer you stay in the Pitt, you find that things may not be black and white as you think.

Before I begin, I want to say that The Pitt probably has one of the better written plots out of all the add-ons for Fallout 3. It has such moral ambiguity that leaves you struggling to decide whose side you will ultimately take. The raiders or the slaves. I was left under the impression the first time when I played this, that things were going to be simple. Survive long enough to meet the leader, help start a revolution as you grab the cure for the mutation and give it back to the leader of the revolt. Or revolution…uprising. Whatever you wish to name it.

Nope.

Spoiler Alert!

——————

If you talk to the leader, his wife and possibly break into a very hard safe and steal listen to the tape recordings, you find that things aren’t so simple. Especially since for the most part, you been hearing only one side of the story. Hearing the “raiders” side of the story was a real shock for me. I had not expected that at all. 

——————

End of spoilers

I actually struggled with this, as you had to decide whose side you will ultimately aid. There is no real “good” ending. Both endings have their own and severe results. You have to pick one that you either feel suits your moral alignment or that you can “live” with.

That is where I believe The Pitt truly shined. This sense of choice laced with moral ambiguity and consequences, set it apart from the others. Fallout 3 has many points where you had to make a choice; however not to the degree that The Pitt accomplished. In Fallout 3, you often could see what would be the “good” or “bad” choice. In The Pitt, neither of the choices were purely good or bad. Both of them had their pros and cons, with implied far-reaching consequences that will impact how the people will live in the industrial town.

While, The Pitt had a very good story leading up to the ‘end-game’, I did not enjoy this add-on as much.

There are a total of three quests in this. However the length of the quests, in particular the second (and possibly the third) more than make up for number of quests. Along with a total of three side-quests, although I like to think there is only two side-quests. One of the side-quests gives you negative karma. Considering how I have always failed to get a completely neutral or bad karma character, I gave up and always end up with an insanely good karma character. So I like to avoid bad karma if I can although I doubt it would had affected my karma status as “Messiah of the Wastelands”.

Fun somewhat related fact: There are only three unique perks connected to this add-on. Is it just me or does everything about this mod seem to revolve around the number “three”?

Nevertheless, I despised the Steel Works area mostly due to the size and how annoying it became to find the steel bars. You will spend a lot of your time in the Steel Works trying to track down steel bars. You only need ten, but even then it can be a pain to find. If you are the kind of person who likes to collect unique weapons and get an achievement, you will have to actually find all hundred steel bars.

Yes, there is exactly one hundred steel bars in the Steel Works that you have to find. I think I spent hours scouring the ungodly place and never actually found all of them. I think the best I ever found was between thirty to forty of them. So I am not ashamed to admit, that now when I play this mod, I just get a cheat mod to give me the steel bars in a chest nearby or just add them myself via the console. I really hate looking for those bars.

You will also have a hard time trying to navigate your way through the Steel Works as well. Probably should had mentioned that earlier, before I went on my mini-rant about steel bars. Whoever designed that quest and placement of the bars is evil.

I think that is probably why I had ended up disliking it so much, now that I think about it. The frustration I felt trying to find the steel bars, while avoiding being killed from other homicidal “wild-men” and “trogs”. Trogs freak me out. Along with the fact that no matter what ending you chose, you will always end up as a bad guy to the opposing faction. Even if you believed that it would be the best choice in the long run. I know it is just a game but sheesh, why the developers got to throw such a massive moral dilemma that had me questioning my choice for days. I think it was more of the former than the latter.

It is a slightly odd situation, isn’t it? Even though I highly praised the story and twist at the ending for this add-on, that this was not one of my favorite add-ons for Fallout 3. I still prefer this over the Mothership Zeta add-on though. I think my dislike for that add-on is higher than my dislike for my co-op partner hosting an Resident Evil 6 game with really bad internet; which led me to irrationally hate Resident Evil 6.

I hate underwater enemies much more than I hate Mothership Zeta though. Underwater enemies are not cool. Not.Cool.

The Pitt has a great story, but I would have loved to seen a continuation of the story. Or even a mod of what happened to the Pitt based on your choice at the end. It would be fantastic to see how far-reaching the consequences of your choice affected the inhabitants there. It did not really feel like there was a definitive ending to the story. You do not really have a reason to return to the Pitt either once you finished the story, other than to possibly track down more steel bars and finishing side-quests.

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