GB Feature: Fallout 3 The Pitt DLC Explored

After spending a week with Bethesda's The Pitt DLC for Fallout 3, we're ready to present our full review, a detailed walkthrough, forty new items in our equipment database, and a batch of twenty-eight new screenshots. A snip from the review:
The Pitt consists of three new quests and about nine new areas. Unfortunately, while the content here is less linear than in Operation: Anchorage, it's not less linear by much (there's all of one optional area for you to explore and one choice for you to make), and you're pretty much pigeon-holed into following a particular path. For example, when you first arrive at the Pitt, the game makes it look like you have some options, but you don't. Whether you try to talk your way past the gate guards, or shoot the gate guards, or pretend to be a slave, the DLC proceeds in exactly the same way, and everybody forgets how you arrived.

Fortunately, the new content is fun enough. The DLC introduces you to the (auto axe) which is sort of like a chainsaw, and it's effective against the (trogs) (essentially feral ghouls) that you have to fight. There's an Easter egg hunt involving steel ingots, and it's a lot more fun than the similarly themed intel case search from Operation: Anchorage. And finally, there's a bunch of new items for you to find and use. Even discounting the basic slave clothes and items that are just there for theming purposes, the DLC adds something like 16 new items for you to try out, including silenced assault rifles, two new types of power armor, and four different types of auto axes.