Fallout Nuka World DLC trailer and information are online

Yeah and I think rightly so Fallout 4 has been the weakest entre in the seriers even if its had the most popularity
 
Because if someone says something wrong, and someone can correct it, they should do so, regardless of if those people want to hear it or not.
Yes, and a lot of people are telling you that they don't give a fuck about it. At this point, you're just beeing stuborn. NMA is not here so that you can change our 'opinion'.
 
I'm amazed at how someone preaching about suspension of disbelief doesn't even understand what the expression is all about, and how does it work.

This is suspension of disbelief:

People turn into ghouls due to radiation and FEV and become practically immortal.

It's suspension of disbelief because we believe something that just can't happen in our world or that doesn't make any sense at all, but we suspend our disbelief for the sake of enjoyment.

This is internal consistency:

Ghouls require food and water to survive.

And this is breaking that internal consistency:

A ghoulified kid survived in a fridge with no food or water for hundreds of years.

Breaking this piece of lore means that we could have taken the Water Chip from Necropolis with no catastrophic consequences. The only real consequence would have been that Ghouls suddenly have nothing to shove down their throats, but they will survive anyhow.

This is verosimilitude:

Nuka-Cola, modelled after Coca-Cola, is the most popular soft-drink in the world.

Advertisings of Nuka-Cola are found everywhere in the world, same with Nuka-Cola vendor machines.

This is where my suspension of disbelief disappears:

Isotope is added to Nuka-Cola to give it a kick, despite the fact that no sensible government would allow these kind of things.

Additionally, the world's best chemists work on a soft-drink instead of working for a more important and better paying job.
 
I have to ask:

How many people have joined NMA only to try and stubbornly spread their opinion as law about Bethesdas Fallouts?

P.S. Someguy, I dont know you enough to call you out as a Bethsdrone so I wont, but this question stems from you so....
 
Borov, too many to count. Altho Fo4 strangely enough resulted in very few of them after release. Most of the Bethapologists registered after e3 last year then quickly left.
 
I have to ask:

How many people have joined NMA only to try and stubbornly spread their opinion as law about Bethesdas Fallouts?

P.S. Someguy, I dont know you enough to call you out as a Bethsdrone so I wont, but this question stems from you so....
A lot, most right after the release of Fallout 3 and 4, respectively.
 
I have to ask:

How many people have joined NMA only to try and stubbornly spread their opinion as law about Bethesdas Fallouts?

P.S. Someguy, I dont know you enough to call you out as a Bethsdrone so I wont, but this question stems from you so....

Yeah, that's pretty much how it is here.
 
Nah, most just left soon. A lot were banned as they resorted to plain trolling after a while (or immediately).

"Good to know that someone's keeping the peace around here. Thanks." -The Vault Dweller, whilst talking to Lars
 
If I may come back to the actual topic of discussion:

The idea of the secret chemical research laboratory is actually decently interesting. Of course, Nuka Cola having the best chemists in the country and their founder being a proto-House are both examples of lazy writing, but Bethesda made some progress with this DLC. It's a step in the right direction, anyway.

I would have rather they had the Nuka Cola people accidentally discover some revolutionary isotope or chemical and their CEO jump at the chance to strike a deal with the US government. The company would maintain ownership of the chemical's recipe, but they would freely produce it for the army and develop new chemical weapons in exchange for a state sponsorship, tax exemptions, and other benefits.

The company then builds a secret laboratory underground and builds a theme park as cover; in response, the army provides troops and armaments (NOT power armour) to protect their interests, leading to the park's reputation for overly armed staff.

The twist is, of course, that the initial discovery happened entirely by chance; Nuka Cola's chemists are somewhat competent at best and they certainly do not specialize in the weaponization of substances. The CEO is trying to swindle the government by taking all that he can from them whilst maintaining a facade of progress towards a new discovery; if he can trap lightning in a bottle a second time, even better.

By the time of the War, the government was beginning to get impatient with the company, which had been getting into all sorts of trouble by cutting corners in the park and accidentally releasing the chemicals in certain sections, forcing a quarantine.

200 years later, the legend of an amazing weapon hidden somewhere in the park still lingers, and various Raider factions are clashing to get their hands on it. The player enters the scene after having heard of the weapon themselves and is either forced to work for one of the factions or gains their trust in exchange for entry.

The player investigates the park among various threats, finding clues as to the state of the park after the war, the military's involvement and eventually the presence of the chemical, which presents itself as an obstacle and/or a stand-in mutagen for FEV, depending on how retconned you want this to be (obviously, the creatures would be a lot more deformed than FEV-mutated ones).

The player's reward and closure would be to eventually be able to use this chemical for themselves, adapting it into a variety of weaponry with various uses thanks to the chemical's versatility, giving them an entirely new arsenal to pick from.

TL;DR I should have written this DLC for them
 
I am a little divided on your story here and there but it is indeed better than what Bethesda came up with as a scenario for a theme park setting.

Still I for one would not bring in another mutagen similar to FEV.

What I would do? I have absolutely no idea right now.
 
If I may come back to the actual topic of discussion:

The idea of the secret chemical research laboratory is actually decently interesting. Of course, Nuka Cola having the best chemists in the country and their founder being a proto-House are both examples of lazy writing, but Bethesda made some progress with this DLC. It's a step in the right direction, anyway.

I would have rather they had the Nuka Cola people accidentally discover some revolutionary isotope or chemical and their CEO jump at the chance to strike a deal with the US government. The company would maintain ownership of the chemical's recipe, but they would freely produce it for the army and develop new chemical weapons in exchange for a state sponsorship, tax exemptions, and other benefits.

