Fallout 3: The Pitt

Fallout 3: The Pitt

released on Mar 24, 2009

Fallout 3: The Pitt

released on Mar 24, 2009

DLC for Fallout 3

Explore a sprawling settlement ravaged by time, neglect, nuclear radiation, and moral degradation. The Pitt is filled with morally grey choices, shady NPCs, new enemies, new weapons, and much more.


Also in series

Fallout 4
Fallout 4
Fallout Shelter
Fallout Shelter
Fallout: New Vegas
Fallout: New Vegas
Fallout 3
Fallout 3
Fallout: Brotherhood of Steel
Fallout: Brotherhood of Steel

Released on

Genres


More Info on IGDB


Reviews View More

Cool looking area with a good quest and twists + having the ammo press is nice.

The level design is annoying to navigate through

very confusing level design and you can kidnap a baby, pretty cool.

The Pitt isn't necessarily an underrated gem of the Bethesda DLC canon, as tons of people sing praises towards this add-on's excellent handling of atmosphere and location-crafting.

So I caution myself before I tell people that this thing is an overlooked gem. In truth, The Pitt is a good DLC. Almost bordering on great even, but after multiple playthroughs I am starting to get just a LIIIITTLE exhausted with this thing lol.

But first, I have to clarify that I am absolutely in love with post-apocalyptic Pittsburgh as a location and the lore behind the slaver boss Asher. Locations such as the steelyard, the main factory, the bridge leading into The Pitt, and Haven are unforgettable. Seriously, I believe that the best part of this DLC is simply walking through it all.

The actual gameplay side of things is where this thing tends to fall apart. If you look at the narrative's sequence of events from a bird's-eye-view, you can start to realize just how... bare-bones this DLC's plot really is. In an attempt to pad-out the runtime of this DLC, BGS introduced the aforementioned location of the Steelyard.

The Steelyard is a point of contention for Fallout fans. Some love the rewards it gives players for dilligently collecting all steel ingots, while others find it boring and a slog to get through.

I tended to fall into the camp of the former. But after playing this DLC for like... the seventh time? I am SICK and TIRED OF IT! lol

The gear is cool to have, and in every TTW playthrough I make it a point to collect as much unique pieces of gear as possible, but I have rarely, if ever, used the weapons from The Pitt back in the maingame. Maybe besides the auto-axe that ignores DT and DR. But the armor, and the guns? Kinda useless.

But when you're in this DLC, it's so much fun. The location of The Pitt is second to Point Lookout as my favorite in-game location within Fo3, and its strides in creating atmosphere cannot be ignored. But as for a very, VERY basic sequence-of-events in the narrative and an annoying steelyard to scour, The Pitt ends up just as a good DLC.

i really enjoyed this one better than operation anchoridge dlc

Great art direction and a fun area to play around with.