Friday, December 6, 2013

MadCap's Game Reviews - "Fallout 3: The Pitt"



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Closing the book on Fallout 3...heading to Steel City...
The Capital Wasteland…all that remains of Washington, D.C. in the echo of atomic fire that rained down from the skies like the hammer of God Himself.  Now, two centuries after the fact, there are terrible mutations. Vicious beasts.  Man killing man for only scraps of food and shelter…slavers criss-crossing the Wastes to shackle their brothers in Slavery.  Great powers that seek to reshape the whole of the world in their image, whether those within it like it or not.  Definitely sounds like the worst place on Earth, right?

Not quite…

Far to the north of the Capital Wasteland lies the Pitt.  Pittsburgh was not a city touched by the bombs dropping on America, though anyone who catches sight of the place may see that as more of a curse than a blessing.  Meeting the Allegheny, Monongahela, and Ohio rivers, Pittsburgh was flooded with radiation that would affect the citizens of the city for the centuries to come.  In the twenty years before Fallout 3 takes place, our dear friends at the Brotherhood of Steel spearheaded a campaign through the city, wiping out the original Raiders there in a bloody event known as “the Scourge”.

One member of the Brotherhood, however, remained after a terrible accident wherein the Brotherhood left him for dead.  Ashur became Lord of the Pitt - even worshiped as a God by some - and began building an army of Raiders as he sought a cure for the Pitt’s inhabitants…and created a regime that may soon be overthrown by his disgruntled people.

The story picks up with a new player (or a reloaded player) getting a distress signal from a man named Wernher, who will claim to want the player character’s help in retrieving a cure for the disease plaguing the citizens of the Pitt.  To do that, however, the player must bring themselves into slavery…and work their way up.  From working in the Steelyards, to fighting in the Hole – the Pitt’s gladiatorial arena – for a place among Ashur’s Raiders, to coming face to face with the truth behind the entire mess.

Really, I can credit The Pitt for its atmosphere, its unique weaponry, and its brand new addition to the Fallout bestiary, but it really shines through in one respect:  moral choice.  This isn’t like Fable, where your choices are either all good or all bad, either.  You really have a dilemma and can feel some actual weight hanging on to your choice.  And, in the end, you can’t ever really be sure if you made the right choice.  Or even if there is a right choice.  But, I’ll get to that more later.

As I said, good atmosphere.  The Pitt really does feel like a terrible place under oppression where no one has hope.  The city is a broken, sundered shell of the great city that Pittsburgh used to be.  Even Ashur’s speech to the inhabitants of the Pitt at the very beginning seems almost as though it’s supposed to be taken ironically (though it is certainly not his intention, as we find out).  He speaks of how they are the envy of so many other factions out in the Wasteland…though not even his own people are ones you could tell it by.  It feels hopeless, terrible, and it’s very jarring to see if you’ve really played around in the Capital Wasteland.  Just the knowledge that, if a place like the Pitt can exist, what other places in the world could have gotten even worse?

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The Next Phase of Human Evolution?
But, as per Wernher’s plan, you have to rise through the ranks and earn the trust of Ashur.  This is easier said than does, as it requires you to move through the Steelyards gathering Ingots, and it is here that you will meet the nasty pest that plagues the Pitt:  The Trogs.  They are the final result of the disease that has the entire Pitt crippled in fear.  Humans, regressed to only the basest of instincts and become like their Neanderthal ancestors.  The people fear that they will become such creatures…provided that the Pitt doesn’t kill them first.

Nasty little things that look like skinned humans, you can pretty much just take them out with a few shots or – for those of you with some love of gore in your heart, you can try out a new, unique form of weapon that The Pitt offers you.

The Auto-Axe (and two unique variations on it) offer you all the power of a chainsaw but SUPER CHARGED!!!  Just press and hold the attack trigger as you face your target and watch them be eviscerated in a wonderfully over the top gory mess!  The Auto-Axe is a great weapon, largely because any living thing that gets caught in it is pretty screwed from the moment that motor goes “vroom vroom”.  The Trogs in particular go down pretty easily when you put them to it, and the skills you acquire with it in the Steelyards will be useful once you qualify for the second phase of your time in the Pitt.

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Wanna be a walking tornado of gore? Look no further!
Once you collect ten Steel ingots, your player qualifies to enter “the Hole” (no, not that one or these), an arena where you must fight in order to survive.  This is good stuff, harkening back to some of the original Fallout’s influences – such as Escape from New York and Mad Max.  So, in order to get Beyond Thunderdome, the player has to compete in some matches.  The first few against fellow slaves, then against two famed gladiators in a 2 on 1 fight, and finally the Champion of the Hole.  A bonus to these, of course, is that the player is allowed to loot their fallen enemies after fights (unlike the Arena fights in Oblivion).  Pro tip for anyone specializing in Unarmed, you can pick up a Deathclaw Gauntlet here early on if you manage to win.
But after becoming the Champion of the Hole (it’s as dirty as it sounds), you get all the equipment you lost in your enslavement and can head into Haven, the headquarters of Ashur and be inducted into his gang.  When you meet Ashur, he’s definitely not a bad guy.  Far from it, he’s very warm and welcome and very dedicated to trying to find a cure for his people.  Much like Elder Lyons back south, Ashur wants to help people.  He is even distasteful of the idea of slavery, but has given in to it in order to build up his forces.  He got married, had a child by his wife…

His child, named Marie, who is completely immune to the mutations of the Pitt.

And herein, we have the moral dilemma I spoke of.  This is a child, barely a year old, and she is the "cure" that Wernher spoke of. You can talk with her parents, and learn that while they haven’t developed a cure yet, they are very hopeful.  But there’s nothing definite yet…something that Wernher won’t listen to, should you choose not to take the child to him. But that’s where I think this DLC really shines and I think represents some good theming within the Fallout universe.

In the end, the Pitt poses – at least to my mind- a simple question:  What is better? Hope or freedom?
There is no guarantee that a cure can be developed from Marie that much is made clear to us.  But Sandra, her mother, remains hopeful as the research is proving positive.  It’s even said that Marie is their little miracle, their hope for the future of the Pitt.  Would she be the same thing in the hands of Wernher and his cohorts? If Wernher were given that child and Ashur killed, his regime broken, would the Pitt be better off for it? Make no mistake, Ashur’s system is rather deplorable, but he makes clear that he has no intention of letting it continue on.

So, do the people of the Pitt suffer a little while longer, whilst Ashur and Sandra attempt to synthesize a cure? Or do they rebel, take back their freedom…and almost assuredly destroy that hope?

We don’t get an answer in game, of course.  The player is made a lieutenant of either Ashur or Wernher (depending on who ends up in charge when the smoke clears), gets access to a handy little ammo press that turns scrap metal into pretty much any ammunition you’d want, Ashur’s power armor (not too bad, very gritty and beat up, and thus indicative of where it has been for the past two decades), and can come and go as they please from the Pitt.  But, in the end, the fate of so many people rests in the hands of the Lone Wanderer. Both sides come with a price, but just which is the lesser of two evils?

Hope or freedom? And I think, in a way, it’s reflective of the whole of Fallout.  The world is a crapsack one, the glass half full at best (and even that is a stretch), and there are so few things that are good in it.  Is the world so jaded that even hope is something that people in such a situation would cast away for freedom of self? On the other side of the coin, is it right to enslave people by hold the bright lure of such hope before them?

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Dawn over a city of free...or slaves?
It’s a question that only we can answer…for better or for worse.

The Pitt is available from Bethesda Softworks and Bethesda Game Studios and is available for download for Xbox 360, PS3, and PC. 

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