GiantBomb Review
89 User Reviews
26 DLC User Reviews
And with Mothership Zeta, we reach the fifth and (supposedly) final downloadable episode for Fallout 3. If this is indeed the end, it's a fairly fitting summation of both the highs and lows of how Bethesda has handled the expansion of its post-apocalyptic role-playing game. Previous episodes have taken us outside the confines of the Capital Wasteland, but Mothership Zeta represents the greatest departure from that familiar place, both literally and figuratively. As agreeable as I find the premise of a good old-fashioned alien abduction story filtered through the gallows humor of Fallout 3, I'm disappointed by how combat-focused Mothership Zeta is. It's not without a few interesting characters and some good set-piece moments, but the constant corridor crawling can be fatiguing.
As per usual, Mothership Zeta slips itself into the Fallout 3 continuity by way of a mysterious radio signal that you pick up, one that leads you to a crashed alien spaceship in the Capital Wasteland. Approach the ship, and the next thing you know, you're being held captive as a guinea pig miles above the Earth in that titular mothership, a massive starship full of marauding little green men and their test subjects. You'll form an interesting little rag-tag group of abductees as you make your way through the ship and try to figure a way off it, though you'll be spending most of your time running solo through the ship's winding corridors, murdering wave after wave of ill-tempered aliens and blowing up every power generator you can find.
These are the two aspects of Mothership Zeta that I take issue with: structure and variety. Once you're on the ship, your sole concern is getting off the ship. There are a few distinct steps to this process, but they usually come down to fighting a bunch of aliens and then blowing up a power generator. The whole thing plays out a little more predictably than I'd hope, without any of the terrific left-field twists or the queasy bad-or-worse moral choices that have been the hallmark of Fallout 3's best missions. The aliens are formidable foes, and the sleek energy weapons they drop will serve you well once you return to the wastes, but there's effectively only three types of enemies that you'll face in Mothership Zeta, and you do enough fighting that you definitely could've used more.
Aesthetically, Mothership Zeta tries to do for the 1950s sci-fi vision of an alien invasion what Fallout 3 did for the 1950s sci-fi vision of the future, a task that it's intermittently successful at. The aliens themselves look like slightly more sinister versions of your traditional little green men, and all the smooth stainless steel surfaces and indiscernible alien technology are unlike anything you've seen in the Capital Wasteland. It doesn't feel like you're looking at a lot of recycled content, but it also doesn't feel so much alien as it does futuristic in a different way from the rest of Fallout 3. That's not to say it isn't a fully realized location, but the fingerprints of human design are all over Mothership Zeta.
What's most interesting to me is the interplay between the alien abduction premise of Mothership Zeta and the savage, nothing-to-lose world of Fallout 3. Usually when you're dealing with an alien invasion, the whole world is at stake, so what happens when the aliens arrive and we've already blown the place up? These are two sci-fi staples that rarely co-exist, and Mothership Zeta provides a different perspective on the world below.
There's something so audacious to me about stacking aliens on top of the apocalypse, and Mothership Zeta does it well enough that I'm willing to excuse some of its structural bluntness and over-reliance on combat. It's not the best Fallout 3 DLC, but it's still pretty interesting, and not a bad way to spend four or five hours.
Reviewed on Aug. 5, 2009
Adding an alien invasion to the bleak, post-apocalyptic world of Fallout 3 is conceptually quite pleasing, though Mothership Zeta suffers from its narrow path, and it leans more on combat and less on character than it should.
By Ryan Davis
Other reviews for this game
Video posted by drewbert on Aug. 4, 2009
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This review is for the XBLM and PC releases of Mothership Zeta, an add-on for Fallout 3. |
And with Mothership Zeta, we reach the fifth and (supposedly) final downloadable episode for Fallout 3. If this is indeed the end, it's a fairly fitting summation of both the highs and lows of how Bethesda has handled the expansion of its post-apocalyptic role-playing game. Previous episodes have taken us outside the confines of the Capital Wasteland, but Mothership Zeta represents the greatest departure from that familiar place, both literally and figuratively. As agreeable as I find the premise of a good old-fashioned alien abduction story filtered through the gallows humor of Fallout 3, I'm disappointed by how combat-focused Mothership Zeta is. It's not without a few interesting characters and some good set-piece moments, but the constant corridor crawling can be fatiguing.
