Brandy Beavers
First time out of the vault

I could probably play it again and look through the credits but fuck that.
I'm seriously wondering if anyone else wrote this DLC. It's not without its problems, like it's too short and linear. But like... for the most part it's good. And it's not even just good, it's Fallout good. Like it feels like Fallout. So much that my first thought was "This should have been Fallout 3." and my second was "Who wrote this?"
It's paced decently enough. You start off as a (undercover) slave, you talk to the community and if you don't rush to the end you can help the slaves out by making them better prepared for the upcoming revolt. You can also deal with the slavers but I'm not going to pretend like I remember all the details. The atmosphere and environment are something new to the series and it weaves the concepts of the old games with new ones almost seamlessly. I only say almost because it's possible that I've forgotten or missed some hiccups but it's pretty damn impressive compared to shit like the Brottherhood, Super Mutants and Harold being in Fallout 3 because "Hey guise, remember Fallout 1?" But I digress.
The thing that really stuck out to me was that Ashur felt like a Fallout antagonist. When you get to him, he's standing there in a room and conversation is initiated. You can't talk him down from his ideologies and why he does what he does and he's not painted as good or bad. The moment with Ashur, Wherner, and "The Cure" is the ONLY moment in Fallout 3, its downloads, and Fallout 4 that a scenario has come up where I had absolutely no idea what the "right" choice was and THAT is how Fallout is supposed to be. I ask the title question because I just can't imagine that the same people who created this scenario are the same people that thought "Should you poison the entire wasteland, spit on the legacy of the father who died trying to save you, and doom humanity forever or should you... not.. do those things?" is a moral dilemma fitting for the climax of a Fallout story.
As a whole, I probably won't ever play The Pitt again. At least not any time soon. But it's good, or at least good enough. Unlike in the main game (Which is much larger, to be fair) nothing in The Pitt is there for no reason. It's all relevant to the central conflict of the story. I know it's blasphemy here to say anything good about Fallout 3 but I really wanna know. Who is responsible for this?
I'm seriously wondering if anyone else wrote this DLC. It's not without its problems, like it's too short and linear. But like... for the most part it's good. And it's not even just good, it's Fallout good. Like it feels like Fallout. So much that my first thought was "This should have been Fallout 3." and my second was "Who wrote this?"
It's paced decently enough. You start off as a (undercover) slave, you talk to the community and if you don't rush to the end you can help the slaves out by making them better prepared for the upcoming revolt. You can also deal with the slavers but I'm not going to pretend like I remember all the details. The atmosphere and environment are something new to the series and it weaves the concepts of the old games with new ones almost seamlessly. I only say almost because it's possible that I've forgotten or missed some hiccups but it's pretty damn impressive compared to shit like the Brottherhood, Super Mutants and Harold being in Fallout 3 because "Hey guise, remember Fallout 1?" But I digress.
The thing that really stuck out to me was that Ashur felt like a Fallout antagonist. When you get to him, he's standing there in a room and conversation is initiated. You can't talk him down from his ideologies and why he does what he does and he's not painted as good or bad. The moment with Ashur, Wherner, and "The Cure" is the ONLY moment in Fallout 3, its downloads, and Fallout 4 that a scenario has come up where I had absolutely no idea what the "right" choice was and THAT is how Fallout is supposed to be. I ask the title question because I just can't imagine that the same people who created this scenario are the same people that thought "Should you poison the entire wasteland, spit on the legacy of the father who died trying to save you, and doom humanity forever or should you... not.. do those things?" is a moral dilemma fitting for the climax of a Fallout story.
As a whole, I probably won't ever play The Pitt again. At least not any time soon. But it's good, or at least good enough. Unlike in the main game (Which is much larger, to be fair) nothing in The Pitt is there for no reason. It's all relevant to the central conflict of the story. I know it's blasphemy here to say anything good about Fallout 3 but I really wanna know. Who is responsible for this?