Considering the magnitude of what happens at the end of Fallout 3, during the weeks before Broken Steel takes place and its eventual conclusion, you're left with a big gun and nothing much else. After what is apparently a significant act - which we won't spoil - you're left with a remarkably untouched wasteland. While literally explosive at first, it comes to a somewhat abrupt end, and the world itself remains unchanged. The advancement of the storyline is substantial and a great big step in the right direction.īroken Steers storyline, as is the case with all of the DLC so far, is a bit damp. The Wanderer can continue to explore Washington State, reach Level 30, and can gain several new, if not mind-bendingly awesome, perks. This is why it's welcome that Broken Steel demands that you've reached the point just before that said ending, so that it can conveniently re-write it at the last second and provide a slightly more sensible one.īroken Steel is probably the most substantial Fallout 3 DLC yet, feeling like a cohesive part of both the Fallout lore and the main plotline of the game rather than an afterthought.
It didn't make too much sense and - without spoiling anything - had one gigantic, lumbering, nucleated plot hole. One Might Say that the ending of Fallout 3 was a bit of a non-ending.