FEATURE

Review: Fallout 3 - Broken Steel

Edge Staff's picture

By Edge Staff

May 8, 2009

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BUG HUNT
Two out of three ain’t bad – unless, of course, you’re talking about DLC you’ve had to pull and relaunch due to save corruption and other, less disastrous flaws. Our own experience was somewhat different, the game picking up a save from a previous, heavily-modded installation without so much as a hitch. After the earlier chaos of The Pitt, Broken Steel is as bug-free as any Bethesda RPG. Make of that what you will.

Format: 360, PC (version tested)
Release: Out now
Publisher: Bethesda Softworks
Developer: Bethesda Game Studios

When Mr Spock died of radiation poisoning in Star Trek II: The Wrath Of Khan, it took a whole other movie to bring him back. Then it took a whole other movie for him to remember who he was. Fallout 3 faces an almost identical challenge, with the added complication that its hero may or may not be a genocidal maniac. Such is the lot of a game that deals in massive binary choices, leaves the biggest one for last, and only later decides the story isn’t over.

In Broken Steel, Bethesda’s solution is a severe bout of collective amnesia. The Brotherhood Of Steel has seemingly forgotten whether you purified or poisoned the waters of the Capital Wasteland. The victims, if indeed there were any, have forgotten they’re supposed to be dead. And so, for that matter, have you. The Enclave, meanwhile, has retreated to its command centre at Adams Air Force base and left many of its smaller squads cut off from the chain of command. The Commie-hating uber-mech Liberty Prime is making light work of its smaller outposts, but its deadliest weapons are, as you discover early on, still very much in service.

Fallout has tried on a different face with each of its downloadable extra episodes. We’ve had the period satire of the short-but-sweet Operation Anchorage, an Escape From New York-style mosh in the gorgeous-but-shambolic The Pitt, and now a Crysis-style sweep and clear with a beginning, middle and end. Each has satisfied on a different level, Broken Steel being a rock-hard slog through the most dangerous corridors yet. Perks and buffs for action points and firepower are the orders of the day, the raising of the level cap to 30 playing right into the hands of newer, tougher enemies. You may have broken the back of the Enclave, but it hasn’t affected its individual members, who come equipped with giant napalm launchers and precision lasers.

Full of fast-flowing squad-based action, the opening couple of hours remind you just how versatile the game’s combat can be, if not in tactics then at least in appearance. Alone from thereon in, you learn more about the strengths of cover and the weaknesses of VATS than during the whole of Fallout 3, one weapon in particular proving a whole lot deadlier under manual control. In stark contrast to the previous expansions, though, much feels recycled and only two new venues – a secret train network and the aforementioned airfield – feel fresh.

Though it’s never dull, Broken Steel’s revisionist approach might upset those who value their place in Capital Wasteland history. It doesn’t offer much to those who’d rather star in campfire tales, either, its missions concerned with strictly military affairs. But while it lacks the scope or density of Oblivion’s The Shivering Isles, it’s the most you’re going to get out of Fallout’s current batch of DLC. And as a long-anticipated reopening of the game’s original map, it at least gives you something to live for. [6]

zakrocz's picture

I bought it the other day before remembering that i've become rather bored by Fallout 3 since finishing the main quest. I've bought all 3 DLCs and couldn't be arsed with the first 2 so i don't know why i went and bought Broken Steel!!

More money than sense comes to mind :-/ or just desperate for something new to play in this current games drought that seems to have lasted since November last year!!

Roll on the end of May

Brendan_Keogh's picture

The whole way it pretty much removes the choice you made at the end of Fallout 3 is disturbing. However, did not Fallout 2 only exist on the assumption the player made a certain decision at the end of Fallout 1, and not another? That said, the fact you play the same character in Broken Steel as Fallout 3 and, as you mentioned, that character may be a genocidal maniac, could easily rip any logic out of this DLC.

That said, I am going to buy it just to get the new level cap and to given me reason to continue exploring the vast Capital Wasteland.

Also, I feel there needs to be more clarity as to how DLCs are reviewed. Are they scrutinised as much as the original game. Does the fact that a game's DLC plays much the same as the original game detract from its score? Or is it generally seen as more as a good thing? I love Edge reviews and agree with them far, far, far more than I disagree, but this review feels like four intro paragraphs with no body text or conclusion. Is it an abridged version from the magazine, or just poorly written?

Kratier's picture

these quickly written reviews that are light on detail or reasoning for their review score is why i dont take a single european review seriously.

Where are the details? the reasons for score? any details that couldnt be taken right off the description of the DLC prior to purchasing?

You guys are a joke.

fdelfino's picture

I liked it. Too bad they won't be releasing other DLC's....