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This review contains spoilers
Broken Steel is an interesting experience, as once again it reflects the unintended design philosophy that had infiltrated itself throughout Fallout 3 - great ideas, hampered by poor implementation.
The gameplay and mission structure is a little more involved than the previous two dlc, and that was a much appreciated addition, fleshing out this Brotherhood of Steel somewhat. The problem is that the Enclave, the villains of both this DLC and the main game, are so underutilized, especially when comparing their prior incarnation in Fallout 2. This edition of the Enclave has nearly no depth, and that is super disappointing.
Overall, the gameplay and questline was enjoyable, but the story implications were near non-existant, and the bullet-sponge enemies that were added to this DLC overall made exploring the open world at higher levels a slog that is entirely unenjoyable.
The gameplay and mission structure is a little more involved than the previous two dlc, and that was a much appreciated addition, fleshing out this Brotherhood of Steel somewhat. The problem is that the Enclave, the villains of both this DLC and the main game, are so underutilized, especially when comparing their prior incarnation in Fallout 2. This edition of the Enclave has nearly no depth, and that is super disappointing.
Overall, the gameplay and questline was enjoyable, but the story implications were near non-existant, and the bullet-sponge enemies that were added to this DLC overall made exploring the open world at higher levels a slog that is entirely unenjoyable.
This review contains spoilers
As seems to be a growing theme with the Fallout 3 DLC (and the game itself), there seems to be a really strong base that was created, only to be let down by the details later on.
This expansion deals with the question "what is the cost of freedom, and is it worth that price", or at least that's what it tries to raise. The atmosphere is wonderfully crafted as you enter the Pitt, with the game informing you that there's no turning back over the course of the DLC, and once you exit the tunnel you find yourself at odds with raiders fighting your way into the slave camps. Once at the gate, past the point you give up your weapons you feel alone and cautious... until you do one singular mission, have an entire arsenal and are able to complete the rest of the DLC with triviality. The main question posed, "Is it alright to kidnap a child to cure a disease and free slaves" thinks it's smarter than it is. It reads as one of the lesser Original Series Star Trek episodes - which considering how the Enclave is treated in the main story, is not much of a surprise.
I enjoyed much of this DLC, but it's much shorter than it needed to be, and was lacking on the emotions that should've been such an easy win for the set-up that was created.
This expansion deals with the question "what is the cost of freedom, and is it worth that price", or at least that's what it tries to raise. The atmosphere is wonderfully crafted as you enter the Pitt, with the game informing you that there's no turning back over the course of the DLC, and once you exit the tunnel you find yourself at odds with raiders fighting your way into the slave camps. Once at the gate, past the point you give up your weapons you feel alone and cautious... until you do one singular mission, have an entire arsenal and are able to complete the rest of the DLC with triviality. The main question posed, "Is it alright to kidnap a child to cure a disease and free slaves" thinks it's smarter than it is. It reads as one of the lesser Original Series Star Trek episodes - which considering how the Enclave is treated in the main story, is not much of a surprise.
I enjoyed much of this DLC, but it's much shorter than it needed to be, and was lacking on the emotions that should've been such an easy win for the set-up that was created.
Though this takes away much of the choice and side quests that existed within the main game, I really enjoyed this shooting gallery type quest with implications on how the war went in Alaska. As a huge fan of the Fallout lore, it was much appreciated to see a side of the universe that hasn't been touched on in first hand accounts - however inaccurate this one may be. The Outcasts are an interesting group, wish they were expanded upon.