Just a few more reviews. GameBanshee 7.6 (they also offer a walkthrough and info).<blockquote>But still, while The Pitt has some stuff that makes it fun to play, it suffers greatly from a “been there done that” kind of mentality. I mean, the main Fallout 3 campaign didn’t have all that many quests, but three of them involved slaves and slavers, so did we really need more? Why not give some quests to the super-mutants, who are largely just presented as dumb brutes? Wouldn’t it be better to learn something more about them? The DLC also features raiders (which I’ve seen more than enough of), trogs (which are only cosmetically different than feral ghouls), an arena challenge (which I wouldn’t mind never seeing again in an RPG), and combat that was no challenge at all for my level 20 character, even when he had his equipment stripped away. How about a DLC where I actually have to remember to reload my weapon after each fight, and take some meds to ensure that I survive? No such luck here. </blockquote>IGN, 7.5.<blockquote>And in that way, The Pitt feels more like a natural extension of the game than Operation Anchorage ever could. There's a new region, characters to meet and things to do, and it all feels organic and fitting in terms of visual style, presentation, and gameplay. Unfortunately, I ran into more bugs while playing The Pitt than I did in the entirety of my first play through of the main game (which was a relatively smooth experience). On Xbox 360, it crashed on me a couple of times. Numerous times characters got caught in audio glitches and kept repeating the same dialogue to me over and over. When I tried to reload a save and play through the end again making different choices, things slowly unraveled until the game became unplayable and my character was continuously attacking without me pushing any buttons. On PC, I had important NPCs disappearing into rocks, weapon models disappearing, and characters I was supposed to talk to deciding they would rather just attack. </blockquote>WorthPlaying, 5.8.<blockquote>However, the worst part was at the end of The Pitt. In my first playthrough, I chose to support the slaves in their revolt and ran through to the point where I make contact with the underground to deliver "The Cure." After I stole from their boss, a gang of raiders came after me with everything it had, but I kept running ahead in order to fulfill my mission as quickly as possible. What I didn't expect this to do was for it to break the logic of the game.
I made it back to where I was supposed to go and spoke with my contact when a horde of raiders — some of whom were important enough to have their own names — burst into the room and completely focused on killing me, never mind that the slaves were revolting and one of the slave leaders happened to be in the same room. After running away once again, I finished the rest of the plan and everything should have been at peace ... or so I thought. Those same raiders came after me again where I had left them outside and still tried to take a few more lucky shots. After speaking to Wehrner, which officially completed the mission, the raiders continued their chase while Wehrner calmly walked into the group and then past them as if he were invisible. I finally decided to solve the problem with my combat shotgun, but it was ridiculous.</blockquote>Videogamer.com, 9.<blockquote>Of more concern is that The Pitt is too easy. If you're anywhere near the level cap you won't find any challenge it presents too difficult. I only died once, and that was because I fell off a Scrapyard pipe positioned hundreds of feet in the air. Sure, the Troggs are scary, and will make you jump out of your chair once or twice, but you never really feel as if you're genuinely under threat of death.</blockquote>
I made it back to where I was supposed to go and spoke with my contact when a horde of raiders — some of whom were important enough to have their own names — burst into the room and completely focused on killing me, never mind that the slaves were revolting and one of the slave leaders happened to be in the same room. After running away once again, I finished the rest of the plan and everything should have been at peace ... or so I thought. Those same raiders came after me again where I had left them outside and still tried to take a few more lucky shots. After speaking to Wehrner, which officially completed the mission, the raiders continued their chase while Wehrner calmly walked into the group and then past them as if he were invisible. I finally decided to solve the problem with my combat shotgun, but it was ridiculous.</blockquote>Videogamer.com, 9.<blockquote>Of more concern is that The Pitt is too easy. If you're anywhere near the level cap you won't find any challenge it presents too difficult. I only died once, and that was because I fell off a Scrapyard pipe positioned hundreds of feet in the air. Sure, the Troggs are scary, and will make you jump out of your chair once or twice, but you never really feel as if you're genuinely under threat of death.</blockquote>