Forum:Best DLC?

Ok, this forum lacks a voting system, but that's okay--This is just a discussion about the what the Vault think of the DLC's, and if by any chance, what the next DLC/Major mod should be like, by comparing different aspect of the DLC's. Scarvet 20:09, 19 August 2009 (UTC)

I will list my ranking first: 1.Point Lookout: Many of Vault dwellers is put off by the idea of a piece of land not blast to ash, and even more are off by the Swampfolks; however, radiation mutated plants IS part of SCIENCE!, and the Swapfolks are no contradictory with Fallout's dark humor. Although there were no people eating plant and the NPC are completely lacking outside of their corresponding quest (which the main game also suffers); but the shear amount of locations, side quest, and unmarked quest have made up for it. I am pretty sure everyone finding themselves going back often/stay in Point Look out longer then some part in the Capital Wasteland, let alone other DLC Locations.

Most Items offer by this DLC is very appropriate and add flavor into the main game, imo. New weapon that uses 10mm in a sensible manner, a double barrel shotgun, shovel for minor puzzle and melee, axe for more variety of melee weapons. Pugna fruit for a more "realistic" way to lower radiation--since most people in post apocalyptica cannot afford proper medication. Moonshine would be great before Broken Steel for good boost of strength. Bio-canister would be great if it is not so limited. And microwave emitter, the probably one and only let down in Point Lookout.

Enemy does ridicules amount of damage? only seems fair consider how powerful VAST is. Power armor DR being ignore? Power armor is underpower compare to Fallout 1&2 anyways. Visually, I think Point Lookout successfully deliver the dangerous swampland and coast line with worthy reward for those who looked.

2.Broken Steel: Really, This DLC doesn't deserve to be just beaten by one DLC, but then no other DLC then Point Lookout offers better contain than it. So here it sit, on the second.

Two major changes offer by Broken Steel: Level up to 30 and Free gameplay after the main quest. The second addition allow player to do quest missed, use mod without fear of unable to finish the game, and suppose to let the players to see their effort; which is excellent idea. The level up to 30 however, is questionable. Before this DLC, optimizing my character's skill and special is an science and require careful planning. But even then my character is no perfect. Without effort to haunt down all the skillbook, my character can only got about half of the skill to 100, and I only have little room for perks. Creating a different character offer the player different play style. However, with the extra levels, my character can easily max out all the skills, have more perks the he ever need, and max Special with the questionable new perk. It hurts the game's replay value.

The Quests in Broken Steel are, going though a large maze with little split up. The story of the quests are more convincing than main games quests, but with so little role-playing involved and no reason what so ever for the player to bomb Citadel since the player are side with the Brotherhood all the way in the DLC and no suggestion of getting rid of the them for anything meaningful.

Items in Broken Steel are okay, with 2 unique flamer, one more unique gatling laser, a ballistic heavy weapon (heavy incinerator) and Tesla cannon even out the choice for Bigguns. Hellfire armor offer a more practical suit of power armor with cost of its look, but Lag-bolt's combat armor just dig the wound all the deeper. And the deathclaw scrambler is amusing at best because player can destroy the mind control device and drive the deathclaws to attack their former master anyway.

Enemy in Broken Steel are awesome, as they now can post a thread to the players; but I feel at the same time over the top as player can run into 4~5 Overloads or Reaver at the same time...which the additional level only help if the player use specific weapons or somehow did not max their combat skills at level 20. Other wise it may cost a non-sensible amount of stimpack and life of follower(s).

Visually, Broken Steel rather lacking. Adam Air force Base and the mobile crawler seem impressive, only to be discover to be hollow compare to locations in Capital wasteland and other DLCs.

3.The Pitt: The description with this DLC announcement seems very exciting, but the Pitt was still yet to fulfill its promise. The main quest of this DLC once again rise moral grey areas: free the slave with possibly of being excuse of an conspiracy, or maintain order of the town by suppress the slave uprising? However, doesn't matter what choice the player made, there is little difference between the endings and the player may never return once convert all the common ammo into rarer ones. The main quest does the job of keeping the player in the Pitt for a while and the ingot collection may make a bit longer, but by no means the player will see themselves willing to stay in the Pitt. After all, there is only some Throg no tougher that basic Feral Ghouls and Super mutant. And only a simple side quest about finding a body that the player have to pass by. There also only little space that the player would not go during the main quest to take adventure.

