Four Things You'll Never Get Arrested for in The Pitt
An alternate version of Pennsylvania's crown jewel is a criminal paradise.
4/1/2009 5:43 PM | 3 Comments | Page 3 of 3
Or you can really go to town. If you stick with Werhner's original plan, not only will you get to strike a blow at the town's haughty overseers, you'll have a change to kill the lights uptown and send a horde of Trogs -- humans mutated by the disease you're trying to cure -- out to masticate the upper class. That's a good time, not to mention the most dangerous part of the adventure.

The little touches, like bodies hanging high up on the bridge, make the realism hit home.
This is also the time to extend your loitering violation and really check out the catwalks, bridges and hidey-holes of the Pitt's Uptown district. The (literal) upper class lives in stories above the slaves, traversing the distance between buildings on rickety rope walkways. Where
Operation: Anchorage provided a first-person shooter's firefight experience, this is your chance to get into a nasty little skirmish battle. If you've hoarded strange weapons for some dangerous day in the future, their time has come.
The Pitt is short on the first play -- just a few hours -- but infinitely more interesting than
Operation: Anchorage. Even if you don't make use of all the criminal possibilities, there are characters and situations here worthy of any of the primary Fallout games. And if you ferret out every little thing to do in the town (I've deliberately left a few things out, to preserve the surprise), you'll think twice before dismissing Pittsburgh as just another blue-collar haven.
This feature is based on final downloadable code provided by the publisher over Xbox Live.