So like, did somebody else write The Pitt?

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 surprised no one has added on to the Pitt worldspace with such a nice atmosphere. It was definitely the high point of Fallout 3 and infinitely more interesting than the main quest. I'm not sure who wrote it though.
 
aside from that STUPID phrase JUMPING on my screen and saying that now I am a baby kidnapper (yes, I am. You got a problem with that, game?) the Pitt is good.

Best moment is walking on that bridge.

WelcometothePitt.jpg



edit: Oh yeah, the two writters no long work for Bethesda. Forget they names.
 
The Pitt was good in comparison with the rest of Fallout 3 and probably Fallout 4, but i wouldn't put it on par with Fo1,Fo2,FoNV or FoT.

It was Beth attempt at a Fallout game and it shown some promise, but, sadly, it didn't have much follow up. (other praise is that it barely scratched the rest of the lore.)
 
It's not. Especially not as good as New Vegas or Fallout but it's also very small so it doesn't really have a chance to be. I'm not trying to say that it's as good as those games. It never could be. When I say it's "Fallout good." I mean that what makes it good are the same core things that make good Fallout moments good Fallout moments. Not that it's the equal to the good Fallouts.

It just seems to understand what Fallout is supposed to be more than the rest of the Bethesda attempts.
 
I thought the Pit was pretty good.
It has major issues yes, but I think if it had another month or so on writing, it could have been better.

I consider Point Lookout Fallout good. Like that should just be the game.

I do find it funny however that Bethesda saw that the two best DLCs for F3 were The Pitt and Point Lookout and just copied them for F4 but made them worse.
 
The Pitt is definitively okay but it sadly lacks the series trademark humor and whimsy. It's also fairly self-contained to the main plot.
 
The Pitt had an interesting dilemma and actual grey morality in its story (while not complex, it did not have a clear cut evil villain for a change).

While exploring the Pitt for ingots was rather boring (with hindsight), I will say that the writing is alright. The Pitt (and probably PL) were probably the only good things Bethesda made for Fallout (which based on 4, will never be replicated again aside from the occasional plagiarism by the current writers).
 
Fallout 3 writer: Emil Pagliarulo (The Shakespeare of our time, best stories ever told come from him)
Fallout NV writer: John R. Gonzalez (Dirty Peasant)
Pitt Writer: Idfk tbh prob Emil's twin brother who is actually good at writing
 
WHAT IN THE GODDAMN?! I thought bad writing ran through his family?
A rare case of heteropaternal superfecundation if I do say so myself.
(different dads but they still twins, one dad (emil's dad) was a deadbeat author who was trash at writing and the other was a god at writing (emil's twin's dad))
 
I thought the Pit was pretty good.
It has major issues yes, but I think if it had another month or so on writing, it could have been better.

I consider Point Lookout Fallout good. Like that should just be the game.

I do find it funny however that Bethesda saw that the two best DLCs for F3 were The Pitt and Point Lookout and just copied them for F4 but made them worse.
started point lookout again recently, after reading good things about it here . Map marker and boat driver said i should go to a house. Guy there is like hey servant boy, help me defend my house. A huge number of evil tribals starts attacking, maybe 50 or them or more. All i can do is kill them. More and more are coming. Guy won't go down and is treating me like shit, telling me what to do like every "important" npc in the game. I try to kill him just to feel i have a choice, but he's essential.
I could not go on after that. I had been away from bethesda games too long to accept all that.


It's not that the game is forcing you to a plot that pisses me off, it's that it does it in a very annoying way so that you may feel you had a say in the matter, but in fact there's nothing you can do but do what the game says and kill hundreds of bad guys. It's the same with the minutemen in fallout 4.
And if you do try to escape by killing someone that the game has decided is your friend (more like your boss), it breaks! He starts shooting back, you can't kill him and all you can do is reload. It's like the stanley parable.
 
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Point lookout is a criminally overrated piece of crap.

it is the exact same shit as fallout 3, but on a different setting. Even Mothershipl zeta is. better
 
I really thought point look out and the pitt where really good. And both of them are so much better the m0thership zeta
 
At least, MZ has reasons to put you there (your character, not theme-wise), and has the pretense to be a wacky entertaining stuff, with aliens being ackward, as they could be.

About Point Lookout, it is the same shit as the main game. You barely have any reason to go there or stay. It is supposedly a settlement but there is practically no one there. You have a bit of personnal quest with Robar and your brain, that is underdeveloped and has no connexion with the main quest of the DLC, which consist of choosing a side between two characters which you know practically nothing about them, so nothing to help you decide which sides, which make the choice itself meaningless. And the cherry on the cake comes at the end, as one of the two guys will betray you if you pick him. So that choice wasn't even a choice, evem if the game pretended the contrary. And there is a tons of enemies who have absolutly no reason to be as strong as they are. You could argue that the scenery is nice looking. But who the hell care about if the scenery is nice looking on a fucking Fallout game ? And even if it wasn't Fallout, a pretty scenery doesn't mean a good game, it means a pretty scenery, and nothing more.

The flaws are even worse as it pretend to be something it isn't. The DLC is outright lying to the player. At least Operation Anchorage and Mothership Zeta are more honest about what they are.
 
At least, MZ has reasons to put you there (your character, not theme-wise), and has the pretense to be a wacky entertaining stuff, with aliens being ackward, as they could be.
No.

I'm saying it. There is nothing that MZ does well. You'd honestly be better off burning your money than buying it. "Wacky sci-fi" is done correctly in OWB, not this shitty corridor shooter that looks like a trashed level from Colonial Marines but with even shittier graphics.
 
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