

It goes without saying that the game makes you rescue the girl, but then things start to get a little weird. You both escape, and before long, come across a young girl locked in a cell not unlike the one you just broke out of. Since she believe the aliens want you two alive for further testing, she has you stage a fistfight in order to get the aliens to come in for a closer look and, well, you probably can guess what happens next. She seems alarmed at first but quickly gets to the point: she wants off the spaceship and has a decent enough plan to make it happen. What gives? For better or for worse (I’m leaning towards worse), you will remain on the mothership for the entirety of the add-on.Īfter viewing a disorienting sequence in which you are presumably being probed by aliens, you wake up in a cell next to another prisoner. You haven’t even been there for five seconds and already you’re being abducted by aliens.

Upon traveling to the familiar location, a strange light begins to surround you. One of the more interesting hidden gems of Fallout 3 was the alien crash site, and what do you know, it’s the exact spot where “Mothership Zeta” begins. A new radio broadcast is selectable from your Pip-Boy, and a marker pops up on the map. “Mothership Zeta” starts exactly like how you would expect it to. “Mothership Zeta” (Xbox LIVE, Games for Windows LIVE) Keep reading past the break to see what this Fallout 3 fanatic has to say about it. Each of the DLC packs were better than the last, but what about “Mothership Zeta”? Does it continue this trend and end Fallout 3 on a high note? Or does it take a sharp turn for the worse? Being abducted by aliens sounded fantastic, and the thought of exploring another new, interesting locale was an intriguing one.īethesda had an iffy start with the first add-on, “Operation: Anchorage,” but things only went up from there. “Mothership Zeta,” the fifth and final piece of downloadable content for Fallout 3, looked really promising.
