Welcome to Empire City, a place where disease-ridden gangsters and psychic hobos rule the streets. You’re Cole McGrath, bike courier cum electric dynamo, and you have the power to save the city or bend to your will.
InFamous is a game that opens with a bang (literally), and never stops coming at you, a relentless assault of lightning and open-world free running. In a story heavily inspired by the comic book genre (Batman: No Man’s Land in particular), you play the aforementioned Cole McGrath, who develops electricity based super powers after being caught at the center of a massive explosion that wipes out six city blocks and plunges Empire City back to the stone ages. Armed gangs roam the streets, and the government has locked the place down, basically leaving the city to collapse upon itself.
As a natural consequence of having super powers, you are forced into the middle of the situation by a shadowy FBI agent named Moya, who turns you into a glorified errand boy. She tasks you with two main goals: finding her husband, John, who was deep undercover with a group known as the First Sons, and locating the Ray Sphere, the device that gave you your powers.
To that end, you’re given free reign over three separate districts of the city, which open up consecutively as you progress along the story mode. In each section of Empire, you can go where you please, jumping over rooftops and scampering along power lines. The platforming in inFamous is incredibly intuitive. You never question whether or not you’re going to make a jump; unless you do something boneheaded like leap into the river, Cole will always find his feet planted on firm ground. Scaling buildings is effortless and later in the game Cole will gain the ability to grind along power lines and train rails, and hold himself aloft for a short time with a hovering ability. Cole doesn’t take fall damage, either, so feel free to hurl him off every building you can see.
In addition to being a skilled urban explorer, Cole can also hold his own against the myriad gangs fighting for control of Empire. Starting with a basic lightning shot from his hand, Cole can develop more and more impressive techniques as the game goes on. These powers are gained by restoring electricity to sections of Empire, and can be leveled up by using the exp you gain from defeating enemies. Cole’s lighting powers develop along two lines, which is in keeping with the moral choice system of this game. Good players will find that their powers are more precise and even restore some of your electric charge, while Infamous players will experience “Unlimited Power!” as a certain creepy galactic emperor would say.
But power doesn’t come without temptation. At several points in the game, you will be confronted with the option of either having Cole take the moral high road and use his powers for good, or to indulge in his baser instincts. The karmic choice system in this game is very black and white, and basically serves as a mechanism for making you play inFamous twice through, once good and once evil. Whichever path you go down gives you a different set of perks, as mentioned above. While the game will occasionally break flow and make you tackle a moral quandary, you can also perform acts for good or ill while you're running about Empire City. If you heal pedestrians with your defibrillator ability or restrain enemies with lightning manacles, you gain exp and good karma points. Conversely, if you kill downed opponents and suck the bio-energy from pedestrians and villains alike (a nasty looking but effective way to refill you juice meter), you’ll be well on your way to being universally reviled. The karmic choice mechanism is central to the game’s story, but it will feel a bit silly on occasion. As long as you’re willing to take it tongue-in-cheek, it shouldn’t disrupt your experience too much.
InFamous is a very well put together product, and the team at Sucker Punch should be proud of themselves. Solid controls, a good gameplay hook and fun combat all combine to make inFamous a sure-fire winner. A must buy for any PS3 owner, inFamous will give you the guaranteed shock-and-awe of a summer blockbuster.
Monday, June 15, 2009
Tuesday, June 2, 2009
Microsoft Part 2: Technological Transgressions
Aside from a metric ass-tonne of game announcements, Microsoft also strutted their software integration stuff and revealed a whole bunch of new innovations for the LIVE interface ranging from Twitter to a full body motion sensor.
In addition to Net Flix, Microsoft announced that they are proud to present the incorporation of Facebook and Twitter to X Box LIVE, adding unique social networking to those who aren’t that socially adept anyways. Adding the ability to Tweet and check your Facebook is a natural evolution for Microsoft’s online service; most people are already Tweeting to their LIVE friends anyways. If only the Zune had something to do with all this on the go status extravaganza.
Last.fm and SKY were also announced as partners in the newest LIVE venture, so you can listen to music through your X Box, and catch football matches with SKY in the UK. Neat stuff that comes packaged for Gold users, so you won’t have to pay an additional fee.
