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Wednesday, September 07, 2016

Fallout 4: DLC- Everything and Anything All-in-One


   The DLC of Fallout is anything but chronological. Having purchased the Season Pass Day 1 I'm allowed any/all DLC from Bethesda. I will be discussing in great detail information in these DLC components, and how, if any interact with earlier titles in the Fallout mythology. 


First DLC: Automatoron: Released March 2016

       This DLC allows you to build robots at your settlements, but it also allows you to build eyebot pods, and they will seek out and find items, ammunition, or explosives for you over the wasteland. The DLC also comes with new quests, which begin with a new radio broadcast. I also was able to get the newest update,mand I'm liking that it allows you to see if what your settlers are actually assigned to, so you don't have to do guesswork. 
        There is an actual quest tied to this particular  add-on, and it is fairly long, if you got the season pass, it is a nice addition to the game, and gives you an opportunity to gain one of the better armory in the game: The  Mechanist suit. The story is simple, you follow a reading signsl out to discover robots fighting, you help the one called Ads, and discover her creator made her slightly different,mso she sound more like a human than a robot, but regarding the story, she can become a companion, and you can upgrade her using a robot workshop. This allows y to have a companion that is like an autonomous suit of power armory with dueling chain guns. She is Extremly valuable, and the fact that you can go in and create other robots allows for you find a great use for this DLC, far-greater thaneven the  modded  PC ports. The story the. Leads you on a chase for the Mechanist, who has released a ton of killer robots onto the Commonwealth, and has systematically infiltrated downtown Boston. The Mechanist is quite a formidable for, even though the twists that come from the final confrontation wre somewhat predictable, especially if you've played Fallout 3, then you know that there is a legitimate reason why  I say it was fairly predictable. It ties up some loose-ends from the capital wasteland, but it's. It necessarily a huge step in-turns of story. Despite its lack of story, there is a great deal of content added to then workbench, and the return of the Robobrain is a welcome one. 
     Wasteland Workshop was the next release, and there is no actual quest, but there is a great deal of updates to construction, and some people have done nothing but build, allowing for battle arenas, cages, and the ability to tame animals as large as Deathclaws. There see also natural lights, and larger power sources, and buildings seem to work much better, and look more complete than before. There are also new wall mounts, so you can have mounted animals, even ghouls. There's also a lot more paintings, signs, furniture upgrades, and the inclusion of street lights. I didn't mind this DLC, I found it useful, and tactful, it even made my Sanctusry Hills settlement look almost more prewar again. I did enjoy it, and I like that there was now a serious amount of power, and I could get rid of all the disel engine generators.  Even though there was no actual quest tied to it, I enjoyed this DLC. 
    Next, we have Far Harbor, the first legitmate DOc that has you leave the Commonwealth. Depending on how you play it, this can be a decent-sized quest, or be over in just a few hours. Granted, it can take me a while just to see the whole island, and though it takes place in Greater Main,MIT is more forestry than swampy, and a whole lot of fog. The area is beautiful,and has several new species of mutated creatures that will give you a serious challenge. One is the gulper, looks like a giant salamander, or a mudskipper. I believe the former is correct, but it could even be an eel with legs. Next, is the Angler, like the namesake it has a lure thwt glows on its head, and will definitely try and kill you if you even step within an inch of trying to grab the plant-like lure. 
    Far Harbor is very big, it seems to be nearly a quarter of the Commonwealth map, and has enough places to discover to keep you fairly busy. I've still not seen it all, but it did complete the main quest. The quest follows you back to Valentine's Detective Agency, where there's a missing person's case, and you are sent out to investigate. Kisima Nakamaora(?) is a young girl who has traveled north to Far a harbor, in-order to find out about her true origins. She wants to know whether or not she's a synth, and that a settlement of rescued synths that have escaped the Institute have set up I a town called Acadia. Far Harbor itself seems to be a group of isolationists that have been pushed to the very rim of the island, by a growing irradiated fog, which seems to have been (metaphorically) given sentient prominence. It brings terrible creatures from within, like rabid glowing wolves, and even Trappers, men who have become  cannibalistic, insane, from staying out in the deep fog. 
      The synths and the Far Harbor maritime people seem to have a neutrality contract, a subtle peace treaty, but there seems to be enough tension that it could implode at any moment.  They both fight the trappers, which seem to have no true settlement, or government. The third largest settlement may be familiar to those who have played through Fallout 3 and the main Fallout 4 game: a The Children of Atom. 
     This group seems to be the odd-man out, even with a sanctuary for escaped synths. It seems obvious at first which group you should be backing, but Bethesda does story right, and those choices seem blurred, human choices, and it all falls on you as an individual which one will be the right one. There is a great more deal of diplomacy in this particular DLC, not to mention a nod to the likes of movies like the lawn-mower man, Tron, and other games like Portal, which show up in tidbits in Automstron as well.  This game seems to require diplomacy more often than fighting tactics. Espionage, charisma, and a whole lot Radaway are your best defenses for this area. I found it somewhat taxing, however I had a. Ton of Radaway, and enough Stimpacks to last me until the end of time, plus a radiation suit. I did well, in-fact flourished in the game, and found it to be a great addition to the main course, being itself more a micro main course than some half-hearted appetizer. 
      The area also allows you to have additional companions. Longfellow if you so want, will be your companion, but I stuck with Nick Valentine, because it seems dubious to keep the synth aboard for the synth-themed adventure. In-the-end, I sided with the a Children of Atom, and it was interesting enough to see what happens next time if I let the whole island go poof! But that'll be for another run-through. 
        
