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Nuka World plot makes no sense (Spoilers)


Rebel4ever85

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This is purely just my thoughts on the story and why it kinda annoyed me. See if you agree or can see a fault in my reasoning.

 

So i have no real problems with the start....i actually liked the start....but when it starts to make no sense is when you get made "Overboss" which to me is a joke. Why you ask? Well firstly you have no real power...if one of the gangs tell you to go and shove your orders there is really nothing you could do about it. This might get you backing of the other gangs and it might not...really you have no idea what they are thinking. They could just choose to say "yeah" and simply ignore you which would be something you could do nothing about. However this isn't a problem as the "Overboss" can't actually order them to do anything...in fact they give you menial tasks...which begs the question who is the boss?

 

First order of business is to take back the other regions of the park...that's fine, then you get to pick who gets that region.....alright...so what will the gangs be doing to earn this? Nothing. They won't lift a damn finger..so really none of them deserve it. You would be better turning the rest of the park on the raiders...like reprogramming the bots in the galaxy zone to kill all the raiders...or convincing Oswald to drive the feral ghouls against the raiders.

 

The 3 gangs are pretty 1 dimentional and give radiant quests which really aren't worth your time. I felt kinda meh on all of the factions...i think more interactions between them and for example quests when they all gave a point of view, recommendation or made demands would have given the player a preference fairly quickly. You never feel like your in charge of any of them really...so your title as Overboss basically just allows you to dish out rewards to a bunch of morons who did nothing to earn it.

 

Frankly the gangs just annoyed the hell out of me...i can understand settlers not helping me...they aren't soldiers and don't claim to be tough. Now raiders not helping take back the park is just funny..what I am giving charity to raiders? I don't think so.

 

If I had to support any faction taking the whole park I would have helped the Gunners...they might be greedy mercenaries but they aren't just cruel for no reason and would likely be smart enough to know that you would make much more caps with a safe trading post than one who enslaves and murders people for no reason. I would trust a deal with a mercenary over a raider any day...mercenary may not be trust worthy but he is reasonable and logical. I like to think they would help take back the whole park...but maybe optimistic there :P

 

All that being said the only ending that seemed worth my time was to wipe out the raiders and give the place back to traders...which makes the rest of the park a massive ghost town which seems like a massive waste...you can do nothing about.

Edited by Rebel4ever85
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I believe that the Traders should have been a fourth alternative faction, because the park does become a bit empty once you kill of all of the raiders.

 

I also found the raider's use of bodies to decorate the place disgusting and highly unhealthy, more so than usual. I mean, walk into the town bar and there are guts on the floor, heads hanging from hooks and impaled corpses in the kitchen. How the hell is anything coming out of there remotely safe to eat? How do they stand the smell considering they have been there for a year!?

 

That said, it was disappointing that the side-quests for the raider factions were just from the primary bosses considering they had fully voiced lieutenants (except for the Pack) who seemed ready-made for such matters. As for the Radiant Side Quests, I was not at all happy they we were being sent outside Nuka-Cola World to complete them just starting out. Would it have been so hard to keep the Radiant Quests inside Nuka-Cola World so we could actually get to know the landscape while earning caps for the new guns and ammo? Then again, the Radiant Quest system seemed to be breaking down towards the end especially when vanilla quest givers kept sending you to Far Harbor when there should have been no lore reason for such.

 

All in all, I don't believe the devs met the requirements to make Nuka-Cola World a must have DLC. There should have been more dialogue and a better tuned side-quest system to go along with the DLC at a minimum. More sidequests could have helped, including working alongside the DJ Red-Eye and the Raider Lieutenants. But a solid good option, not only to help the Traders but also find a smart way to dispose of the raiders by turning them against each or using the denizens of the park such as the robots and ghouls, should have been in the DLC. That we just have to mindlessly kill nearly 30-40 raiders on our own while trying to avoid hitting the Traders caught in the cross-fire seems like lazy implementation. Hell, I noticed some of the traders pulling out pipe weapons during the fight - why couldn't we have armed them before hand so they could help liberate themselves if they were willing to shoot?

Edited by CyrusAmell
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This is purely just my thoughts on the story and why it kinda annoyed me. See if you agree or can see a fault in my reasoning.

 

So i have no real problems with the start....i actually liked the start....but when it starts to make no sense is when you get made "Overboss" which to me is a joke. Why you ask? Well firstly you have no real power...if one of the gangs tell you to go and shove your orders there is really nothing you could do about it. This might get you backing of the other gangs and it might not...really you have no idea what they are thinking. They could just choose to say "yeah" and simply ignore you which would be something you could do nothing about. However this isn't a problem as the "Overboss" can't actually order them to do anything...in fact they give you menial tasks...which begs the question who is the boss?

 

First order of business is to take back the other regions of the park...that's fine, then you get to pick who gets that region.....alright...so what will the gangs be doing to earn this? Nothing. They won't lift a damn finger..so really none of them deserve it. You would be better turning the rest of the park on the raiders...like reprogramming the bots in the galaxy zone to kill all the raiders...or convincing Oswald to drive the feral ghouls against the raiders.

 

The 3 gangs are pretty 1 dimentional and give radiant quests which really aren't worth your time. I felt kinda meh on all of the factions...i think more interactions between them and for example quests when they all gave a point of view, recommendation or made demands would have given the player a preference fairly quickly. You never feel like your in charge of any of them really...so your title as Overboss basically just allows you to dish out rewards to a bunch of morons who did nothing to earn it.