Finally, Microsoft brought out the proverbial big guns for their final announcement. Venerable director Steven Spielberg to the stage to talk about Project Natal, Microsoft’s answer to motion control; but this isn’t about waving a dongle around, oh no. Natal is a full-body motion detector with included voice and facial recognition software. Much like Tony Hawk’s ride board will let you translate your body movements into on-screen action, Natal does much the same thing without the need for any peripheral besides a small-ish sensor that gets attached to your X Box.
This thing is seriously impressive. Like I mentioned above, Natal appears to need nothing more than a sensor mounted in front of your TV. It reads your body movements, and translates them smoothly onto the screen. This will have a lot of interesting applications for games that require a bit more physicality than your standard video game fare. Games usually require an extra peripheral for things beyond button inputs, like Tony Hawk Ride or Wii Fit. If Natal is a success, then not only will the number of plastic play-things in your average gamer’s house reduce, but it may bring additional customers into the fold, those who are intimidated by the average gamepad.
I’m sure that Natal is a while away from being a fully realised product, but it seems to be heading in the right direction. Only time will tell for this new innovation, but for now, I’ll stick with my controller.
In addition to Net Flix, Microsoft announced that they are proud to present the incorporation of Facebook and Twitter to X Box LIVE, adding unique social networking to those who aren’t that socially adept anyways. Adding the ability to Tweet and check your Facebook is a natural evolution for Microsoft’s online service; most people are already Tweeting to their LIVE friends anyways. If only the Zune had something to do with all this on the go status extravaganza.
Last.fm and SKY were also announced as partners in the newest LIVE venture, so you can listen to music through your X Box, and catch football matches with SKY in the UK. Neat stuff that comes packaged for Gold users, so you won’t have to pay an additional fee.
Finally, Microsoft brought out the proverbial big guns for their final announcement. Venerable director Steven Spielberg to the stage to talk about Project Natal, Microsoft’s answer to motion control; but this isn’t about waving a dongle around, oh no. Natal is a full-body motion detector with included voice and facial recognition software. Much like Tony Hawk’s ride board will let you translate your body movements into on-screen action, Natal does much the same thing without the need for any peripheral besides a small-ish sensor that gets attached to your X Box.
This thing is seriously impressive. Like I mentioned above, Natal appears to need nothing more than a sensor mounted in front of your TV. It reads your body movements, and translates them smoothly onto the screen. This will have a lot of interesting applications for games that require a bit more physicality than your standard video game fare. Games usually require an extra peripheral for things beyond button inputs, like Tony Hawk Ride or Wii Fit. If Natal is a success, then not only will the number of plastic play-things in your average gamer’s house reduce, but it may bring additional customers into the fold, those who are intimidated by the average gamepad.
I’m sure that Natal is a while away from being a fully realised product, but it seems to be heading in the right direction. Only time will tell for this new innovation, but for now, I’ll stick with my controller.
Monday, June 1, 2009
Microsoft's E3 Press Conference Part One: To All The Games I've Loved Before
Microsoft’s E3 press conference has come and gone, and what an event it was. In what turned out to be a star-studded journey down a magnificent lane of computerized entertainment, Microsoft set the bar incredibly high for Sony and Nintendo.
No charts or graphs this year, just a straight up bevy of game announcements from a procession of companies ranging from UbiSoft to Bungie, and even a sneak appearance by Hideo Kojima.
First on the gravy train was to be the announcement of Beatles Rockband, and who better to announce it than Ringo Starr and Paul McCartney? The game looks pretty good, playing on the myriad sets of imagery used by the Beatles throughout their long career. Over 45 classic Beatles songs will be featured on the disk, and some more coming to X Box LIVE.
For Rockband enthusiasts, this was certainly an exciting announcement. I’ve never been a big fan of the Beatles, but I can see why their appeal is so large and multi-generational.
After the Beatles made their announcement, skateboard poster child (man) Tony Hawk took the stage to describe how the next game bearing his name in it – Tony Hawk: Ride – is going to revolutionize skating games. To that effect, he demonstrated Ride’s motion control board, which will probably function a lot like the Wii Fit board. In essence, it will be like actual skateboarding, but without the risk of either breaking several bones or getting laughed at by teenagers. Whether or not this will breathe new life into the Tony Hawk series remains to be seen, but I can imagine that this game will not be cheap. Prepare to shell out some cash for the opportunity to get the closest to physical activity that Tony Hawk fans have ever come.
