The Broken Steel DLC package for Fallout 3 came out ten days ago, and I've had a lot of people ask me what I thought about it, and if it was worth their money. I figured I'd post my impressions of the expansion here. First off:
The "Fixed" Ending
This has been a major focus of the promotion for this package, and I honestly believe it to be the weakest part. Whereas the original ending nicely tied up the story and left you with a huge decision at the end that would have a real impact on the Capital Wasteland, Broken Steel essentially returns things to the status quo. Whereas the impression given to you originally was that you could essentially either save the Wasteland or destroy it, Broken Steel reveals that your choice ultimately had very little consequence. The ending cinematics aren't even changed though, which makes it very odd when Ron Pearlman says: "So ends the story of the Lone Wanderer", and then you wake up two weeks later. About the only good thing about the new ending is that it allows for play after the story concludes, which, I suppose, was the main complaint. The ending of Broken Steel presents you with a much bigger choice, that allows you to do something that quite literally changes the Wasteland forever.Luckily, the new content is great. Broken Steel feels much more like an expansion of the base game than either Operation Anchorage or The Pitt did. Where those felt like singular missions added to the game with no effect elsewhere, Broken Steel is much larger. There are new story missions, new sidequests, new dialogue, new NPCs, and even new environmental touches. You'll even get Three Dog news reports on some of the stuff you do in Broken Steel. Essentially, this stuff just feels more naturally like part of the original game, where OA and TP stood out like sore thumbs.
The new content is geared towards higher-level players though, and is extremely hard, even for people who had hit the previous level cap of 20. Not so much in the tactical: "I can beat those dudes if I position myself better" way, but more in the: "Holy jesus I just hit that Super Mutant Overlord with a mini-nuke and it only took away a tenth of his health shit run" sort of way. Don't enter the Presidential Metro without a dart gun and a lot of darts, is the advice I will give you, because even with the uber-gear from Anchorage and The Pitt, Feral Ghoul Reavers are bullshit. And you'll face about 12 at once in the Presidential Metro.
Not to say that the game doesn't give you some means to deal with these new threats- new weapons like the Tesla Cannon or the Enclave Heavy Incinerator. These toys are fun to play with, but they don't quite match up to the increased difficulty, and Fallout was never a very combat-focused game anyways. Which is unfortunate, because you are going to have to do a lot of combat to make the climb from the previous level cap of 20 to the new cap of 30. Thee simply isn't enough content in Broken Steel to get you to level 30 alone. For reference, my character did Broken Steel and the Pitt with two ranks in the Swift Learner perk (I was young and naive), and doing both of those packs only got me to around level 26. I eventually got to 30, but it was a lot of unfun combat grinding. The new perks added in Broken Steel are also somewhat of a sticking point. Unlike the creative and original ones in the base game, the perks added by Broken Steel are essentially PC console commands. Three of the new perks do nothing but set your karma to a specific alignment. Others are equally useless. Only the level 30 perk: "Nuclear Anamoly" is any fun.
Those probems aside though, the great thing about Broken Steel is that it ismply feels like more Fallout 3, in a way Anchorage and The Pitt did not. The content contained within feels like it could have shipped with the base game. It's a very small-scale expansion- 3 main quests, 3 sidequests, and two repeeatable quests- but it's certainly worth your money. I especially think that if OA and The Pitt didn't click with you, you'll dig Broken Steel.
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