I didn't like The Pitt - though that's because you're more or less railroaded into it at the start of it and I HATE that kind of balant railroading, at least this late in the game. Had The Pitt been an area I visisted early in the game rather than late or if it had been the starting point of the game, my opinion might've been different though...
Operation Anchorage was interesting of sorts - Very linear, true, but it provided some background of the war (inaccurate as it may be) and felt fairly interesting to play through. Also provides some interesting new enemies. And, of course, some amazing loot at the end, such as my favourite power armor!
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Broken Steel, I have mixed opinions about. What makes me most hapy about it is that they fixed the stupid thing the radiation-immune characters refusing to enter - before, we were forced to play either The Hero ( or The Idiot), or The Jerk (who told Lyons to die). Thanks to Broken Steel, we got the third option we wanted, The Guy Who May Not Be A Hero, But Wants Everyone To Survive. Also liked getting to kick more Enclave backside (though Liberty Primes destruction saddened me
)! I'm sorta neutral towards the strenghtened enemies though - I get that they wanted to create enemies that were more of a challenge for the player - and I guess they were as such (the Super mutant overlords were a pain in the backside as were the Albino Radscorpion), but I'm not sure it's all that much of a good thing. I disliked that they took away the definite ending though. I like having a definite ending rather than beign left to play endlessly at the end.
Loved Point Lookout though, for the most part - again, I didn't care much for the stronger enemies, but Point Lookout just had the perfect "digging into the past" feeling to it, something that was only reinforced by quests such as The Velvet Curtain, An Antique Land and A Meeting of Minds
. I hope we'll see more stuff like this in future Fallout games
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Don't have Mothership Zeta so no comment there...