A couple developers from Infinity Ward hit the stage to show off Modern Warfare Two, which consisted of scaling a cliff with ice picks, using a UAV radar attached to a rifle, and firing your pistol “derty” style while riding a snow-mobile. If IF’s success with Modern Warfare one is any indication, this game is going to sell like hotcakes. Hopefully, they’ll change it up enough that it doesn’t feel like MW 1 with a few minor changes.
Final Fantasy Thirteen, announced last year amid much hullabaloo, is going to hit in Spring 2010. No surprise there.
After a couple X Box LIVE Arcade announcements, Microsoft revealed that Ruffian Games (who said that they were not working on Crackdown 2) is – surprise - working on Crackdown 2. Crackdown one was a massive hit among the “hardcore”, and Crackdown 2 looks to be a further extension of what fans loved about the first one. Unfortunetly, it’s following a current trend for open world games to have some sort of zombie/hideous monster plague hit the city. Maybe being a super-cop will be enough to off-set it, but I doubt that you really need to add a zombie disease to make your game feel innovative.
Left 4 Dead 2 was announced, being set in the southwest of the United States. No idea why this is a full game; it would have probably made more sense for this to be branded as Left 4 Dead: Ragin’ Cajun expansion or something. Valve is adding melee weapons this time around, including the ever-requested chainsaw.
Splinter Cell: Conviction, after being stuck in development hell (it was rumoured that a team of “closers” were brought in to get this game back on track), made an appearance with a brand new look for the game. This is definitely a Sam Fisher who’s out for revenge, and it features some sweet objective update interfaces. At one point in the trailer, “Find Sarah’s Killer” popped up on the wall as a reminder of what your ultimate goal is. Pretty slick, and marks a definitive change in the HUD heavy Splinter Cell games of the past.
Next, Bungie story crafter Joe Staten took the stage to give the world its first look at Halo 3: ODST, and does it look fantastic. Instead of playing a SPARTAN super-soldier, you take on the role of the “Rookie”, an Orbital Drop Shock Trooper, who are basically the far-future equivalent of Seal Team Six or Delta Force.
After ODST “dropped”, Bungie also revealed that they are working on Halo: Reach, a prequel of sorts. The novel Fall of Reach chronicled what happened before the events of Halo: Combat Evolved, so one could assume that this is the interactive entertainment retelling of that story. It hits in 2010, however, so we have a lot of time to see how it will develop.
Then, Hideo Kojima, developer of the Metal Gear Solid series took to the stage to announce that he was proud to bring his venerable series to the X Box 360. Nothing much was revealed about the game besides the fact that development is currently taking place, and it is going to star Raiden, girly man turned cyborg ninja from Metal Gear 4.
As excited as many people are to see the Metal Gear franchise finally make the jump to the 360, I doubt that many of the “purists” are excited about playing as Raiden, who is infamous for stealing the spotlight from series star Solid Snake in Metal Gear 2.
All in all, Microsoft revealed a very impressive line up for the coming holiday season and beyond. They also revealed a whole bunch of technological improvements for the LIVE interface, which I’ll discuss in part two of my Microsoft E3 breakdown.
No charts or graphs this year, just a straight up bevy of game announcements from a procession of companies ranging from UbiSoft to Bungie, and even a sneak appearance by Hideo Kojima.
First on the gravy train was to be the announcement of Beatles Rockband, and who better to announce it than Ringo Starr and Paul McCartney? The game looks pretty good, playing on the myriad sets of imagery used by the Beatles throughout their long career. Over 45 classic Beatles songs will be featured on the disk, and some more coming to X Box LIVE.
For Rockband enthusiasts, this was certainly an exciting announcement. I’ve never been a big fan of the Beatles, but I can see why their appeal is so large and multi-generational.