      The next DLC Add-On was....contraptions...yeah, building elevators, see by lines, and the likes. Interesting if you are a builder, pointless if you don't. However, the updates do come with more neon signs, and other cool enhanments. Yet, I didn't even mess around with it, because my main settlements, I.e. My largest settlements were filled to the brim at the moment, and I didn't want to delete anything just so I could have stuff I truly didn't need. Still, for a fresh game, it'll be fun to play around with the mechanics, it could be a game in-itself honestly. 

     Following right behind contraptions is Vault-Tec, which adds one of the largest settlements in the game. It also has several short quests. All-of-which can be played multiple ways, and will definitely keep you entertained if you want to be an asshole. I played it easy the first time through though, and I found it to be a charming addition, plus it will have lots of replay value once I finish all the main quests and decide to want to build a working,functioning vault. It really was surprising on just how big the damn thig was, that I nearly couldn't believe that everything I saw could be modified and built upon. 
     You can also do experiments to your vault guinea pigs, by making them run on treadmills, and making them perform tasks such as creating a soda fountain for the vault to drink from, and even giving eye exams, or play slots. It has its merit, but I've found it to be slightly jarring from the rest of the game, as I've said, it will definitely give me something to do at endgame. 

      Finally, we have the "last" DLC for Fallout 4: although I'm certain with mods, the fun really won't ever end, and it will be interesting enough to see just how far it goes, but for now, we we all playing through Nuka World. Nuka World is huge, and several quests return you back to the Commonwealth, although this is rather understandable, scrapping junk in Nuka World is slightly difficult, as the place is still pretty-well self-contained. The area is crisp, and a hearty change to the dismal a commonwealth,meven with it's more luscious environment compared to the Capital Wasteland. The game starts off with the Nuka World radio station ushering you to jump on the Nuka Express. Without giving away too much detail, as this DLC is quite fresh, and I hate to give spoilers wherever they may come, that this here is one of the best DLCs I've seen in a while. It may very-well be the best one in Fallout 4, and we may just see additional Nuka World content in future titles...or perhaps not, but it appears to be a huge map with a multitude of sections to explore. I recommend it, and so-far, the plot line seems to be similar, but in a weird role-reversal, 
        The amusement park is split into five-or-six, depending on if you count the fizz top mountain as a section, areas to roam in the game, each sufficiently larger than the next, and every single one of them with their own groups, and their own pejorative tolerances. However you lay out the park allows you the incredulous decision of getting gangs of raiders on your side...I'm certain there will be something special waiting at the end of the DLc,mand for those who will be staring all of these afresh it may add a great deal more to the gameplay if you decide to go Nuka World first, rather than Far Harbor. It will be interesting to see just what happens from here, but for now, Nuka World looks to have wuite a bundle of quests, most of which I am still completing. 

      The DLC for Fallout 4 was fair, it wasn't as versatile as was released for 3, and some may feel it paled in comparison to what they expected to see coming, but most people will find that the introduction to rebuilding settlements, and having characters interact with each other on this level will be the building blocks of creativity to see how much further we are going to be pushing games in the future. Fallout 4 is a great game, and the DLC is on oart with the game, and the fact that the game looks so fluid with the rest of the game, it seems that the game as a while is complete. I didn't have a lot to say negatively about this game, or its DLC, but from what I've played, if you didn't like Fallout 4, it's not only a safe bet, but a hedged bet that you're likely to hate the DLC as well. But we now leave behind Fallout 4, and move onto the future of Bethesda, but if they do continue to support the DLC, if there will be more, I'd love to see how it incorporates all of the stories told, because Bethesda gives a great deal of respect to their own lore. 

         Thank you for supporting the Malacast Editoral! Friday, I'll have the second part of Janey and Jaffe available, if not,then late, late Saturday evening. Thank you again for all of your support, and enjoy the rest of your week! 

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