So… DLC. This is a pretty mixed bag. On the one hand you have Broken Steel and The Pitt, both fun and surprisingly varied romps with a fair amount to recommend them. In the Pitt you have some actually decent writing, a story that’s rather more morally grey than Bethesda’s usual fare, and can even choose who to support (*gasp!* choice in a recent Bethsoft game? Never thought I’d see the day!).
And in Broken Steel you have a reasonably open area at Adams Airforce Base with a bunch of fun things to get up to, including releasing Deathclaws and calling in (utterly nonsensical but still fun) artillery strikes on the hapless Enclave soldiers. Plus the amazingly atmospheric White House Metro areas.
The base crawler is kind of nonsensical as well given the insane amount of fuel that thing would require to move at all, but clearly that’s not something Bethesda cared to think about, exactly as they didn’t think about the existence of Vertibirds and the problems those present. Maybe it’s meant to be an atomic-powered crawler rather than diesel, who knows.
Also, the space race kind of went differently in Fallout’s universe, would they even have had mobile platforms for moving shuttles around? Considering the USS Quetzel is a nuclear-powered reusable shuttle that can take off under its own power… it seems like the crawler-transport potentially wouldn’t even have existed. Oops. See what you get for only paying attention to Rule of Cool instead of consistency of setting?
And then we have Anchorage and Zeta. Anchorage… well, overall it’s actually not as bad as some people make it out to be, and it’s nice to see Bethesda trying something different with this particular expansion. The Gauss Rifle was a nice addition as well, though the DLC itself is about as linear as it gets, even if you can choose which missions to tackle. (more…)