Fallout 3 – Mothership Zeta DLC

 

Review by · August 5, 2009

Bethesda has shown extreme flexibility in their creations; they have created post apocalyptia, dystopia, horror, and now sci-fi, all using the same game engine and all contained within the same world. As the (allegedly) final Fallout 3 DLC, Mothership Zeta is an appropriately lighthearted sci-fi adventure that solves one of the Wasteland’s most enduring mysteries; namely, the origin of that fallen UFO and its deceased, green pilot. Like Operation: Anchorage, Mothership Zeta moves away from the post-apocalyptic feel, but it still manages to retain the Fallout atmosphere. I appreciated their departure into sci-fi, though, because science fiction material is rarely well-executed in video games. The final Fallout 3 DLC is fun and contains some fantastic ideas, but suffers from repetitive gameplay and scenery, a weak plot, and some minor glitches.

Mothership Zeta begins with an extraterrestrial radio signal that leads the Wasteland Warrior straight into a tractor beam. Before he can even move, he’s on an alien ship and imprisoned with another captive. Play begins with escaping the initial containment cell and continues with a larger-scale escape plan: one that will land you back on solid ground.

There isn’t a strong plot here, just an escape story with complications and a few hints concerning the activities of the aliens, none of which are ever confirmed. Most of the story arc consists of running through corridors, blasting aliens in the face, and picking up whatever junk they left behind. It’s one extended escape, although there are a few areas (some optional) that present pieces of the aliens’ insidious plans or just showcase what they’ve collected over the years. This is where Mothership Zeta excels. There are also other living captives on board, and they provide some engaging encounters, especially considering that the aliens have been collecting specimens for a very long time, from around the entire world. This clever mechanic isn’t quite played out to its fullest potential, but the many captives’ recordings to be collected and listened to are excellent entertainment.

Since the developers were dealing with extraterrestrial technology, they had to create an entirely new set of graphics to accompany this DLC. Although the designs of the ships and aliens play off common images, they fit the Fallout mythos far better than any unique designs would have. Unfortunately, the atmosphere created by these new graphics almost feels too dirty and aged for an alien species. This may be how Mothership Zeta manages to maintain the Fallout feel: the alien ship almost seems technologically stunted, especially when juxtaposed with their weapons. There is also little variation on the ship, and even after only the four or five hours it takes to conquer Mothership Zeta, the player might come to be disenchanted with something that should always be fascinating. Certainly, after slaughtering the fiftieth identical alien, the player might be ready to self-destruct the ship and be done with it, killing them all with one fell swoop. However, there are some solid new weapons to turn those green freaks to ash, and they represent some of the best weaponry in the game.

Strangely, even alien technology isn’t perfect; perhaps as expected, Mothership Zeta is not without glitches. There are frame-rate cuts and a general sense of instability at times, as if something could very suddenly go very wrong. Furthermore, much of the DLC relies on NPC followers, but they often disappear or malfunction. The player might turn the corner to find that his backup support has vanished.

Mothership Zeta may not be the strongest Fallout 3 DLC, but it’s a memorable one. Despite some repetition, bugs, and the lack of an entirely alien atmosphere, Mothership Zeta manages to offer great rewards, entertaining dialogue, and a playful sci-fi theme. And, for all those completionists who need to collect every unique weapon in the game, players can return to the ship once the scenario is complete. The fifth and final DLC is perhaps one of the least engaging, but it’s worth playing for its extension of the Fallout lore and its sci-fi flavor. Mothership Zeta is a fitting end to a long line of wonderful Fallout 3 add-ons.


Graphics
90
Sound
80
Gameplay
80
Control
80
Story
70
Overall Score 80
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Kyle E. Miller

Kyle E. Miller

Over his eight years with the site, Kyle would review more games than we could count. As a site with a definite JRPG slant, his take on WRPGs was invaluable. During his last years here, he rose as high as Managing Editor, before leaving to pursue his dreams.