Fallout 3: Broken Steel Preview
The end of the end.
When it arrives on 5th May, Broken Steel will be the third piece of DLC released into the wilds of Bethesda's irradiated Washington. You'd think by this point the development team could have found the time to include that appearance by the mutated cast of the West Wing (chirpily arguing over seatbelt legislation or bludgeoning vagrants with radioactive trinkets) I've been requesting for so long now in the rambling handwritten letters I've sent them daily, but once again they've chosen to look elsewhere for inspiration.
Luckily, even if Bethesda isn't listening to me it has been listening to everyone else. The result is the game's latest care package has at least one feature everybody will be pleased with.
It's always a shame when a good thing comes to an end, particularly when that good thing is a game so stuffed with side-quests and distractions it's inconceivable to reach the conclusion without a few threads left hanging. So when Fallout 3 reached its abrupt finale, banishing the protagonist from its wastelands in a haze of reactor smoke, a lot of players felt miffed.
DLC to the rescue. Broken Steel reverses Bethesda's original decision before the first gunshot's been fired, flinging the doors to the Capital Wasteland open again. The action kicks off two weeks after the end credits originally rolled as you wake up back in the Citadel.

Matthew Perry really likes Fallout, apparently. Could that be any more of a mutant?
Even more promisingly, unlike Operation: Anchorage and The Pitt, the narrative doesn't then send you off on a parallel plot. Nor does it set you rummaging through old simulations in order to find you something to do. Instead it dumps you back into Washington itself, where old rivalries are still brewing and fresh mysteries await.
In some ways the city's changed since you've been away. Project Purity is now up and running, and offering a range of side-quests that see you distributing clean water to the outer reaches of the wastelands.
In other ways it's business as usual; the main storyline zeroes in on the ongoing fight between the Brotherhood of Steel and the Enclave. Liberty Prime wasn't enough, it appears, and the Brotherhood has a new mission for you: tracking down the pieces needed to build an entirely new weapon. Titled the Tesla Cannon, it's designed to turn the tide once and for all.
What ensues is a sizeable trek in search of the necessary components - a radioactive riff on Supermarket Sweep that plays out in a now familiar mix of puzzles and combat scenarios. You'll travel across the map from Olney to Adams Air Force Base, an entirely new DC location. There things must either get really exciting or simply conclude, as that's all Bethesda's revealing at the moment.
To get to the base, you'll first need to navigate the forgotten Presidential Metro system running under the nuked remains of the White House. It was the venue for a pitched battle between sentry bots and armies of ghouls when I dropped in to visit. Watched over by a mysterious computer system named Margot, a ride through such shadowy confines is a tempting notion, and another claustrophobia-inducing chunk of intrigue from a game that uses its world famous setting to endlessly good effect.
Bethesda's also thrown in the requisite toys. New enemies include a fresh breed of super mutant named The Overlord, and the heavily-armoured Feral Ghoul Reaver who, from what's been shown so far, is a bit handy with grenades.
New weapons start with the Tesla Cannon itself, which fires extremely powerful blasts of electricity. Its ballistic strength is balanced with a relatively long reload - a fact you can forgive as it appears to be capable of knocking aircraft out of the sky in a single shot.

The President has his own train. So did George Bush. Its name was Percy and it had a face on the front.
Tesla's not the only new gadget; The Overlord has his own make of laser and there's a new flame weapon of some kind. It seems to work like a kind of mortar, lobbing fire over its target in lazy arcs. On top of that there's a range of new perks, the only one revealed so far being Puppies, which allows you to collect a fresh (and identical) relative of Dogmeat whenever you're careless enough to let him get killed.
You can also expect more Achievements, new armour, and, most excitingly for Matthew Perry, if the recent news stories are to be believed, the upping of the level cap from 20 to 30..
Bethesda's promising it will be a struggle to work your way up those last ten levels. While the main quest of Broken Steel will most likely weigh in at around four or five hours, rendering it the longest piece of extra content yet, levelling and completing the various side-quests are designed to make it well worth the 800 Microsoft Points (GBP 6.80 / EUR 9.60) it will cost.
There's no reason not to believe that will happen: from even the most cursory of developer-led guided tours, this latest DLC already feels more substantial and relevant than either The Pitt or Operation: Anchorage. It's not quite as elaborate an expansion as Oblivion's Shivering Isles, but in many ways it's something more important. By rectifying the problems many people had with Fallout 3's original ending, Broken Steel won't just expand on the game's world - it will reopen the doors for those who never got to see everything the first time around.
