DLC Done Better
The Pitt follows Operation: Anchorage in extending the lifespan of Fallout 3 and it hits the mark a lot more clearly than its predecessor, though it's still a little short for a wholehearted reccomendation. Once again a mysterious radio transmission guides you to someone in need of help. I'll avoid spoilers, but this person's cause seems much more critical than the Brotherhood Outcasts and one way or another, you find yourself in the ruined, blighted city of Pittsburgh.
I've never visited this lovely city in Pennsylvania, but I'm guessing it's seen better days as the Fallout 3 Pittsburgh apparently took a nuke directly on the chin as it's little more than crater filled with slaves and people who work them nearly to death. There's a plague that is seemingly eating the flesh of the inhabitants and an overlord who refuses to call the inhabitants "slaves" because it's bad for morale. Or maybe it's because he truly believes he's doing them a favor by keeping them they way they are? That's easily the most interesting part of The Pitt: it asks you to choose a side (there's a revolution formenting and you arrive just in time to lead or squash it depending on how you choose) but the decision isn't as cut and dry as it might first appear. I've often been critical of games that include a moral barometer because the choices are often "angelic" and "demonic" with very little middle ground, but the Pitt actually made me think long and hard about who was right in the conflict and I applaud it for that.
The problem is that, like it's predecessor, the Pitt is extremely combat focussed. Sure there are some parts for a character with an especially high Speech skill, but it mostly comes down to how good you can shoot or swing a weapon, though the close-quarters of the ruined city give Melee combatants much more of an opportunity to shine than in most other parts of the game, even giving your character a unique melee weapon.
I found the Pitt to be a much more complex add-on than Operation: Anchorage and found my $10 went a lot further than it did with the previous DLC and can much more readily reccomend this to a greater style of play. It still tops out at 3-5 hours, so it's still hard to reccomend to anyone who wants more Fallout, but I can reccomend it to anyone who likes a complex moral choice and doesn't mind getting a little more blood on there hands.