There is huge number of items offer in the Pitt, and most a obtain by finding steel ingot make the quest more rewarding. New Raider armor with skill boost and looks, armor that offers both good radiation and damage resistance. However ruin by laziness of Bethesda, all the expose skin of the new apparel only match the skin tone of those skin tone done for the Pitt. The weapons are better, with unique laser shotgun, a unique .32 pistol that packs some punch, and silenced weapons that can kill, as well as Motor saw "Auto-axe" for more gore.

Visually, the Pitt brings a brand new look of red brick industrial into the Fallout world and it looks damn good, shame there isn't much to be explore nor there is more side quest brings the player to different part of the town.

4: Mothership Zeta: Seriously, I think it is silly to have a DLC about Aliens, and Mothership Zeta brings itself above Operation:Anchorage simply because Bethesda did pay it proper attention. My biggest issue with this DLC is the possibility of an Alien space ship fill with Aliens armed with Alien blasters, and the player just butcher their way to destroy the ship without any place to be explore; and this DLC did just better than that, with a few large room that the player can access before the spacewalk, and lock afterward even the ship is now under the player's control.

The Items in this DLC is another factor that allow it to flow on the top of Operation:Anchorage. Alien Epoxy that allow players to keep weapons with rare part in good condition; The new Alien weapons shots more that blue laser; Winterize Combat armor, non-scoped magnum, cowboy outfit, samurai armor complete with a katana and a space suit. Of course, all these items a just extra flavors to the game instead of the all powerful item offer in Operation:Anchorage.

The Aliens only widely employ their inertia suppression field if player is about level 30, other wise they are just small super mutants with shiny guns. On the other hand, even with the large amount of Alien with inertia suppression field players can over come them easily with Adapted Bio-gel and healing archway, no to mention the new toy that come with them.

Bethesda also spend good effort into the visual of Mothership Zeta and put me right into the 50's space adventure.

5.Operation:Anchorage To tell the truth, I think Operation:Anchorage was treated unfairly. Really, the possibility of organize an strike team and covert operation, with hidden danger form the Outcast would have bring the main game fresh way to play. Sady the team system in Fallout 3 is poor and not improve by OA, nor the covert operation offer any chose other than blood path. Although the winter looks good but OA hardly bring much new element to Fallout 3

The Item offer by Operation:Anchorage is basically broken. Even without the simulation glitch, the glitch product by Chinese stealth armor and Gauss rifle as well as the sloppy work of the winterize T-51b just made a complete mass.

Enemy in Operation:Anchorage, however does offer players a good few hours of shoot out. The crimson Dragoons are ideal of an good variety of harder enemy: they are hard to be found, and they will wait patiently for an ambush; they are also have some resistance to Vast, making them harder to fight without ridiculous stat. The limit of item use (even with glitch) also help the experience.

Operation:Anchorage have a nice Visual set up until the end, where there is hardly anything behind the force field and the refinery of the final battle only offers the player to fight Jingwei in the courtyard with dull combat. Not to mention how poor is the design of the locked vault with the DLC's sloppy gears. Scarvet 17:31, 22 August 2009 (UTC)


 * That is truly a fantastic summary and I have to say and I agree with every word. I was also disappointed with the quality of Mothership Zeta, being the game's final DLC I was hoping that it would be longer and have more depth. Although saying this, I do not believe it was a bad expansion just a rushed one. I personally think that Bethesda's effort on Anchorage was very good and there were many ideas brought into it, what let it down for me was once again the pay time. I was able to get through it fairly quickly unfortunately. The best thing that came out of Anchorage for me was the Chinese Stealth Armor, to be very materialistic. I do ,however, wish that I could have been able to join the Outcasts as they are my favourite faction. I think there should have been a dialogue option that links either Protector Casdin to Protector McGraw or visa versa. My favourite DLC was Point lookout. I really enjoyed it! Hazadragon 11:44, 22 August 2009 (UTC)

I'm going to list these in the only really sensible order IMO: How much did I enjoy the experience? (I have not played Mothership Zeta, because my Xbox got RROD before I could download it, so that isn't on the list.)