Fallout 3: Broken Steel will be available on Xbox 360 and PC from 5th May for 800 Microsoft Points (GBP 6.80 / EUR 9.60).
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Comments (52) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I'd love to know if Bethesda are planning a disc based version of the expansions, like they did with the Shivering Isles and Knights of the Nine for Oblivion.
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Sounds awesome
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I'm maxed out in all guns types. Mwahahaha.
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I cant wait for this - im hoping that it isnt plagued by gamestopping bugs like the recent Pitt though.
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Blaine is the truth.
What has four wheels and flies? A garbage truck, and that is the truth.
Blaine is the truth.
You have to watch Blaine all the time, Blaine is a pain, and that is the truth.
I'm pretty sure that Blaine is dangerous, and that is the truth.
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hang on - i've been in the ruins of the white house though?
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fallout 3 shouldve ended with this but instead i have to pay £7 to finish my game off
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I am the one I am the one
The godlike terror train
The superior, artificial brain
Feel free to call me Blaine
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Fallout 3 could've ended abruptly with a picture of Bethesda shitting on your Nan and you'd still have had more of an experience in that game than you would in most others released over the past five years. Fallout 3 is excellent value for money whichever way you look at it, and this is better DLC for the money than most other developers are providing.
Power to them (although a little more money to their bugtesting department wouldn't go amiss).
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Fiqure they should have made the last 5-6 levels a lot harder to achieve, as i can understand people being pissed with it once theyd hit max, as it was too easy to get to that point compared to the old fallouts.
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/instabuy
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There is always one isn't there.
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This last DLC seems to be the most worthwhile, at least.
And I second the doggy armour! It was instant reload if dogmeat became dogmeat for me, too.
Edit: Maybe a pistol attached to the head would work?
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Not completed the game yet so I might be wrong here, but are you sure you're not confusing Capital Hill (which is in the game) with the White House?
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The white house is a location you can visit too. I've been there, there's some tunnels with an amusing scene of death for someone years back and a few mini-nukes in the white house itself. Not much exciting considering, but hopefully i can fast travel there now for the new dlc
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"Whirrrrr.... I am... not... a ... daggit"
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But the dlc looks truly nice!!
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That's why I liked knights of the nine so much in oblivion, almost all of it took place in the main game's maps.
I liked shivering Isles too, so hopefully broken steel is the equivalent of knights of the nine and we are yet to see a shivering isles sized bit of dlc for fallout 3? (maybe that's what 'fallout: new vegas' is).
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I'm genuinely very annoyed about this. Any chance we can get an edit, retraction or warning?
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just save the game somewhere when you are level 29 good,get your level 30 good,reload start killing people but not too many to get neutral...get your level 30 neutral,reload and kill some more until you are very evil,and go for the level 30 again...then reload and be good for the rest of the game
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Hey man, I feel your pain even though I've finished the game myself. Particularly because it is such a long game.
To be fair though, there isn't really much in the way of spoilers there. I wouldn't panic, you'll still get plenty of compelling stuff out of the story. Even though the ending itself isn't all that great, this will hopefully make a nice change!
On another note, I'm not a big fan of the 'reach level X good evil and neutral' achievements either. It all seems slightly lazy to me.
Anyway, who out there has bought the last two DLC packs? If you have, how would you honestly rate them? I still have so many areas to look through in the game, but I don't feel the urge to sinse I maxed 20 so early in the game (played on hard mode). Upping the cap to 30 would encourage me to get back out there.
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They should be seriously supporting the PS3 instead of the 360, simply due to its open platform.
100% community modding and keyboard/mouse support alone would make it sell very well on the PS3.
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"100% community modding"
What?
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Yeah thanks for the tips i did the same for lvl 20 as well but still they are annoying achievements they could add something different.
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"So what kind of new weapons are available to those of us with small arms and explosions? Laser guns are for pansies."
Small arms are for pansies! There's nothing more macho than stomping your iron-clad, Power Armoured feet through a helpless settlement, spinning up your minigun and laying waste to anything that dares to move!
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Once Id finished I didn't feel like doing the final section again, + i never play through again cause in fallout I always end up taking the average charisma but intelligent fast talker who also have massive skills with all the weapon types.
Since the pit has a scoped assault rifle ill go there first and then play through the extended, however I have one remaining objection, that is:
where the bloody hell is my laser sniper rifle. (as a side note the normal sniper rifle was way underpowered considering it's rarity, and its ap cost made it basically unusable in proper combat)
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