After the Beatles made their announcement, skateboard poster child (man) Tony Hawk took the stage to describe how the next game bearing his name in it – Tony Hawk: Ride – is going to revolutionize skating games. To that effect, he demonstrated Ride’s motion control board, which will probably function a lot like the Wii Fit board. In essence, it will be like actual skateboarding, but without the risk of either breaking several bones or getting laughed at by teenagers. Whether or not this will breathe new life into the Tony Hawk series remains to be seen, but I can imagine that this game will not be cheap. Prepare to shell out some cash for the opportunity to get the closest to physical activity that Tony Hawk fans have ever come.
A couple developers from Infinity Ward hit the stage to show off Modern Warfare Two, which consisted of scaling a cliff with ice picks, using a UAV radar attached to a rifle, and firing your pistol “derty” style while riding a snow-mobile. If IF’s success with Modern Warfare one is any indication, this game is going to sell like hotcakes. Hopefully, they’ll change it up enough that it doesn’t feel like MW 1 with a few minor changes.
Final Fantasy Thirteen, announced last year amid much hullabaloo, is going to hit in Spring 2010. No surprise there.
After a couple X Box LIVE Arcade announcements, Microsoft revealed that Ruffian Games (who said that they were not working on Crackdown 2) is – surprise - working on Crackdown 2. Crackdown one was a massive hit among the “hardcore”, and Crackdown 2 looks to be a further extension of what fans loved about the first one. Unfortunetly, it’s following a current trend for open world games to have some sort of zombie/hideous monster plague hit the city. Maybe being a super-cop will be enough to off-set it, but I doubt that you really need to add a zombie disease to make your game feel innovative.
Left 4 Dead 2 was announced, being set in the southwest of the United States. No idea why this is a full game; it would have probably made more sense for this to be branded as Left 4 Dead: Ragin’ Cajun expansion or something. Valve is adding melee weapons this time around, including the ever-requested chainsaw.
Splinter Cell: Conviction, after being stuck in development hell (it was rumoured that a team of “closers” were brought in to get this game back on track), made an appearance with a brand new look for the game. This is definitely a Sam Fisher who’s out for revenge, and it features some sweet objective update interfaces. At one point in the trailer, “Find Sarah’s Killer” popped up on the wall as a reminder of what your ultimate goal is. Pretty slick, and marks a definitive change in the HUD heavy Splinter Cell games of the past.
Next, Bungie story crafter Joe Staten took the stage to give the world its first look at Halo 3: ODST, and does it look fantastic. Instead of playing a SPARTAN super-soldier, you take on the role of the “Rookie”, an Orbital Drop Shock Trooper, who are basically the far-future equivalent of Seal Team Six or Delta Force.
After ODST “dropped”, Bungie also revealed that they are working on Halo: Reach, a prequel of sorts. The novel Fall of Reach chronicled what happened before the events of Halo: Combat Evolved, so one could assume that this is the interactive entertainment retelling of that story. It hits in 2010, however, so we have a lot of time to see how it will develop.
Then, Hideo Kojima, developer of the Metal Gear Solid series took to the stage to announce that he was proud to bring his venerable series to the X Box 360. Nothing much was revealed about the game besides the fact that development is currently taking place, and it is going to star Raiden, girly man turned cyborg ninja from Metal Gear 4.
As excited as many people are to see the Metal Gear franchise finally make the jump to the 360, I doubt that many of the “purists” are excited about playing as Raiden, who is infamous for stealing the spotlight from series star Solid Snake in Metal Gear 2.
All in all, Microsoft revealed a very impressive line up for the coming holiday season and beyond. They also revealed a whole bunch of technological improvements for the LIVE interface, which I’ll discuss in part two of my Microsoft E3 breakdown.
Thursday, May 28, 2009
The Passenger 1.5
“Hi, you dumb mother-fucker.”
With that curse, the passenger lifted his pistol in a blurred motion, and snapped off a quick shot, which took the man in the door way in the head. As the man’s head snapped to the side, the shooter jumped off the ground, aimed toward the other four antagonists, and fired four more shots in quick succession.
Each shot took the intended target cleanly between the eyes, dropping them backwards as the dull thud of lifeless bodies punctuated the gunfire.
The reaction from the soldiers outside was immediate. Even before the last corpse had hit the pavement, a barrage of hot lead began perforating the Starbucks, tearing into decorations and patrons alike.
