We destroyed all the generators, so now we have to take a quick space walk, and we're done with this god forsaken piece of content.
Just a bit of foreshadowing, I eventually run into what I think (Could be wrong though) a gamebreaking glitch, but it was fixed with a bit of console commands. The game seems to glitch out when I'm unhappy the most. More on that later.
The aliens were just a joke from the first two games, somehow Bethesda thought that making an entire DLC based of a minor joke was somehow a good idea. It might have been decent if it wasn't designed so poorly.
So, this spacesuit is totally functional and fits us perfectly. I'd question the logic, but I really just want to get this DLC over with and this Space Suit is our only option.
Except for suicide via airlock. Decisions, decisions...
The other characters hang out in this room, it's pretty much just filled with random clutter.
This is a strange looking airlock...
A random button that someone might elbow on accident, which would decompress and instantly kill everyone in a whole section of the ship?
Seems like a good idea to me.
There's still gravity here, unfortunately.
Worked like a charm.
Now it's time to go outside. Be prepared to have your mind blown...
The least convincing space skybox every created!
I mean, it's Gamebryo, sure, but this is just terrible.
We can see the inside of the ship from here, that's cool.
Oh no, not again!
Why was this a good idea again?
Wait...
What was the plan in the first place?
Now we're in another airlock room. Too bad we can't do the same thing for this part of the ship.
Oh look, these guys show up.
And this is where things start getting buggy.
This is a better view of Earth, mostly because it's hard to tell how flat space is here. Space and earth are actually just one big room, if you noclip out of the ship.
And this is where I hit a bit of a problem. For some reason, she wouldn't open the next door that we need to go through. There is supposed to be a hologram of an alien head to appear that this point, but it doesn't. So, I have to use console commands to unlock the next door.
This is another, really short lab section. New enemy type, abominations are pretty much feral ghouls, but with aliens.
Insert Portal 2 space reference here.
We take the teleporter to the next area.
Nothing really unique in this section.
Oh yeah, because the stupid alien workers keep getting caught in the crossfire, we keep on getting bad karma. In fact, we end up going down from Very Good to Good karma because of them.
The Heavy Incinerator is still useful here.
Now we're in the outer edges of the ship.
We light a whole hallway on fire with the Incinerator, including some alien workers who got in the way. I really don't give a shit about preserving our karma anymore.
I love this gun.
Oh look, another view of Earth. Apparently, the aliens have some kind of death ray aimed at Earth. I wonder what this button does-
Whoops.
Now we have to blue up three generators. Yay.
More aliens spawn in here constantly.
Another teleporter...
New, rather annoying mechanic. These barriers hold you off for awhile, or block your way entirely. It's just really for scripted events.
It's just blocking an abomination from attacking you.
The abominations can be dangerous at times, they have this little flail attack that can do a good amount of damage if you aren't careful.
Ceiling turrets are also incredibly annoying as well.
This is supposed to be their Living Quarters. *shrug* It's just the same items used over and over again from the other areas.
A whole ton of them start pouring out of that room. I needed something a bit more... explosive.
Apparently there are turrets in their living quarters as well.
The Atomizer is pretty damn good.
Time for the final boss of Mothership Zeta. Who goes down in one hit.
We clear out the entire room almost instantly...
Welp, that was easy.
A giant alien hologram appears on the screen ahead of us. That's ominous.
So now we're engaging in a giant Star Trek styled space battle with the alien mothership. It's not nearly as cool as it sounds.
That pretty much sums Mothership Zeta up in a nutshell, huh? The aliens aren't a terrible idea in theory (Their role would need to be changed for it to fit, but still) but Zeta is far too repetitive. Despite it being pretty damn short, it feels way longer than any of the other DLC's and that's not a good thing. The enemies are a pain in the ass to kill, and in general, it's not very fun.
Everyone is here now too. We can do this, we can beat this and Mothership Zeta once and for all-
Wha-?!
And it turns out, Mothership Zeta was just some horrible, horrible dream and we're back on the boat from Point Lookout.
...
Okay, okay. I did this simply because:
1) The finale goes on for a really long time, and it's pretty much just an extended "You press a button to shoot them once, they shoot back, continue until one explodes" ordeal
2) Zeta is really silly and out of place, so it's not going to actually be part of the LP's 'canon' so to speak. I will not be using the weapons and stuff from it
3) Do I really need an excuse for this?
All you missed from the big fight was a cool explosion:
There.
While I'm not the biggest fan of Broken Steel, it's a masterpiece compared to Zeta.
Now I'm off to play something fun, like Dark Souls or something.