1. The Pitt - I don't know why really. I liked the story, the characters felt more fleshed-out than the other DLC's, because, well, they where somewhat interesting. The morally confused ending was a nice addition. I had a great time collecting the ingots for the first time too, which added some degree of exploration (atleast compared to the previous DLC, Operation Anchorage), which is my favorite part of the game. Visually I found it amazing, and also really fitting in the Fallout-world (again, comparing with other DLCs's).

The items you get in The Pitt were also mostly nice, like the Tribal Power Armor and the Metal Blaster. The Perforator is an awesome choice for a stealthy character. The Auto-Axes are nice for the more brutal Melee-characters. I loved the fact that they added more Raider-armors, allthough I was highly dissapointed when I found out that the Capital Wasteland Raiders never spawned with those.

2. Point Lookout - This can be divided into two pools: The Good and The Bad.

The Good: Exploring, this was the first DLC that I didn't finish in like 3-4 hours. The tribals, always wondered why they weren't in the vanilla-game. Some of the quests were really fun. I liked that PL was the first DLC to take a quest back to the CW, that quest with the book which you were to take to Dunwich. The Swamplurk Queens were very cool, for some reason. The mood and atmosphere of the whole place felt, if not very Fallout-y then atleast rather ghastly and cool.

The Bad: The enemies were too overpowered and glitched. Most characters were pretty bland. Personally I didn't find a single item that I really had use for. The perks that can be aquired (?) sucks, because they're overpowered.

3. Broken Steel - The reason that I put this so low is quite simple: It forces you to join the Brotherhood. I know that you basicly join the BoS in Taking It Back, but then they only call you an honourary member. Now your a full-fledged soldier. It feels unfiting in an RPG to force you to join anything like that. An option to join the Enclave would have bumped this up atleast one position.

I also hated all the new enemies, because; 1 - they are WAY too overpowered, and 2 - it breaks the games statement of the Deathclaw being the most deadly creature. This could have easily been avoided by simply also making a new type of Deathclaw that was very rare, but even more overpowered than the other new ones. That would be a pain in the ass, but atleast it wouldn't just ignore the previous games and the vanilla-games statements about the Deathclaw.

10 more levels would have been very nice had it not been for the perks and skills. If they would have made it so that a skill could go up to 200, like in the original Fallout, it would have been much more balanced. Now, you get overpowered so easily that it's not even fun.

The new perks were pretty bad too, they were either overpowered (Almost Perfect, No Weaknesses), non-functional (Nerves of Steel) or just plain bad (Party Boy, Deep Sleep, Nuclear Anamoly) or unnecessary (Rad Absorbtion, Rad Tolerence). Puppies! doesn't fall into any of those categories IMO, but at the sime time I rarely use Dogmeat, so it just didn't make a difference. This leaves only Quantum Chemist (which is actually a really good perk) and Warmonger (which I find convenient, allthough not really necessary since you can just collect all schematics by hand.

The new items was more or les of the have-it-or-leave-it-type, with some exeptions. The Tesla Canon and the Precision Gatling Laser were very welcome, and so was another Alien Blaster + ammo. It was nice that they added a new Power Armor, wich looked alot more like Enclaves armors to me. I mean, they weren't exact replicas of the armors in Fallout 2, but they were more along those lines than the Fallout 3 Enclave Armors.

Even though it was nice that you now could keep on playing after you've beaten the Main Quest, the Main Quest in itself was kinda boring and linear. It just seemed very anonymous (in lack of a better word). The one thing I hated with the vanilla-game was that there was no End-Boss (No, Colonel Autumn is no boss, since he is even simpler than some Raiders), so I was hoping that they'd make up for it in BS, but no. Well, unless you count the Armory Master an End-Boss, but I don't, since you don't HAVE to fight him. The Side Quests were REALLY boring, and too damn small. Some new Voice Actors were surprisingly good, atleast the guy who did the voice of Scribe Bigsley. They did backfire on the Voice Acting to, though, since they replaced the voice of Rothchild.

So what I'm trying to say is: Good concept with good premise, but poorly executed.

4. Operation: Anchorage - This would come as a surprise to no-one I guess. The quest was too linear in both choices and exploration. All the weapons and armors are overpowered or glitched, making the game un-entertaining. The enemies was somewhat cool, with the Crimson Dragoons and the Chimera Tanks being my favorites. It was a little fun to lead your own squad, although it became redundant after a while. The characters were under-devoloped to me, and the Covert-Ops perks was just dissapointing.