The passenger rolled out of his sitting position, and bolted for the rear exit. One customer was still standing in the middle of the shop, staring dumbstruck at the destruction raining around her. As the passenger passed her, he paused to push the woman down, away from the rain of fire.
“Get down, idiot!” The delay in saving the woman’s life enabled the gunmen outside to draw a bead on the passenger, and he pitched forward as a bullet passed straight through his arm just above the elbow.
Cursing a blue streak, he turned the tumble into a roll, trying to take away as much of the impact as possible from his wounded arm.
The passenger came to his feet, and shed his jacket. Blood streamed copiously from the wound in his arm, but he didn’t dare break his momentum. Just as he reached the back door to the alley behind the coffee shop, the door slammed shut in his face.
Rebounding off the solid wood door, the passenger hit the floor with a dull thud, and lay there groaning. Bullets whizzed over his head, shredding the various pieces of eclectic art that had been hanging on the wall, and utterly demolishing the pieces of furniture that had been scattered throughout the cafe.
The passenger took the time he had while he was on the ground to rip a strip off of his t-shirt and tie it in a tight knot around his elbow. With the flow of blood staunched, he began edging his way to the door. The gunfire had finally stopped, which meant that his attackers were going to try infiltrating the establishment for another look.
With that curse, the passenger lifted his pistol in a blurred motion, and snapped off a quick shot, which took the man in the door way in the head. As the man’s head snapped to the side, the shooter jumped off the ground, aimed toward the other four antagonists, and fired four more shots in quick succession.
Each shot took the intended target cleanly between the eyes, dropping them backwards as the dull thud of lifeless bodies punctuated the gunfire.
The reaction from the soldiers outside was immediate. Even before the last corpse had hit the pavement, a barrage of hot lead began perforating the Starbucks, tearing into decorations and patrons alike.
The passenger rolled out of his sitting position, and bolted for the rear exit. One customer was still standing in the middle of the shop, staring dumbstruck at the destruction raining around her. As the passenger passed her, he paused to push the woman down, away from the rain of fire.
“Get down, idiot!” The delay in saving the woman’s life enabled the gunmen outside to draw a bead on the passenger, and he pitched forward as a bullet passed straight through his arm just above the elbow.
Cursing a blue streak, he turned the tumble into a roll, trying to take away as much of the impact as possible from his wounded arm.
The passenger came to his feet, and shed his jacket. Blood streamed copiously from the wound in his arm, but he didn’t dare break his momentum. Just as he reached the back door to the alley behind the coffee shop, the door slammed shut in his face.
Rebounding off the solid wood door, the passenger hit the floor with a dull thud, and lay there groaning. Bullets whizzed over his head, shredding the various pieces of eclectic art that had been hanging on the wall, and utterly demolishing the pieces of furniture that had been scattered throughout the cafe.
The passenger took the time he had while he was on the ground to rip a strip off of his t-shirt and tie it in a tight knot around his elbow. With the flow of blood staunched, he began edging his way to the door. The gunfire had finally stopped, which meant that his attackers were going to try infiltrating the establishment for another look.
Tuesday, May 19, 2009
The Passenger, part 1
The window splintered inward with the force of the blast, decapitating the driver with large shards of glass. Even before the remains of the windshield had passed backwards from the driver’s compartment into the rest of the limo, the passenger in the back had already opened the door, and had hit the pavement running.
As the passenger ran towards the cover of a near-by Starbucks, his assailants adjusted for his sudden burst of movement, and began tracking a hail of destructive fire towards him. Rooster-tails began to kick up all around him, the impacts of bullets fired in a hurried attempt to mark the target.
Not even bothering to use the door to the building, the passenger hurled himself through the window, arms covering his head. The plate glass shattered with the force of his impact, giving way and allowing the passenger to tumble into the coffee shop and come to a rest at the foot of a table, where its inhabitants promptly jumped up, spilling their lattes onto the surface, causing the liquid to spill over onto the passenger, covering him with piping hot beverages.
The passenger rolled away from the table, back towards the shattered window, where he came to a low sitting position with his back towards the wall. Reaching into his latte covered jacket, he removed a black and olive hand gun and racked the slide. The gunfire coming from the street outside had stopped, so the man took a deep breath, and waited.
