Praise for 'The Pitt' DLC

Akratus

Bleep bloop.
It seems like the Pitt dlc is praised most of all of them, besides Point Lookout. I think the other 3 aren't really worth mentioning almost at all. But why is the Pitt praised? Yes, it has two sides, and a central choice, surprisingly. But I think that the choice doesn't have proper consequences. You leave immediately after, and you can stay, but it won't be a very active stay. And everything outside of the choice for me was merely mediocre or plain bad. Admittedly it's probably been years since I played it. So what do you guys think?
 
But why is the Pitt praised? Yes, it has two sides, and a central choice, surprisingly. But I think that the choice doesn't have proper consequences. You leave immediately after, and you can stay, but it won't be a very active stay. And everything outside of the choice for me was merely mediocre or plain bad.

It's probably because the choice was a gray morality choice which F3 seriously lacks in. Neither are really a perfect choice unlike the rest of the game which mostly has good or bad choices hence it gets tons of praise. As for everything outside the choice, I guess people just really liked the atmosphere of the DLC. I don't know what the "atmosphere" is though, maybe the writings better than the other DLC's or something.
 
I don't think praise is the right word. It is a billion times better than anything else in Fo3 and its DLC, but it doesn't say much.

What i wrote on the ranking thread :

+ There is a good ambiance/scenery. Plus, the visual aspect is consistant with the story and the setting.
+ The place in accessed by some kind of world travel, which released me from that open world's crap.
+Almost all locations that you explore are relevant to the story. Even those who aren't much provide some nice feelings. So you don't feel you're wasting your time.
+The story/quest have step that allows you to discover the locations/characters/situations one by one, in a way that is intriguing and always relevant in the big picture.
+The characters that are underdevellopped help you to understand how the city works, so they serve a purpose.
+The setting with slavery and the contagion are nice. So is the baby cure. Plus, it makes you care about it.
+There is a good twist when you learn that Werner is worst than Ashur.
+This is the only part of the game that doesn't crash much. (but still does)

- Everything seems rushed at the moment you meet Ashur.
- The two endings seems not to differ enough. In the end, the slavery continues and the cure is not found yet.
- Not enough post-main quest content.
- It make the rest of the game even more awfull knowing that they could deliver that kind of setting.
- It is still lower than other games standards. (FNV and previous Fo, others post-apo RPG/FPS...)
 
The Pitt just shines in comparison to other dlcs and vanilla.
C&C? Tbh, most of c&c in other games was expressed only in ending slides.
I liked that dlc because not only because of grey morality, but also because I really liked Steelyard. That sense of danger was the thing I really missed in vanilla.
 
I liked those ending slides in other games (FO, FO2, FNV). The narrator telling you what happened to the various places/people you visited had an unforgettable quality to it. Granted, it was just speech, but did we really need anything more? This bumps the player's imagination just enough to realise that your insane journey through the wasteland actually changed it forever. That's why the FO3 ending slides suck. They don't tell you anything new, just a crappy annoying recap of what happened a while ago and a bunch of screenshots of what you did (or did not in case of murdering everyone in Rivet City, but I made up for that later).

Back to the Pitt though, the gray morality choice thing was a bit underdeveloped. I mean yeah, it was fairly refreshing to see something more ambitious than a Michael Bay movie for once, but the choice happened a bit too soon. I didn't really get to know the raiders' side of the story. I could barely make an argument for or against them, like can be done for NCR/Legion discussions.

I too enjoyed the Steelyard, but the place could do with less guns and overall less and better hidden help. It'd have an awesome survival horror feel to it, really like going on a suicide mission. You know, like Dead Money did later. I remember first time playing through this. I didn't get an Auto-Axe at the time, was almost unarmed and I was going to an area infested with monsters. Thought I was pretty much screwed. And then they placed a rifle two steps from the entrance. Way to keep the tension going. It's not like it'd be cool to sneak around weird mutated horrors. Nothing says 'death sentence' like being given a gun immediately at the start.
 
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This only choice, outside the vanilla game, shines better than the ones in the base game, it showed that Bethesda can make ( although premature and possibly not that good) grey choice. What this DLC needed is more time time to spent learning both sides and expand the C&C.

This DLC was baby's first steps in C&C for Beth, now, if only the further develop it... then maybe we can see some choices in the future.
 
This only choice, outside the vanilla game, shines better than the ones in the base game, it showed that Bethesda can make ( although premature and possibly not that good) grey choice. What this DLC needed is more time time to spent learning both sides and expand the C&C.

This DLC was baby's first steps in C&C for Beth, now, if only the further develop it... then maybe we can see some choices in the future.
Actually, Morrowind's fighter guild quest has far much better C&C.
 