I did find it visually satisfying, because it was such a contrast to the wasteland. It was also nice that the Outcasts now have a quest, since I liked them in the vanilla-game. I did enjoy the fact that you actually got an end-boss with high health and power here, unlike the so-called "end-boss" in the vanilla-game.

I really hated the fact that you got blinking suspensers to boost up your health and ammo. It just felt unrealistic and very stereotypically First Person Shooter. And that's all I have to say about that. Overall, it felt too linear for a Fallout game, and the rewards were not that good either.

This post is not as deeply analyzing as the first is, because this is all just my opinion :P --KillerIsMe 13:02, 24 August 2009 (UTC)

Tedjuh10's summary
First off, great summaries. I enjoyed reading them. Now, for my list:

1. Point Lookout -; Heading on a boat to an unknown island... When arrived, it was great to see that beginning cut-scene showing the empty piers and huge area - I couldn't wait to explore. Meeting the first character; the boatman (actually, you first meet the lady, but I don't count her) he had something... odd about him. Giving me a feeling of... mmm... I'm gonna' hear more about you. Second off, you see that mansion... Awesome! Walking inside, you get a - I hated him - ghoul that is... pissed off. You head into the mansion and you get overrun by Tribals. Awesome, coming through the doors, windows, holes... Required some great scripting experience. It looked truly great. Going further into the quest line, you meet several characters, all in-depth, and that's whay I really enjoy. You could really feel the surrounding... It's quest where great - awesome to get after that Chinese agent, find him dead... finishing his job... getting locked inside a trap... Awesome. Great armour, great weapons, dum-ass enemies. And some awesome hallucinations, like that ghoul that was invincible... gave me the creeps. Seeing the Ghoul's mansion blow up... great... except for the professor brain... they shouldn't have put a brain in it. Overall:

Graphics - 8/10 Scripting - 8/10 Storyline - 7/10 Balancing - 7/10 New items, sidequests - 8/10 Overall - ±7.8 (I'd say a 8/10 if I could only give one score).

2. Broken Steel -; What else to say... great characters, good storyline, good new weapons, great that the level cap is raised. However, I think that Bethesda mostly created this one because people wanted a higher level cap and play after the main questline, and that just... makes it less. The graphics where great, seeing the troop crawler blow up, Liberty Prime again... That was amazing to see. I also liked the characters, a ghoul with a wig... and when you talk to him he's just the way he looks like. Weapons are good, but it's a bit unbalanced, monsters are to strong, Fawkes gets unkillable... But it wasn't bad...

Graphics - 8/10 Scripting - 7/10 Storyline - 8/10 Balancing - 6/10 New items, sidequests - 8/10 Overall - ± 7,5

3. The Pitt -; Storyline wasn't bad... You start of as a slave, and many decisions, allowing a balanced Good-Evil karma. There could've been some more enemies, and they could've been some stronger. Also, I didn't like the steel ingots, without a guide, it's impossible to find them all. I had to do it all over again because I missed óne. I liked the graphics too... It really shows a hierachy between the downtown, uptown, etc.

Graphics - 7/10 Scripting - 6/10 Storyline - 7/10 Balancing - 7/10 New items, sidequests - 7/10 Overall - ± 7,8

4. Operation:Anchorage -; It wasn't great... But it wasn't thát bad either. It was far too linear, to few choises, but also some hell of a scripting. Killing the Chinese, blowing up the fuel deposits, Chimerae thanks, it shows some great graphics. The new weapons were good too, but to few armour. Reasonable storyline... I haven't much to say about it.

Graphics - 8/10 Scripting - 7/10 Storyline - 5/10 Balancing - 6/10 New items, sidequests - 6/10 Overall - ±6.4

5. Mothership Zeta -; I thought this one would be great. But it was really disapointing. ALIENS?! Didn't like that at all... Far too linear... Unbalanced, great graphics btw... Good characters, but I really hated doing it. Stupid that you can't get in the ship after storyline... I hated to get those recordings... One word; DON'T BUY IT!

Graphics - 8/10 Scripting - 7/10 Storyline - 4/10 Balancing - 5/10 New items, sidequests - 6/10 Overall - My opinion: 4,8/10, Numbers, ± 6,2 Mark (Tedjuh10) - Talk 13:58, 24 August 2009 (UTC)