On the busy intersection, chaos reigned. Cars that had been caught in the initial attack were flipped onto their sides, windows blown out. The occupants still conscious inside their cars were screaming for help, but no one who had witnessed the ferocity of the strike were rushing out to assist. Far in the distance, sirens began to wail, announcing the imminent arrival of emergency services.
At the epicenter of the blast stood a smoking husk of a car, which trained observers would recognized as the cause of the explosion. When the car had detonated, it had been directly in front of the target limo, and had been designed to either immobilize or destroy the luxury vehicle.
A large trail of pock-marks stretched from the wrecked limo to the Starbucks, tracing the passenger’s flight into the shop.
Emerging from vantage points all around the blast radius, various figures clad in black paramilitary uniforms advanced cautiously towards the coffee house, readying their assault rifles. A group of five assailants posted up beside the door, opposite of where their target was currently taking refuge.
With a silent hand signal from his commander, the lead gunman lifted his rifle to shoulder height, and pressed the door open.
As the passenger ran towards the cover of a near-by Starbucks, his assailants adjusted for his sudden burst of movement, and began tracking a hail of destructive fire towards him. Rooster-tails began to kick up all around him, the impacts of bullets fired in a hurried attempt to mark the target.
Not even bothering to use the door to the building, the passenger hurled himself through the window, arms covering his head. The plate glass shattered with the force of his impact, giving way and allowing the passenger to tumble into the coffee shop and come to a rest at the foot of a table, where its inhabitants promptly jumped up, spilling their lattes onto the surface, causing the liquid to spill over onto the passenger, covering him with piping hot beverages.
The passenger rolled away from the table, back towards the shattered window, where he came to a low sitting position with his back towards the wall. Reaching into his latte covered jacket, he removed a black and olive hand gun and racked the slide. The gunfire coming from the street outside had stopped, so the man took a deep breath, and waited.
On the busy intersection, chaos reigned. Cars that had been caught in the initial attack were flipped onto their sides, windows blown out. The occupants still conscious inside their cars were screaming for help, but no one who had witnessed the ferocity of the strike were rushing out to assist. Far in the distance, sirens began to wail, announcing the imminent arrival of emergency services.
At the epicenter of the blast stood a smoking husk of a car, which trained observers would recognized as the cause of the explosion. When the car had detonated, it had been directly in front of the target limo, and had been designed to either immobilize or destroy the luxury vehicle.
A large trail of pock-marks stretched from the wrecked limo to the Starbucks, tracing the passenger’s flight into the shop.
Emerging from vantage points all around the blast radius, various figures clad in black paramilitary uniforms advanced cautiously towards the coffee house, readying their assault rifles. A group of five assailants posted up beside the door, opposite of where their target was currently taking refuge.
With a silent hand signal from his commander, the lead gunman lifted his rifle to shoulder height, and pressed the door open.
Monday, May 4, 2009
Self-Fulfilling Prophesy
Straight off the dome, words polished like chrome,
I’ll hit you where you live; my ideas will follow you home.
My words are my weapons, the internet my machine,
It's never ending, like a gossamer dream.
You’ll sit around, scratching your head, waiting for my next trick,
It’s coming at you soon, Max Becomes Electric.
I’ll hit you where you live; my ideas will follow you home.
My words are my weapons, the internet my machine,
It's never ending, like a gossamer dream.
You’ll sit around, scratching your head, waiting for my next trick,
It’s coming at you soon, Max Becomes Electric.
Tuesday, March 24, 2009
Pittfall
The second batch of Fallout 3 goodness was released today and... Oh, it looks like there’s an internet shitstorm calling for the blood of the Bethesda staff. It seems the English language version of Fallout 3: The Pitt for X Box LIVE is extremely messed up, with crashes, bugs and missing texture meshes abound. Fortunately for the higher class- i.e. PC players- The Pitt works fine.
The Pitt begins much the same way as Operation: Anchorage, in which you wait for a radio signal to appear on your Pip-Boy and follow a way point to the beginning location. There, Wherner, escaped slave, will enlist your help in sneaking into The Pitt (the remnants of Pittsburgh) and stealing a cure for the rampant mutation among The Pitt’s residents. On the way in, you slip into an unintentionally sexy slave uniform and have all your awesome weapons stripped away.
