Reviews from

in the past


without a doubt one of the worst pieces of media ever created. no rating. i refuse.

Cool looking area with a good quest and twists + having the ammo press is nice.

The level design is annoying to navigate through

The Pitt isn't necessarily an underrated gem of the Bethesda DLC canon, as tons of people sing praises towards this add-on's excellent handling of atmosphere and location-crafting.

So I caution myself before I tell people that this thing is an overlooked gem. In truth, The Pitt is a good DLC. Almost bordering on great even, but after multiple playthroughs I am starting to get just a LIIIITTLE exhausted with this thing lol.

But first, I have to clarify that I am absolutely in love with post-apocalyptic Pittsburgh as a location and the lore behind the slaver boss Asher. Locations such as the steelyard, the main factory, the bridge leading into The Pitt, and Haven are unforgettable. Seriously, I believe that the best part of this DLC is simply walking through it all.

The actual gameplay side of things is where this thing tends to fall apart. If you look at the narrative's sequence of events from a bird's-eye-view, you can start to realize just how... bare-bones this DLC's plot really is. In an attempt to pad-out the runtime of this DLC, BGS introduced the aforementioned location of the Steelyard.

The Steelyard is a point of contention for Fallout fans. Some love the rewards it gives players for dilligently collecting all steel ingots, while others find it boring and a slog to get through.

I tended to fall into the camp of the former. But after playing this DLC for like... the seventh time? I am SICK and TIRED OF IT! lol

The gear is cool to have, and in every TTW playthrough I make it a point to collect as much unique pieces of gear as possible, but I have rarely, if ever, used the weapons from The Pitt back in the maingame. Maybe besides the auto-axe that ignores DT and DR. But the armor, and the guns? Kinda useless.

But when you're in this DLC, it's so much fun. The location of The Pitt is second to Point Lookout as my favorite in-game location within Fo3, and its strides in creating atmosphere cannot be ignored. But as for a very, VERY basic sequence-of-events in the narrative and an annoying steelyard to scour, The Pitt ends up just as a good DLC.

i really enjoyed this one better than operation anchoridge dlc

Pretty cool aesthetically and narrative wise it is interesting enough but the execution falls flat, especially near the end and the I literally beat it all in a little bit more than a singular hour, which is inexcusable.

You don't really learn a lot of the motives well enough to have a strong enough opinion to help the slaves or Ashur. They both claim to be able to use the cure The Pitt but they just kinda say each opposing side is lying and leave it at that. It's lazy as fuck writing in typical Bethesda faction.

What made me the most irrationally annoyed was I decided to side with Ashur because I hadn't before and afterwards the game literally said

"Medical research from The Pitt has improved your life. Just try not to think what it costs others."

Like are you fucking kidding me? LOL. That's some Fallout: Frontier level writing but the whole binary good vs bad karma is an entirely different can of worms of why it hurts Fallout 3 so bad.


Better than Operation Anchoridge! 

This review contains spoilers

As seems to be a growing theme with the Fallout 3 DLC (and the game itself), there seems to be a really strong base that was created, only to be let down by the details later on.
This expansion deals with the question "what is the cost of freedom, and is it worth that price", or at least that's what it tries to raise. The atmosphere is wonderfully crafted as you enter the Pitt, with the game informing you that there's no turning back over the course of the DLC, and once you exit the tunnel you find yourself at odds with raiders fighting your way into the slave camps. Once at the gate, past the point you give up your weapons you feel alone and cautious... until you do one singular mission, have an entire arsenal and are able to complete the rest of the DLC with triviality. The main question posed, "Is it alright to kidnap a child to cure a disease and free slaves" thinks it's smarter than it is. It reads as one of the lesser Original Series Star Trek episodes - which considering how the Enclave is treated in the main story, is not much of a surprise.

I enjoyed much of this DLC, but it's much shorter than it needed to be, and was lacking on the emotions that should've been such an easy win for the set-up that was created.

This review contains spoilers

The best DLC of Fallout 3 without a doubt. It had really good ideas of what it wanted to be but the execution of it was sloppy at best. Also the dlc is incredibly short having only 3/4 zones (depending on ur story choices) to explore and really boring collectibles as a way to extend the playtime of it.