 

Frankly the gangs just annoyed the hell out of me...i can understand settlers not helping me...they aren't soldiers and don't claim to be tough. Now raiders not helping take back the park is just funny..what I am giving charity to raiders? I don't think so.

 

If I had to support any faction taking the whole park I would have helped the Gunners...they might be greedy mercenaries but they aren't just cruel for no reason and would likely be smart enough to know that you would make much more caps with a safe trading post than one who enslaves and murders people for no reason. I would trust a deal with a mercenary over a raider any day...mercenary may not be trust worthy but he is reasonable and logical. I like to think they would help take back the whole park...but maybe optimistic there :tongue:

 

All that being said the only ending that seemed worth my time was to wipe out the raiders and give the place back to traders...which makes the rest of the park a massive ghost town which seems like a massive waste...you can do nothing about.

 

I totally agree about using the Gunners, who were the wasted faction in the entire game.

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I understand what they were going with for the "overboss" thing, it was just poorly fleshed out.

 

You are more of a powerless figure head that they all agreed to raise to the station to keep the peace, each faction knew that they wouldn't have to listen to you but that if they tried to put one of their own to the position the others would have rejected it. You being a nobody who didn't allow anyone to play favorites, the politics of that were just never expanded on and the mechanic to earn their loyalty through giving them land was equally as poorly developed.

 

The rest of the DLC seems half unfinished, both the traders and the gunners it seem like should have been a faction since they both had roles in the DLC, you should have been able to bring the minutemen or BOS in for that matter but even if you do agree to help the raiders you still can't use them to finish the main game.

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I had a feeling it would be that way. I was hoping I would get to go in and recon the park a little first, and ease into it. I always like to explore first, fight later, when I'm prepared. But of course, they literally railroad you into "The Gauntlet". I knew right then I'd be in for some lame maze with booby traps and OP turrets everywhere. So I went back and got Cait. We suited up in our best PA and went back and slaughtered them all. I couldn't get half way through Gage's stupid speech about why I should want to be a raider before I had to shoot his ass. Luckily we had the highground at the Fizztop so it wasn't too much trouble killing all of the other raiders that charged our position. They must have been really loyal to Gage to sacrifice themselves that way. And thus, I started the quest Open Season without meaning to. Now that I've populated the park a little, and installed Nuka World Glory to clean it up, I love the place. Without mods, I wouldn't have stuck around more than an hour or so there. All that raider trash just looked ridiculous and I wasn't too interested in attacking my own settlements.

Edited by Illtempered
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I was disappointed with the state of the park after exterminating the raiders. I thought the DLC was interesting and went along for the ride up until the part where they wanted to attack the place I set up to trap raiders and feed them to my pet deathclaws. Sorry guys they gotta eat (sound of gatling laser spooling up)

 

Nuka World Glory? I will try it.

 

any other mods to spruce up Nuka World?

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You're kinda missing the point. You get the title of Overboss because the raider gang leaders are desperate for new leadership. They don't trust Gage, they don't trust each other and Colter is a problem, that's when you come in. You defeat the Overboss and have no allegiance to anyone in Nuka World, you are a blank slate to them and you just defeated the bad-ass of the bad-asses. Re-taking the parks are your way of proving your strength which is what raiders care about, even ones like the Operators who think caps first.

 

You're essentially just a figurehead before you prove yourself, you have no power, you get nothing and everyone will stab you in the back to get what they want. You have to fully earn the title and that's what the whole game does. Once you do that you go out to take the commonwealth, that's when the raider gangs do stuff. You'll see them set up 'toll booths' on certain parts of the roads, they'll capture new slaves, they'll fight against roaming raiders, they'll keep settlers in check so you get paid and once you get the third Wasteland Warlord perk they collect tribute for you in the form of caps, gear, aid items and building supplies.

 

It's not perfect and I wish the parks also became large settlements you can build up but for what we got it makes sense that no one helps you, they don't care about you until you prove yourself.

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If you ask all these questions, the plot is just as meaningless as the rest of the game. I mean it is, but that's Bethesda for you. They never were good at creating story arcs drawing you in. The whol game consists mainly of go there, shoot 'em up and repeat.

 

The first ridiculous moment in the main game already is Sturges claiming he's good with computers but not able to hack a novice one to get the Fusion Core.

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  • 9 months later...

Colter has no gang of his own. He has no power base. Real-world politicks, he has no power. He's a paper tiger. The only person on his side is Gage and Gage is a backstabber. Yes, the Traders should've been a faction which the Lone Survivor could've worked with, they could've even helped open the other parks and left the raiders to fend for themselves. Nuka World writers would suck as gang bosses. You need a gang to boss one, duh.

Edited by grimmsforge
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Bethesda made the mistake of assuming that everyone would want to play as a raider boss. the Open Season quest is just the illusion of choice because if you do choose it there is nothing you need to do in Nuka World.

sure, you can free Cito from the Gatorclaws, but after Open Season, Nuka World is just a bit of exploring. there is nothing to be gained from opening up the parks except lots of junk.

 

Nuka World should start to rival Diamond City as a settlement after Open Season.

for me, the best thing about Nuka World is the handmade rifle.

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