![]() ![]() There's a new region, characters to meet and things to do, and it all feels organic and fitting in terms of visual style, presentation, and gameplay. And in that way, The Pitt feels more like a natural extension of the game than Operation Anchorage ever could. There's good reason to come back, too, since the city doesn't just go to sleep and become static after the quests are done. Kudos to Bethesda for recognizing that people like exploring areas they've paid for even after the quests are done. Unlike Operation Anchorage, which forced you to do everything in the first run through, you can actually go back to Pittsburgh after completing all of the quests and returning to the Capital Wasteland. And if you want to complete a collect-a-thon that requires you to fetch 100 pieces of steel strewn about Pittsburgh, you can earn an achievement and a variety of unique weapons and armor. The main new weapon addition, the auto-axe, is a bloody good time. The ruler of city, Ashur, has a sweet set of unique armor that you'll definitely want. Aside from a few new perks, you'll find some equippable goodies during your travels in Pittsburgh. There are new toys to play around with, too. In short, if you are really jonesing for new places to explore and quests to complete, The Pitt is just what the doctor ordered. ![]() ![]() There's cursing, blood and a distressed population waiting for an evil player to mess around with. You'll do a lot of investigating, find a few side quests, and be forced to make a morally gray choice between two great evils. While Operation Anchorage had a heavy emphasis on combat, The Pitt follows more closely to the style of play that the main Fallout 3 game lays out. ![]()
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