In order to maintain the facade that you’re just another dull-eyed worker, your co-conspirators have you collect iron ingots from the steelyards. Sounds easy, but the yards are full of mutated Trogs and Wildmen, beings who want nothing more than to tear you limb from limb. Thankfully, you get one of The Pitt’s new weapons, the Auto-Axe, to help you out. The Auto-Axe is essentially a car motor with a rotating saw blade attached to it, so it’s perfect for making turducken out of the Trogs.
The minimum number of ingots you have to collect is ten, but you can go all the way up to one hundred for some nifty prizes. After you finish your fetch quest, you’re given a chance to fight in the Hole, a death-match arena where you must defeat your foes before you succumb to radiation. If you’ve been a successful ingot collector, you should have some nifty weapons to help you out. If not, beating them to death with your fists is just as good. (The final combatant drops a new weapon as well, making The Pitt already more of a treasure trove than Operation: Anchorage.)
Winning three fights in the Hole grants you your freedom, your gear, and an audience with Ashur, the head honcho of the slaver operation. Here’s your chance to pick you side in The Pitt: do you stay the course with Wherner, or do you take Ashur up on his offer. It’s up to you, but the nature of the cure may influence your decision a little. (No spoilers here, but Bethesda has made this deliciously evil.)
What you do from that point is up to you. I sided with the slaves, so in the end I ended up with access to the ammunition presses and an opportunity to go back and search for a few remaining ingots. I imagine the ending for siding with Ashur is just a lucrative, it all depends on how big a bastard you want to be.
The Pitt clocks in at roughly the same time as Operation: Anchorage, but it has a lot more goodies and the tried and true Fallout morality to go along with it. Overall, The Pitt is a solid addition to Fallout 3’s lore, and should help tide you over until Broken Steel is released.
The Pitt begins much the same way as Operation: Anchorage, in which you wait for a radio signal to appear on your Pip-Boy and follow a way point to the beginning location. There, Wherner, escaped slave, will enlist your help in sneaking into The Pitt (the remnants of Pittsburgh) and stealing a cure for the rampant mutation among The Pitt’s residents. On the way in, you slip into an unintentionally sexy slave uniform and have all your awesome weapons stripped away.
In order to maintain the facade that you’re just another dull-eyed worker, your co-conspirators have you collect iron ingots from the steelyards. Sounds easy, but the yards are full of mutated Trogs and Wildmen, beings who want nothing more than to tear you limb from limb. Thankfully, you get one of The Pitt’s new weapons, the Auto-Axe, to help you out. The Auto-Axe is essentially a car motor with a rotating saw blade attached to it, so it’s perfect for making turducken out of the Trogs.
The minimum number of ingots you have to collect is ten, but you can go all the way up to one hundred for some nifty prizes. After you finish your fetch quest, you’re given a chance to fight in the Hole, a death-match arena where you must defeat your foes before you succumb to radiation. If you’ve been a successful ingot collector, you should have some nifty weapons to help you out. If not, beating them to death with your fists is just as good. (The final combatant drops a new weapon as well, making The Pitt already more of a treasure trove than Operation: Anchorage.)
Winning three fights in the Hole grants you your freedom, your gear, and an audience with Ashur, the head honcho of the slaver operation. Here’s your chance to pick you side in The Pitt: do you stay the course with Wherner, or do you take Ashur up on his offer. It’s up to you, but the nature of the cure may influence your decision a little. (No spoilers here, but Bethesda has made this deliciously evil.)
What you do from that point is up to you. I sided with the slaves, so in the end I ended up with access to the ammunition presses and an opportunity to go back and search for a few remaining ingots. I imagine the ending for siding with Ashur is just a lucrative, it all depends on how big a bastard you want to be.
The Pitt clocks in at roughly the same time as Operation: Anchorage, but it has a lot more goodies and the tried and true Fallout morality to go along with it. Overall, The Pitt is a solid addition to Fallout 3’s lore, and should help tide you over until Broken Steel is released.
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