The most Fallout feeling DLC, bar none. As soon as you emerge from the train tunnel and see those smoking towers while also hearing the ambience you know you're in for something special.

Finding all 100 ingots is also really enjoyable as the Steelyard makes heavy use of verticality and hidden areas; the rewards are also really good (The Tribal Armor being a standout)

Ashur is an extremely interesting character, and not necessarily evil. The DLC does have some interesting moral dilemmas in it too.

Honestly my only complaint is that it's extremely short. I would've loved this questline to go on for a few quests longer.

This shit like actually rocks. Easily the best Fallout 3 DLC.

Love the setting and atmosphere, story is nice, but the characters are really unmemorable. + It really felt like I was at a Pittsburgh Penguins game :D:D

A fun piece of Fallout DLC that doesn't overstay its welcome. The Trogs are terrifying but relatively , the arena is a fun but brief concept, the auto axe is a fun weapon, and the story is simple but compelling. Great atmosphere.

had a mandela effect with the dlc where i thought you could eat the baby but it turns out you can’t???? i actually thought i remembered that you COULD eat the baby? and i specifically remember that option showing up

I have a soft spot for this DLC, but replaying it now many years later I'm kind of disappointed. It's very short, and it feels rushed. The story is interesting at first, but ends up being very anticlimactic. I do adore the look and feel of it though. The areas look super cool and grimy, I'd say it even rivals the base games Capital Wasteland in disgustiness. It also has some of the cooler looking armor sets in the game.
I also kind of love the idea of a Brotherhood of Steel paladin getting left behind to die, and then proceeding to take over an entire city. Overall a decent DLC, but lacking in content. I'd love to see them revisit The Pitt later in the series. (I know it's in Fallout 76, but I've heard it's pretty sucky)

very confusing level design and you can kidnap a baby, pretty cool.

Great art direction and a fun area to play around with.

I do not have much to say here. I enjoyed it, do not really understand everyone's obsession with it, but respect that its good.

Though i will be the first one to say bad things about Bethesda's Fallout more often than not, i must admit that The Pitt is as good as F3 gets in its world and story, definitely my favorite part of the game, memorable events, locations, and characters... and a very interesting ending depending on the choice you make.

I'm going to keep this review brief, considering how little I have to say about it. I'll start with the positives: the atmosphere and steelyard. I personally love the atmosphere of Fallout 3's Capital Wasteland, and I think Bethesda absolutely killed it with The Pitt. The smokestacks and impressive destroyed bridge to enter was incredible. Similarly, the steelyard had such great scale and design. I think the verticality and exploration were great in the little time I spent in it, searching for the many steel bars scattered throughout. However, sadly, that is where the positives end for me. The story was so rushed, though that could also partially be attributed to my over-leveled character. I was not forced to interact much with the world at the beginning, because my character had 100 in unarmed and could simply punch out the opponents in the arena. Still, it could definitely have done with another few missions, where they could have fleshed out Ashur as a character. In conclusion, I think The Pitt was many, many steps above Operation: Anchorage, but just lacked in its story compared to many of New Vegas' DLCs. I sincerely hope the tone and atmosphere of The Pitt can be put into Fallout 5 (when it releases within the next millenium), just with a superior story and gameplay.

Its very linear and scripted but out of all content in fallout 3 this is probably the most interesting one

Let us eat the baby, you cowards!!

The Pitt is a solid DLC though a bit short and buggy. It does have so great new weapons to play with, and though nothings as OP as the stealth armor from OA, the Infiltrator is a fantastic gun.


Adore the setting the most fallout fallout three has felt. Like this was so atmospheric and is now my second favourite fallout dlc location ever. Some great choices with no good or bad side. But why is this like under two hours in length.

pretty good honestly and has more meaningful decisions than anything else in the main story

Decently fun side story with a setting that (ironically) feels like a breath of fresh air after twenty hours of staring at the green Capital Wasteland. But I feel as though liberating the slaves led to a less interesting outcome, since I had to kill so many named raider NPCs on my way out. Feels like I potentially missed out on a handful of side quests. Oh well, maybe next time.

A pleasant DLC for Fallout 3, but it doesn't tell a compelling story you would expect from Fallout.