Fallout 3: Mothership Zeta Review

Fallout 3: Mothership Zeta Review

August 5, 2009 0 By 360 Junkies
ame Name:Fallout 3: Mothership Zeta
Platforms:Xbox 360
Publisher(s):Bethesda Softworks
Developer(s):Bethesda Game Studios
Release Date:08/03/09
ESRB Rating:(M) Mature
Demo:Add to Download Queue

I’m a bit bummed. I shouldn’t be, as I just finished a decent piece of downloadable content for Fallout 3, but I am. It’s been a great ride (and technically it isn’t done for me, as I still need to finish the rest of the game), but Mothership Zeta is the final piece of DLC for Fallout 3. That thought makes me sad as when I finally do complete everything, there will be nothing more to look forward to. I don’t want to walk away from the Capital Wastelend…ever! The world is just so rich & full of exploration. As a history buff, I found myself exploring every nook & cranny, looking to see how various modern day items & places I’m familiar with looks like in the post apocalyptic future. It’s this OCD, look-at-every-single-thing mentality that actually created my biggest complaint about Mothership Zeta

As you traveled through the Capital Wastelands, you may have come across many different hints that indicate we’ve been visited by beings from other planets. You may even have stumbled upon a crashed alien ship with a corpse still near by (that happens to be the location of the Alien Blaster, thought to be the most powerful weapon in the original game), which confirms that we are not alone. Mothership Zeta seeks to expand on that & explain a bit about the aliens & what they were/are doing here on Earth. Once you have the DLC, not long after you load up the game, you’ll receive an “ominous” radio signal. Following it leads you to the previously mentioned space craft. Once you arrive, you’re instantly beamed up into a very functional & very real spaceship. You’re knocked unconscious & blearily awaken to find a few weird creatures standing over you, speaking gibberish. That doesn’t last as you fade back into the blackness & awaken in a holding cell. As you awaken, you discover you have a roommate. It turns out your cellmate is Somah, a fellow Wastelander who doesn’t want to be here anymore than you do. She has a plan though, & after staging a fight & overpowering the guards, you & your companion are free! Time to find a way off the ship!

The first thing you will notice is that this isn’t the Capital Wasteland. No duh, right? Seriously though, even Point Lookout followed the same post-nuclear war motif, whereas this is a futuristic spaceship. Everything is high tech, with lots of flashy lights & buttons galore. Think space ship console circa 1955. It’s right out of the Futureland area of Disneyland. This is both bad & good. The good part is it looks really cool, albeit a bit claustrophobic. The bad part is as I said, I have this OCD, touch everything I can, frame of mind; so I spent a lot of time looking at every console, button & light only to find they didn’t do anything.

Fortunately, this is more of a personal taste issue. The content itself was very good. You’ll get to fight many aliens which follow the “little green man” stereotype. Probably my favorites were the Abominations, a ghoul/alien mash up. I did find I needed to be careful as I ended up losing some karma in a couple of instances without realizing what I did was a bad thing. As you explore the ship, you’ll find many recordings (sort of like journals) that give you a bit of insight, not only about what the aliens are doing to those they capture, but how long they’ve been visiting us. I’ll leave that for you to discover, but let’s just say that they’ve been around since before the big war. You’ll also get a chance to explore the entire ship, including their stasis area & their labs where they conduct their experiments. Yeah, these guys aren’t nice! They even have a cargo hold where they store things they have picked up off the planet. Without spoiling too much, I’ll just say that you’ll have access to many of the weapons & ammo you are familiar with from the Wastelands as you try to stop this menace & get back home.

Every piece of new content should have some new items & equipment & Mothership Zeta doesn’t disappoint. With new weapons like the Alien Disintegrator & Cryo Grenade & armor like the Spacesuit & Samurai Helmet, there are some cool things to check out. Probably my favorite item to get was the Alien Epoxy. This allowed me to repair my equipped weapon without having a duplicate. Plus, I found TONS of it. I think by the end of the game, I was carrying over 100 of them (not including what I used)! Some of the equipment I never got to check out as I let the people who were wearing it live. There’s a few more items that I found that came in handy, but I’ll leave that for you to discover…

To paraphrase Shakespeare: to buy or not to buy, that is the question. The answer? Yep, this is a keeper. While it didn’t have that certain magic that Point Lookout had & it’s a bit claustrophobic at times, it’s still a worthwhile (final) addition to Fallout 3. For $10, it’s about a 6 hour romp in a completely different environment that you won’t find anywhere else in the game. You’ll meet new people, some from the present & some from the past. New equipment, new items, & a battle to the finish in an effort to stop the Extra Terrestrials’ master plan. Next stop, New Vegas

Add Mothership Zeta to your queue here.