Fallout 3 – The Pitt DLC

 

Review by · August 5, 2009

Enter the Pitt: the diseased remnants of a once-prosperous city filled with schizophrenic wild men, malformed troglodytes, and the oppressed slaves of an organized band of raiders all laid out under a perpetually fire-orange sky. The atmosphere is utterly depressing and after spending a few hours in the Pitt, players will beg for the clear skies of the Capital Wasteland.

Fallout 3 – The Pitt puts players in charge of obtaining a cure for the aforementioned illness that wreaks assorted havoc on anyone who spends enough time in the city. By disguising oneself as a slave (or blasting through the front gates), the player enters the ranks of the enslaved and fights his way to an audience with the raider boss. That’s when things get even worse.

I won’t spoil the fun, but the core decision of The Pitt plays on the morally ambiguous choice between freeing the slaves or serving the raiders. It might seem like a black and white decision, but nothing is easy in a post-apocalyptic world. Whatever the player does, he’s likely to second guess himself later, if not immediately after.

The Pitt features several hours of content, new perks, the amazing Autoaxe (a melee weapon involving a rotating saw blade), and an original atmosphere. Whereas Operation: Anchorage wasn’t desolate enough, The Pitt is perhaps more terrifyingly oppressive than the Capital Wasteland. Pittsburgh certainly feels unlike anything else in Fallout 3, and this is an experience worth more than the ten caps it costs.


Graphics
90
Sound
90
Gameplay
90
Control
90
Story
90
Overall Score 90
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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.