As per usual, Mothership Zeta slips itself into the Fallout 3 continuity by way of a mysterious radio signal that you pick up, one that leads you to a crashed alien spaceship in the Capital Wasteland. Approach the ship, and the next thing you know, you're being held captive as a guinea pig miles above the Earth in that titular mothership, a massive starship full of marauding little green men and their test subjects. You'll form an interesting little rag-tag group of abductees as you make your way through the ship and try to figure a way off it, though you'll be spending most of your time running solo through the ship's winding corridors, murdering wave after wave of ill-tempered aliens and blowing up every power generator you can find.
These are the two aspects of Mothership Zeta that I take issue with: structure and variety. Once you're on the ship, your sole concern is getting off the ship. There are a few distinct steps to this process, but they usually come down to fighting a bunch of aliens and then blowing up a power generator. The whole thing plays out a little more predictably than I'd hope, without any of the terrific left-field twists or the queasy bad-or-worse moral choices that have been the hallmark of Fallout 3's best missions. The aliens are formidable foes, and the sleek energy weapons they drop will serve you well once you return to the wastes, but there's effectively only three types of enemies that you'll face in Mothership Zeta, and you do enough fighting that you definitely could've used more.
Aesthetically, Mothership Zeta tries to do for the 1950s sci-fi vision of an alien invasion what Fallout 3 did for the 1950s sci-fi vision of the future, a task that it's intermittently successful at. The aliens themselves look like slightly more sinister versions of your traditional little green men, and all the smooth stainless steel surfaces and indiscernible alien technology are unlike anything you've seen in the Capital Wasteland. It doesn't feel like you're looking at a lot of recycled content, but it also doesn't feel so much alien as it does futuristic in a different way from the rest of Fallout 3. That's not to say it isn't a fully realized location, but the fingerprints of human design are all over Mothership Zeta.
What's most interesting to me is the interplay between the alien abduction premise of Mothership Zeta and the savage, nothing-to-lose world of Fallout 3. Usually when you're dealing with an alien invasion, the whole world is at stake, so what happens when the aliens arrive and we've already blown the place up? These are two sci-fi staples that rarely co-exist, and Mothership Zeta provides a different perspective on the world below.
There's something so audacious to me about stacking aliens on top of the apocalypse, and Mothership Zeta does it well enough that I'm willing to excuse some of its structural bluntness and over-reliance on combat. It's not the best Fallout 3 DLC, but it's still pretty interesting, and not a bad way to spend four or five hours.
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Playing to your weaknesses
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X360
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Fallout 3, the base game, has a lot going for it. A huge open world to explore, a ton of character customization options, competent conversation and morality systems, the list goes on. Fallout 3 was great because it could be approached in a variety of ways, each just as valid ...
Reviewed by Lies on July 20, 2009
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10 out of 11 found this review helpful. |
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I'm gonna have me some moonshine!
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X360
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After the release of Broken Steel it looked like the end of the line for Fallout 3’s downloadable adventures. Luckily for us, however, Bethesda’s commitment to this sprawling open-world RPG is still in full swing as we have two new pieces of DLC to look forward to over the next ...
Reviewed by ElectricBoogaloo on July 16, 2009
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5 out of 5 found this review helpful. |
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The best Fallout 3 DLC to date
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X360
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Point Lookout adds more of everything you (probably) love about Fallout 3 to Fallout 3. To start with, it takes place in an entirely new area, not unlike The Pitt, but unlike The Pitt, there is a lot to find and explore for diligent players. Besides the main quest line, ...
Reviewed by Oni on July 17, 2009
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3 out of 3 found this review helpful. |
| Game Name | Fallout 3 |
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| Original US Release |
Oct. 28, 2008
need a fuzzy date? |
| Original US Release |
know the real date? |
| Aliases |
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Weapon List
List of all known weapons in Fallout 3
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Building A Melee-Based Character
Tips and tricks for kicking ass the old-fashioned way...up close.
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Wasteland Survival Guide
Quick and dirty guide for new players or old veterans to see my initial impressions and suggestions for this expansive game.
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Super Mutant Behemoth Locations
Exactly what it says on the tin
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