I liked those ending slides in other games

So do I. I actually think that Bethesda resigned fromthis form of slides because it would make obvious how little meaningful choice you had in this game. Collect nuka cola bottles or not? Give the robot declaration or not? And the meaningful choices you had were often just binary and black & white, like helping the slaves or slavers.

But for me there is still a world of difference between ending slides and actual in-game consequences. Like signing the truce between BoS and NCR results in some paladins helping you out during battle of Hoover Dam.
 
The DLC would have been so good if it didn't feel so rushed... But at least we didn't get something as bad as MZ :V
 
I do not deny that there is a big difference, I just say ending slides are still pretty good if done well. And I disagree about not being able do to FO3 ending slides without making it clear the choice is meaningless with what choice there is. The binary nature of them notwithstanding, we have a few choices that are supposed to affect the CW. The future of Tenpenny Tower and the ghoul issue, Agatha and her station, Republic of Dave under different presidents, Cantenbury Commons and the 'superhero', Megaton and the bomb problem just from the top of my head. Those never have any effect on the events of the game, but some are pretty important, at least to some people in-universe. They all could be given a neat description and said by Ron Perlman. That is what was done before and some of the choices weren't much more meaningful (although mostly better), but there was something done about them. The endings describing the future made me feel this was a world with a future ahead of it, while the CW seemed to exist in a perpetual 'now'.
 
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I liked it because of the color palette (...) and the fact that it had an urban setting with people in it. Even if it was bleak and pointless, which it was, I kinda liked that it was almost civilized. I could pretend it was a city in a real Fallout-setting :I

Still, much more of the negative outweighed, I hated the "eery" industrial sounds, I hated that there was no difference between night and day, except for a vague shine in the sky, I haaa-aaa-aaated the "trogs", urgh, and I'm someone who allready have kindova problem with ghouls -kindov - it's okay, but don't stretch it *ghoul reaver* sigh *trogs* siiigh, the whole baby-is-the-cure thing was lame, what are they gonna do, juice the baby?

I liked the "tribal power armor". Oh and I liked that I was stripped of my weapons, but then I nerdily found all the weapons, and I turned into mr. Awesome again

The "wildmen" were stupid.

I wonder why there's no talking sense to any of those people. What is with them!? Who lives like that? "Argh, people! Shoot on sight!" who do they talk to, who do they trade with, what do they do all day, why do they even patrol their grounds so often if they shoot every damn thing on sight, and there is: 0 other civilians in that part of town, well except the stupid trogs I guess, but they patrol outside that bridge too, also, what the hell is their deal if the "law" in town allready deal with shady shit like slaves and drugs - what are the "wildmen" upto that means they have to steer away from pitt slavers? All I could find was a whole bunch of steel bars stored at the top of their immense guard tower, built around a cancer-enducing vat of some sort. That they patrol non-stop!
But then that other guy is over there, when you go talk to him, so maybe the "wildmen" are a kind of anti-slavery resistance, but then wtf is UP with those guys shooting at everything that moves, and why do they have no freed slaves with them, no, I don't think that's it at all.
I think they're just stupid.

But yeah, the best DLC imo.
 
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Im pretty sure Werner said the Wildmen were one of the the results of contracting TDC, making them insane but still human and not Trogs.....but just barely. They are insane, they dont act rational because they arent rational.

I think many people wrongly think the "morality" of The Pitt is grey because it makes you choose between keeping a baby safe with her parents or freeing slaves. No, the real morality question is, simply, does the end of making The Pitt a thriving community eventually justify the means of a temporary but long opressive order that practices slavery. Honestly i trust Ashur more, especially since the fact that Werner was once his Lieutenant who tried to usurp Ashur and failed should have raised some Yellow, if not RED, flags about his true loyalties, and that Ashur has his plans also recorded in a secure safe which no one should (not cant) get into, thus proof his desire to rebuild The Pitt and eventually get rid of slavery in it is genuine (what you are in the dark, he wouldnt need to make those tapes if they were lies). I still think he is a bit evil, but i choose him over Werner.

If you want an unquestionably Evil ending do this: Complete "Free Labor" for the Slaves, then kill EVERYONE except those who are essential, insuring Downtown will be a graveyard and Uptown a Trog Nest, and the entire Pitt a dead city. Im not sure if Midea can be killed if you sided with the Slaves, but if she can (like Sandra can be killed even if you side with the Raiders), you can also ensure that Marie will die slowly of starvation with no one to take care of her.
 
I love the magic lead pipes that freeze people in place and go through power armor. Man that was awesome.
 
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