Returning to my original plan of playing the Fallout 3 DLCs in some kind of order, I next tackled The Pitt. This time around, I think I'll try a good/bad/ugly breakdown to keep things just a little more organized:


  • I found the content of The Pitt to be very character-driven compared to that of Anchorage and Zeta. Although there were only a handful of noteworthy NPCs that drive the main questline, some of them have very strong personalities and complex motivations that made things more interesting.
  • The few areas in the DLC were packed with details. Climbing all over the steelyard looking for steel ingots was an interesting exploration challenge, and looking up at the guard catwalks in the other areas for most of the rest of the time was an interesting constant reminder of what it was like to be one of the oppressed "workers".
  • The Tribal power armor was almost as good as the Ranger battle armor for my guns-focused character, and would have been an improvement for a melee character due to the Strength bonus:
    • The Agility penalty counteracts the AP bonus.
    • The Strength bonus doesn't quite compensate for the weight difference.
    • The DR is lower.
  • The Auto Axe (and variants) was fun to play with, but - like with everything else gained in my DLC adventures so far - it went into my storage locker. In this case it was because I'm not too interested in melee weapons.
  • The fact that they thought of at least three solutions to the main quest (give baby to Wernher, or steal and return baby, or side with Ashur outright) was nice, but none of them were substantially better than the others both in terms of outcome and rewards.
  • Having a radio station to listen to while in The Pitt was a nice touch. It repeated a bit too much, though, and could have used some music or something. I also found that Ashur's radio voice was much quieter than the radio stations in the D.C. area.
  • The ammo press was a good idea, although I probably will never bother using it. With the ammo scrounging perk, I have ammo of all kinds coming out of my ears already.


  • I never finished the Tenpenny Tower quest in the base game because I felt that none of the possible outcomes were something I could live with. The main quest in The Pitt was almost the same way, although in this case it was more explicit: I had to choose between putting an end to effective slavery and saving a baby. While I can appreciate that the writers were going for a more complex storyline, I don't think it was "deep" enough to counteract the feeling that I was being cheated out of the possibility of a satisfying ending.
  • As with Mothership Zeta, I felt punished for playing as a thorough scavenger due to the fact that there was too much loot to collect and take back to my shack in a practical manner. Since Bethesda seemed to be creating a pattern here with the DLCs, I decided to break down and use a console cheat to semi-permanently increase my carrying capacity so that I could just carry everything I found without worrying about the logistics of getting it from one place to another.
  • Not a lot of new stuff was added for gunslingers. Really the only thing of note was Perforator, which is basically worthless compared to the Xuanlong assault rifle.
  • I found it a bit disappointing (though perhaps it was intended) that there really were no specific sympathetic characters in The Pitt, other than perhaps the baby. Ashur's actions were morally ambiguous at best, regardless of his motivations. Midea was basically just a face for the workers/slaves as a group, and her dealings with Wernher made her less sympathetic - especially once it was revealed that she knew about the baby all along.
  • Having Trogs as the only real intended enemy in The Pitt made combat feel repetitive after a while. In fact, it almost felt like combat was forced to take a back seat to the largely conversation-driven main quest.


  • One of the first negative things that really struck me here was the fact that every DLC I've played so far (Anchorage, Zeta, Pitt) has forced me to leave my companions behind. I understand that companions were added late in the development process, but since the DLCs were released well after the base game, it seems to me that allowing them to exist in the DLC should have been less technically challenging than making them work well in the base game.
  • I found it hard to believe that there were hundreds of miles of interconnected underground train tracks in usable condition between D.C. and The Pitt, and equally hard to believe that 1-2 people could reasonably traverse them using a handcar.
  • I also found it odd that a couple of areas in The Pitt were optional despite the fact that there were so few locations to visit in general. Of course, I explored every square inch since that's my style, but others who tend to play more "efficiently" may be disappointed at the perceived lack of content.
  • In my playthrough of The Pitt, I decided to kill all of the slavers/mercs except for Ashur and his family. The quest logic did not take this into account at all, resulting in a few comical situations such as workers milling about with nobody to fight, and Ashur thinking he could maintain control. I decided to take the path of stealing and then returning the baby, since realistically Ashur would have lost control anyways (unless he had a huge band of slavers/mercs just returning from expeditions I guess).
  • Ashur seemed pretty glitchy towards the end of the main questline, indicating that Bethesda may have sacrificed some quality at the end of DLC development to rush The Pitt out the door.

--HunterZ tiny(talk) 23:43, May 29, 2011 (UTC)