Monday, August 3rd 2009
Mothership Zeta was the most intriguing DLC that I was looking forward to. I enjoyed the premise. You get abducted by aliens and you have to find a way back. Honestly that's pretty much it.
Many have discovered in vanilla Fallout 3 the downed recon spacecraft. Alongside the craft, there was distinct alien chatter and a dead alien with an alien blaster. I found this to be one of the creepiest moments in the game. Seeing a downed alien, and just knowing that there's an entire alien race that must be aware of our existence. We know they're intelligent, and that's it. Who knows what they're planning?
So this time, with Mothership Zeta installed, you visit that same downed spacecraft and you get abducted. You are somehow experimented on (you blackout at this time) and you awaken in a cell with another human from the capital wasteland. You work together with a small handful of other humans and eventually overtake and destroy your captors.
Obviously your enemies are alien grunts. Along them are some failed experiments and some robots. Your new arsenal will include a couple alien blasters, and a big devastator held by the robots. The only new location is the spaceship that you'd abducted to.
Now, I was really looking forward to exploring this ship, but I was sadly disappointed. All the hallways look the same. There's the same visual flair wherever you go, and there isn't much place for variety.
There was one section where you spacewalk. I was very excited by this, looking for a change in physics and whatnot. Unfortunately, the spacewalk section is very short, very uneventful, and feels just the same as walking anywhere else. There isn't any hi-jumping or slower movements. It's a bit saddening.
There was no optional sidequests and nothing that would make you want to play through again. No moral decisions, nothing. To me, that puts this DLC on par with Operation Anchorage. Granted I buy all the DLC anyway cause I'm a Fallout ho of sorts. This was just a disappointing note to end the Fallout 3 DLC on. It felt rushed, and fails to live up to the expectations of Broken Steel and Point Lookout.
A farewell to Fallout 3; Mothership Zeta
Whelp, the final Fallout 3 DLC is out, and I have beaten it.Mothership Zeta was the most intriguing DLC that I was looking forward to. I enjoyed the premise. You get abducted by aliens and you have to find a way back. Honestly that's pretty much it.
Many have discovered in vanilla Fallout 3 the downed recon spacecraft. Alongside the craft, there was distinct alien chatter and a dead alien with an alien blaster. I found this to be one of the creepiest moments in the game. Seeing a downed alien, and just knowing that there's an entire alien race that must be aware of our existence. We know they're intelligent, and that's it. Who knows what they're planning?
So this time, with Mothership Zeta installed, you visit that same downed spacecraft and you get abducted. You are somehow experimented on (you blackout at this time) and you awaken in a cell with another human from the capital wasteland. You work together with a small handful of other humans and eventually overtake and destroy your captors.
Obviously your enemies are alien grunts. Along them are some failed experiments and some robots. Your new arsenal will include a couple alien blasters, and a big devastator held by the robots. The only new location is the spaceship that you'd abducted to.
Now, I was really looking forward to exploring this ship, but I was sadly disappointed. All the hallways look the same. There's the same visual flair wherever you go, and there isn't much place for variety.
There was one section where you spacewalk. I was very excited by this, looking for a change in physics and whatnot. Unfortunately, the spacewalk section is very short, very uneventful, and feels just the same as walking anywhere else. There isn't any hi-jumping or slower movements. It's a bit saddening.
There was no optional sidequests and nothing that would make you want to play through again. No moral decisions, nothing. To me, that puts this DLC on par with Operation Anchorage. Granted I buy all the DLC anyway cause I'm a Fallout ho of sorts. This was just a disappointing note to end the Fallout 3 DLC on. It felt rushed, and fails to live up to the expectations of Broken Steel and Point Lookout.
- Posted: 8/3/2009 5:08 pm
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Comments
What's the order from best to worst?
Point Lookout would be my next choice. New enemies, huge new location, numerous sidequests, moral decisions, and a really cool trippy section where you hallucinate.
The Pitt probably had the most interesting storyline for me. I loved the new location (steel mills), and it faced you with an extreme moral decision at the end. There wasn't really a ton of sidequests, but the whole journey was a treat, and felt very Thunderdome at parts. Plus the autoaxe is just awesome.
Finally, like I said before, it's pretty much a tie between Operation Anchorage and Mothership Zeta. Very linear, no real sidequests, but a nice change of scenery. Mothership Zeta just had so much potential to be epic. But you never even once understand what the aliens are talking about, what it is exactly that they want, or anything. There is no impact in the wasteland as a result of your actions. Sure you "save the world", but you get nothing to show for it. At least Operation Anchorage was self-aware by making the entire thing a simulation, PLUS it was the first ever Fallout DLC, so it can be forgiven in many ways. At least you got to bring back some really cool indestructible armor when you left.