For those of us who are familiar with Bethesda's PR modus operandi, it's no surprise that when there's screenshots, there's previews. Hands-on, no less. OXM UK.<blockquote>
It's at this point that The Pitt shows that it retains Fallout 3's ability to deftly and subtly allow your decisions to influence the action, that makes you want to revisit. As you approach the slave camps, you notice a couple of slaves dashing for freedom, who get blown up by the mines. Will you take their slave outfit and get into the camp that way? Will you try to join the slavers as a recruit? It's up to you.
Once you join The Pitt, you then have to figure out how to achieve your goals while maintaining the facade of being a weak-willed slave worker. The Pitt works as a central hub almost in the same way Megaton did, the difference being that The Pitt is much bigger and the suffocating sense of oppression gives it an entirely different feel. Slaves are covered with cuts, bruises and skin peeling off their faces. The sound of clanking metal and whirring grinders create a noisy din. Guards tell you to "**** off" if you try talk to them. The Pitt isn't a nice place to be.</blockquote>Eurogamer.<blockquote>It begins, as Anchorage did, with a distress signal. A chap called Wernher has escaped from The Pitt with the knowledge that someone deep in its bowels has discovered a mutation cure. They're not keen on sharing, seeing as the majority of the slaves there have rotting faces and are on their way to becoming the half-human trogs that roam unguarded areas. As such it's a remedy that could do with liberating. (There's a potential for profit too, if you're slightly more inclined towards evil.)
Once Wernher has been rescued from some raiders, and once you've dressed yourself in some sweaty clothes from a nearby corpse in a slave pen, you'll see FO3 map now features an underground railroad. You'll be travelling the 191 miles from Washington to Pittsburgh on the back of a lever-pump-powered Handcar; a feat that could have proved exhausting, yet thankfully a brief tap of the 'use' button will do much the same job.
(...)
I suspect that the playtime won't greatly exceed that of Operation Anchorage, and that difficulty for maxed-out players may again be an issue (this time around I'll certainly be making sure I've notched my difficulty settings up onto 'hard' from the off), but so far things are looking up content-wise. It should also be noted that parts of the Pitt raise the graphical bar too; entering the steel foundry with its heat haze, molten steel and floating embers is a remarkable experience.
What's more, as my time in the Pitt came to a close, I got a sneak peek at the grass roots of the content. At the heart of dystopian Pittsburgh lies a combat arena - the almighty pillar of Bethesda's past work in the Elder Scrolls series that, thinking about it, was conspicuous by its absence in Fallout 3. In there, it can be assumed, you'll be able to show these bastard slavers what you're made of. Remember: you're not locked up in there with them, they're locked up in there with you...</blockquote>Recycling old ideas, Bethesda? I'm shocked.
It's at this point that The Pitt shows that it retains Fallout 3's ability to deftly and subtly allow your decisions to influence the action, that makes you want to revisit. As you approach the slave camps, you notice a couple of slaves dashing for freedom, who get blown up by the mines. Will you take their slave outfit and get into the camp that way? Will you try to join the slavers as a recruit? It's up to you.
Once you join The Pitt, you then have to figure out how to achieve your goals while maintaining the facade of being a weak-willed slave worker. The Pitt works as a central hub almost in the same way Megaton did, the difference being that The Pitt is much bigger and the suffocating sense of oppression gives it an entirely different feel. Slaves are covered with cuts, bruises and skin peeling off their faces. The sound of clanking metal and whirring grinders create a noisy din. Guards tell you to "**** off" if you try talk to them. The Pitt isn't a nice place to be.</blockquote>Eurogamer.<blockquote>It begins, as Anchorage did, with a distress signal. A chap called Wernher has escaped from The Pitt with the knowledge that someone deep in its bowels has discovered a mutation cure. They're not keen on sharing, seeing as the majority of the slaves there have rotting faces and are on their way to becoming the half-human trogs that roam unguarded areas. As such it's a remedy that could do with liberating. (There's a potential for profit too, if you're slightly more inclined towards evil.)
Once Wernher has been rescued from some raiders, and once you've dressed yourself in some sweaty clothes from a nearby corpse in a slave pen, you'll see FO3 map now features an underground railroad. You'll be travelling the 191 miles from Washington to Pittsburgh on the back of a lever-pump-powered Handcar; a feat that could have proved exhausting, yet thankfully a brief tap of the 'use' button will do much the same job.
(...)
I suspect that the playtime won't greatly exceed that of Operation Anchorage, and that difficulty for maxed-out players may again be an issue (this time around I'll certainly be making sure I've notched my difficulty settings up onto 'hard' from the off), but so far things are looking up content-wise. It should also be noted that parts of the Pitt raise the graphical bar too; entering the steel foundry with its heat haze, molten steel and floating embers is a remarkable experience.
What's more, as my time in the Pitt came to a close, I got a sneak peek at the grass roots of the content. At the heart of dystopian Pittsburgh lies a combat arena - the almighty pillar of Bethesda's past work in the Elder Scrolls series that, thinking about it, was conspicuous by its absence in Fallout 3. In there, it can be assumed, you'll be able to show these bastard slavers what you're made of. Remember: you're not locked up in there with them, they're locked up in there with you...</blockquote>Recycling old ideas, Bethesda? I'm shocked.