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Why I believe Nuka-World is a bad DLC for Fallout 4


stebbinsd

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Why I think Nuka-World was a bad DLC

 

1. Over priced

2. Huge empty map

3. Band-aid for the people who wanted to play a bad character

4. Should've been able to play the three different factions against each other, not have ALL of them turn hostile if you attacked one.

Point #3 is actually my main thesis for the video I posted int he OP, if you're interested.

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"Fallout 4 is about moral ambiguity"

 

yes, in the main factions but you can still play your character as a self-serving greedy character. Even your motives for joining the factions can be seen as way of doing something bad. For instance joining the Institute to increase your power over the wasteland or joining the Brotherhood to take out the Institute in a fit of revenge and anger that they took your son and stole that time from you. There is also a decent amount of side quests that you can do by being a bad person like shaking someone of their caps, completing a hit or demanding more payment from someone. This also isn't taking into consideration stealing, cannibalism, murder and various other factors.

 

The game isn't pushing you into doing the right thing, even with companions as Hancock, Strong and Cait approve of doing bad things. Yes there are companions who approve of good things but that isn't pushing you into doing good things. Moral ambiguity isn't a write off to say you can do bad things and justify it, it just means that the actions of a group can be bad and good.

 

Moral ambiguity isn't the theme of the game, it's just an element. The theme of the game is the android dilemma which has been done by numerous pieces of fiction and is about the blurred lines of what is human and what isn't as well as what is means to be a person.

 

If anything Nuka-World is a reminder that while groups like the BoS and Institute can be black and white but not everyone fits into this middle ground of questionable ethics.

 

"Why don't you get a job"

 

Because people get exiled wrongly or rightfully, people fall prey to addiction, people go into it because their home were destroyed, they were chased out by debt collectors, they were chased out by abusive parents and they have nothing left. Criminal organizations constantly prey on the poor, the outcasted, the people who struggle to fit in. Yes, many raiders get into it because they don't see any other alternative. Hell, Cait who has spent time with raiders was sold off to slavery because her parents were abusive, she ended up joining raider gangs, got addicted and when we meet her she is stuck fighting for the entertainment of raiders. Fallout 4 paints a picture that not all raiders choose to get into their line of work but are pushed into it. Even still a justification can be made for the raiders being a harsh way to establish order later on much like the Legion, The Pitt and various other groups in the franchise have done. Am I advocating this? No but it can still be role-played as a morally ambiguous method of seizing a stricter control over the Minutemen's idea of having every settlement remain independent.

 

Hell, Cait isn't the only one in 4 who was forced into a raider lifestyle or joined for a reason other then getting high and caps. Jake Finch tried to join the Forged so that his family isn't targeted by raiders, the Judge near Bunker Hill was torturing people until they joined up. Dixie herself will say "Finally" once she dies, do you know what that tells me? She is glad she is dying, she is a monster and she knows this. She can't help who she is because that's mental illness, there are numerous types of mental illness and some of them are types where you have the urge to kill, in Fallout there isn't therapy to help everyone, most settlements don't even have a doctor nearby. Then you have Hancock who didn't turn to crime until after he left Diamond City because of the ghoul ban leading to a lot of innocent ghouls being killed, his nature as the main crime boss of Goodneighbor and a regular drug user is very recent.

 

Then you have cases like the Vipers and Great Khan who are more then raiders, they're a tribe. They grew up in that lifestyle and giving how the Pack is formed around a tribal identity and has existed for so long they've practically built a culture around their group and have their own laws and traditions. As opposed to the Disciples who are in it for the might is right factor or the Operators who are a newly formed criminal organization much like the families of the Strip, New Reno and the Triggermen (though many kids of organized crime do actually end up following their parents line of work as that's how they were raised.)

 

Nuka-World fits well within Fallout 4, it doesn't break the theme of the game at all as it exists outside of the actual theme of the game with the dilemma of the definition of what is human when it comes to robots and becoming sentient.

