Elmofongo: What was wrong with Broken Steel? It was also made in response the game's ending which you could not continue.
Yeah, I get what it was for; I personally like the original ending for FO3 but also liked how they handled the opening of Broken Steel, so I didn't whine about it either way. But the game was designed for 20 levels, and with the level 30 cap for Broken Steel, you encountered one of the worst design problems in a
Fallout game - level-matched enemies that took so long to kill that it stopped being fun. I have no problem with difficulty; no problem with equipment decay and scarce resources (it's
Fallout, ffs, resources should be even more scarce than they are), but if you didn't zerg right through the plot, you'd hit level 30 early on in the Broken Steel expansion and have Super Mutant Masters who took 200 rounds of 10mm to kill or so many shots from a Tri-beam laser rifle that killing two of them took it from 100% to a jamming heap of scrap.
Don't get me wrong; I liked Broken Steel. I liked seeing the Enclave flex a little. But the game mechanics were not prepared for those extra ten levels.