
The world of Fallout 3 is dark, often comical and always morally ambiguous. In its best moments, when a particular story or quest has really hooked you, you’ll find yourself struggling through true dilemmas, vainly searching for the “right” decision while knowing there really isn’t one. Or maybe your life is easy because you simply choose whichever option nets you the biggest guns and most caps.
The Pitt downloadable content stays true to the essence of the Fallout universe, placing your character in one of the grayest settings yet -- beyond simply having muddy principles, the billowing smoke from the working steel factory creates a very somber atmosphere. The Pitt offers several large new areas to explore, a few perks and achievements, plus some unique and powerful weapons. In short, it is a Fallout lover’s dream come true. Still, it would be remiss to say The Pitt is perfect.
Beyond the mysterious “corrupt file” incident which caused the DLC’s release to be delayed an extra day, there still remain some bugs varying from tiny graphical hiccups to full system locks. In addition to those defects (which don’t seem to occur consistently for all users) there are also a few comforts from the D.C. Wasteland you’ll sadly leave behind.
Hit the jump for the rest of the article. Don't forget your jacket. Seriously, it's chilly out there.
The quest line starts in a way that veterans of Operation: Anchorage will recognize: following an errant radio transmission leads you off into the wastes, where you encounter someone who needs your help. This time around it is a man by the name of Wernher who, in addition to asking you to free the slaves of ruined Pittsburgh, hints at a possible “cure” for radiation. So kiss your follower(s) goodbye -- for Charon a handshake will do -- and catch the last train to The ’Burgh.

Regardless of whether you try posing as a slave, a slaver, or the person who put bullet holes in everyone between you and the front door, once you enter the gates of The Pitt all characters will be in the same predicament. (Though plot devices take our gear away, it always comes back another day.) After being given the new Auto Axe you are sent into the steel yard to collect the first ten of one hundred steel ingots. Should you choose to find all of these ingots you can expect the adventure to last a couple extra hours in addition to the five or six you’ll spend working through the city.
When fighting through the steel yard you’ll be introduced to what is unfortunately the only truly unique enemy of The Pitt: the Trog. Eventually it’s revealed that the Trogs were once human, but after exposure to the unique conditions of post-apocalyptic Pittsburgh they have begun to lose their minds and change physically (any resemblance to F.E.A.R. 2’s “Abominations” is purely coincidental). This change is everyone’s greatest fear, considering the fact that once you go Trog, you never go back.

Or do you? Learning more about Wernher’s earlier tease of a cure sets you on a path which opens up the heights of Pittsburgh’s skyscrapers. Orienting yourself in the verticality of multiple floors and buildings can be a difficult adjustment, and this is made even more frustrating by having to backtrack constantly to visit the one and only general store -- this makes scrounging difficult and forces you to really weigh the cost and benefit of carrying heavier items.
Not much more can be said about the story without spoiling it, so let it suffice to say that in all the time I spent saving, reloading and picking different choices, I was never able to find an event or plotline that led to an increase in karma. It seems that the best one can hope for is breaking even, and while this moral struggle may spur some to try over and over again for a peaceful resolution to the story’s conflict (I still believe one surely must exist), it could conceivably put people off.
Once you’ve completed the main story line there’s very little reason to stick around town, assuming you’ve found all the ingots (which you really should spend the time doing if you want the best loot The Pitt has to offer). After dealing with the Trogs and a few Wildmen, there aren’t any random encounters to deal with and even the remaining NPCs won’t speak with you if you fall victim to one of the many strange bugs.

Bethesda has made a name for itself this console generation by offering solid updates and DLC for its products post-release, so it’s not unreasonable to expect the same treatment post-apocalypse. While it is reasonable to expect that some of the current issues will ultimately be fixed, there is fortunately no problem I’ve seen that can’t be fixed with a system reboot or loading a previous save. Though these moments definitely break the spell and interrupt the experience, no issue is so great that you’ll want to stop playing the game. In fact, the reason the disruptions are annoying is because all you’ll want to do is keep playing.
With the amount of available marketplace content rising beyond everyone’s expectations, and the economy forcing all of us to make the most of every dollar, it is a tough decision on where to spend 800 Microsoft points. But for anyone who is a fan of Fallout 3, honestly this purchase is a no-brainer. While it could be argued that the previous content pack strayed a bit from the formula, involving more combat and less scavenging, The Pitt is more of what made the original title a success. Consequently, if you’ve been craving another adventure, this new content package has enough unique elements to make it a worthwhile purchase, even if you haven’t already explored every corner of the map. So pack your bags; you’re going to Pittsburgh.