 

I know after coming out of 3 or being new to the series it may seem like that is a theme of the game but moral ambiguity is an element of the Fallout series with having unarguably good groups (Followers of the Apocalypse) and unarguably bad groups (The Enclave)

Edited by CiderMuffin
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Well..... Nuka World definitely has it's moments. It has great places, which are well designed. There are also great scenes. The look and feel is great.

 

What I dislike is the entry quest, "The gauntlet". Killing Colter and then you are the new boss of the whole place it's just meh. It was unexpected and a surprise but it's just too much. You expect to be no one there and that's also something I like. You are always forced into a role by the game. It would have been much better to actually choose. Kill him or let him survive. So the main story is not that great, but i really like the minor quests / stories.

 

To make it short, imo it's worth it's money. You get a lot of stuff and playtime. It's not perfect, but no fallout/elder scrolls has been perfect.

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Well..... Nuka World definitely has it's moments. It has great places, which are well designed. There are also great scenes. The look and feel is great.

 

What I dislike is the entry quest, "The gauntlet". Killing Colter and then you are the new boss of the whole place it's just meh. It was unexpected and a surprise but it's just too much. You expect to be no one there and that's also something I like. You are always forced into a role by the game. It would have been much better to actually choose. Kill him or let him survive. So the main story is not that great, but i really like the minor quests / stories.

 

To make it short, imo it's worth it's money. You get a lot of stuff and playtime. It's not perfect, but no fallout/elder scrolls has been perfect.

That's kind of the main point of the Gauntlet. It's a last attempt at replacing Colter as the raider federation is falling apart due to Colter doing absolutely nothing. They're stuck in Nuka-Town, Gage isn't trusted to lead nor does he want to, the gangs don't trust the leaders of their rivals and it's stated that Colter wasn't letting the raiders to actually raid.

 

It was Gage's last gamble on how to get rid of Colter and build up the raider federation. The Gang leaders all show distrust of you and expect you and Gage to fail leading to the federation just dying entirely. The Gangs were prepping and talking about a full scale civil war in Nuka-World. The entire point of the Gauntlet and becoming the Overboss was to save the raider federation from falling, Raiders work on a "Might is Right" philosophy where the stronger you are the higher your position is and capturing Nuka-World entirely is proof that you aren't just all talk because you could beat Colter.

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I found both the Cappy glasses and the Star Core quests irritating and boring and in fact in my current play I haven't bothered with the Cappy game.

After you are done with the Nuka World story there is nothing to do except have a dull settlement at Red Rocket. It should have been possible to restore and populate each park if you wanted.

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I did not like the Nuka World for the same reason I didn't like the Far Harbor DLC.

If in the main game you are at war with the Synth, the Raiders & Children of Atom way are you not in the DLCs.

 

In the main game it is kill or be killed with the raiders. Why am I not killing the raiders & freeing the slaves in the DLC? It would have been a great DLC if the end result was building settlements with the freed slaves. To me that is the obvious thing to do. No raid my own settlements.

 

I do agree that the dungeons were nice but the reason for doing them was stupid.

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I did not like the Nuka World for the same reason I didn't like the Far Harbor DLC.

If in the main game you are at war with the Synth, the Raiders & Children of Atom way are you not in the DLCs.

 

 

Far Harbour:

 

Well you can be at war with them, it's just not an automatic thing. Far Harbour is a fair distance away from Boston area you wander in the main game, so they likely don't get many news updates from there.

 

The Synths aren't wanting too much attention, in case the Institute finds them, so news that you(the player) are anti-synth would only become apparent once you act against them.

The Children of Atom are likely in a similar situation. Followers might know of the gathering up north, but I doubt many have actually been there, or made direct contact with the group.

Raiders are present in the from of trappers, and as expected they are hostile as soon as you get close to them, so nothing has changed there.

 

Nuka-world:

 

You can go against the gangs, but there's little to do afterwards regarding the traders. You can clear out the park areas and travel around the other locations in the area seeing to their individual mini-missions, that's about it.

 

Mod or two that involves restoring/expanding on the traders after clearing the raiders out would be something, not sure if anyone's done work in that area yet though.

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