The company then builds a secret laboratory underground and builds a theme park as cover; in response, the army provides troops and armaments (NOT power armour) to protect their interests, leading to the park's reputation for overly armed staff.

The twist is, of course, that the initial discovery happened entirely by chance; Nuka Cola's chemists are somewhat competent at best and they certainly do not specialize in the weaponization of substances. The CEO is trying to swindle the government by taking all that he can from them whilst maintaining a facade of progress towards a new discovery; if he can trap lightning in a bottle a second time, even better.

By the time of the War, the government was beginning to get impatient with the company, which had been getting into all sorts of trouble by cutting corners in the park and accidentally releasing the chemicals in certain sections, forcing a quarantine.

200 years later, the legend of an amazing weapon hidden somewhere in the park still lingers, and various Raider factions are clashing to get their hands on it. The player enters the scene after having heard of the weapon themselves and is either forced to work for one of the factions or gains their trust in exchange for entry.

The player investigates the park among various threats, finding clues as to the state of the park after the war, the military's involvement and eventually the presence of the chemical, which presents itself as an obstacle and/or a stand-in mutagen for FEV, depending on how retconned you want this to be (obviously, the creatures would be a lot more deformed than FEV-mutated ones).

The player's reward and closure would be to eventually be able to use this chemical for themselves, adapting it into a variety of weaponry with various uses thanks to the chemical's versatility, giving them an entirely new arsenal to pick from.

TL;DR I should have written this DLC for them
You really should have lol
It reminds me a lot of Dead Money/Old World Blues, in the key plot points
 
My question is why have a fucking cola company be that powerfull?
Like usual Bethesda has the opportunity of coming up with their own factions and stories and they just resort to make retarded rehashes and bastardization of stablished components of the lore. Is it an office policy to snort glue in the writers room?
 
My question is why have a fucking cola company be that powerfull?
Like usual Bethesda has the opportunity of coming up with their own factions and stories and they just resort to make retarded rehashes and bastardization of stablished components of the lore. Is it an office policy to snort glue in the writers room?

I hear lead paint is a particularly popular snack food over at Bethesda headquarters.
 
It's still military grade power armor. It still does not make much sense for the military to hand over power armor like that and it's still overkill using power armor for theme park security (now if they used military combat armor as default theme park security, that may make more sense since it would reference the instability of society due to destabilizing circumstances and I'd imagine even low level security would be given advanced armor to defend themselves). The other thing that bothers me is the Enclave Power Armor on display in the park since said armor only came into existence after the war (unless the armor is just a statue by a prophetic sculptor).

The Power-Armor isn't used for security, it's a display piece, and there are only two in the entire park, so far as I can find. You really don't understand how the army manages propaganda if you think they're not all too happy to lend pieces of equipment to private enterprises. Two sets of power armor are fundamentally not going to make any difference in the war effort or pacifying the population, and can have vastly more power and use as propaganda tools. Sure, maybe you could kill two dozen Reds with one suit, or you could inspire hundreds of young boys to join the military when they grow up.

Agreed on the APA, though. It's not just a statue, you can use it.

The questline of the Hubologists, even if it got an ending slide, still ends with them dying in all circumstances. They were supposed to be a one-game joke and bringing them, out of all factions to choose from, back feels like a token attempt to reference older games that does not really mean much since they're still a side-show attraction.

I agree with the sentiment that it's a token and a rip off, but it's not remotely ridiculous. It's a pre-War organization, and like Scientology, there were doubtless worshipers in places other then California. Like I said, I love the Hubologists, so I'm happy they're back.

I guess we'll have to agree to disagree then. For me, the franchise is akin to a corpse at this point with Bethesda adding new flairs and gimmicks to keep people interested in the corpse with certain modders being capable of bringing said corpse to life with Nuka World not being appealing for me at least. I don't see the appeal of Nuka World even if it is fun though credit where credit's due, Bethesda did try to explain why is there military tech at a theme park of all places.
Nuka World and Far Harbor, like Point Lookout, are genuine Fallout experiences for me, because Emil was not involved in the writing.

How many Nuclear Weapons are there at Disney World? That's right 0

Military Grade Equipment doesn't belong in a theme park.
How jingoistic is the culture surrounding Disney Land as opposed to Nuka World? How much more common is atomic technology in this world then ours?

I've seen the semi-sensical way. He wants to put the target on your back. Again, why not present that like Fallout 2 where your being manipulated by the Sherriff rather than outright saying it.
Because the writing isn't as good and muh sandbox

Sierra was a stupid character in a nonsensical quest. Seriously, why do Bethesda always bring back the most retarded characters.
It's really not a big deal

Coca-Cola's not the smallest company in the world, but you don't see them developing nukes or being listed as a company heavily involved in the US's military-industrial complex.
Nuka-Cola is far larger in a world where corporations are out of control, and far more intertwined with government.
 
The Power-Armor isn't used for security, it's a display piece, and there are only two in the entire park, so far as I can find. You really don't understand how the army manages propaganda if you think they're not all too happy to lend pieces of equipment to private enterprises. Two sets of power armor are fundamentally not going to make any difference in the war effort or pacifying the population, and can have vastly more power and use as propaganda tools. Sure, maybe you could kill two dozen Reds with one suit, or you could inspire hundreds of young boys to join the military when they grow up.

It's not just "hardware", it's a weapon whose schematics are top-secret information and the most vital asset the military has at their disposal against an enemy who they know has infiltrated them. Somehow I find it hard to believe it would be handed out to be freely use as sponsor material, nevermind just as a display.
 
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