New user, made an account just to rant about this POS.
Didn't like Fallout 4. Far Harbour was decent but not worth £20. I hoped Nuka World would at least be fun. Spoilers: it wasn't. My experience (and everyone else's given how linear the game is):
Sorry you didn't have fun there.
*The monorail is bugged like hell. Had to use console commands to reach Nuka World. Not a great start.
Yeah, the bugs in Nuka World are unforgivable. I remember there being a gigantic neck tall collection of grass in Bradburton's office with the Modded version and the elevator not working.
*Wow a death maze. Wow there's traps. Oh look enemies. Now there's a "boss". Intercom guy doesn't like "boss". Shoot "boss" with water. "Boss" doesn't like water. For some reason "boss" sounded like a more Australian version of Zaeed from Mass Effect.
I actually liked the build-up to Nuka World because if you take it slowly, there's a lot of good small character bits. The Gunners are investigating the fact they've had a lot of their men massacred and, at least in the Bethesdaverse, the Gunners are supposed to be pretty badass. You can find this out by checking the notes on one of the corpses.
Then you meet with Harvey and if you behave like a decent human being, he drops the act and admits that this is a trap to bring people like the Gunners in so they can be massacred in the maze. Harvey lucked out in getting you (or doesn't as you can kill him) as the Gunners probably wouldn't have been lured in by his sob story.
The Gauntlet, itself, is a fun little death maze and I think an enjoyable homage to Thunderdome and other traps. For example, Colter is very clearly CHEATING THE FUCK OUT OF EVERYTHING to try and kill you before you get there. There's the fact he hides the key of the radiation room, the seventeen turrets, and other moments which you have to think around.
Amusingly, of all things, this reminds me of Dead Money as you have to do more than follow the same strategy of "shoot and loot" in order to get out of this section. As for defeating Colter with a Squirt Gun, in the metaphorical sense it's to prepare you for the fact this will be a silly and fun adventure versus a serious one. It's also highlighting why you wouldn't actually want to make a Bumper Car Magnetic shield in Real-Life. After all, you don't want to know why a bunch of Raiders would be better than the Enclave.
*You're the new boss, so you must prove yourself to the gangs of Nuka World. Sadistic group #1, sadistic group #2 and mercenaries. Kill stuff to impress them. Occasionally you can use speech checks to get guns to shoot things with.
It's three basic groups of Raiders with showing the various types of them. You have the Operators who are just criminals like the Triggermen and motivated by caps rather than sadism or a desire to hurt others.
You have the Disciples, who are the cannibal psycho raiders like the ones from the Capital Wasteland.
Then you have the Pack who are Tribals and have a code of ethics like the West Coasters but it's an alien inscrutable code of ethics.
The holotapes and terminals about them also show how their operations work and how they feel about each other.
*Experience a short and sad story about a settlement of ghouls in Kiddie Kingdom, but then realize how stupid it is for this magician- who supposedly cares for these ghouls- letting them loose on heavily armed raiders to be killed.
Oswald has the ability to restore destroyed ghouls to full functionality through massive doses of radiation as a Glowing One. Even so, Oswald actually isn't releasing his friends on you, so much as they're attacking you because that's what Feral Ghouls do. He can't control them and can barely direct them. Oswald's primary defense for Kiddie Land is the constant spew of Radiation which is a wonderful defense against the non-power armor-wearing Raiders. I also love what happens if you turn off the Radiation Spewers.
He turns them back on when you leave the room.
*Go to the Space Place. Find 20 McGuffins. Power machine. Success?
I actually had a lot of fun with the Galaxy Zone because it had so many homages to Disneyworld and Bethesda poking fun at itself. The reproduction of Space Mountain is uncanny and the fact you can experience it the original way (with the power on) or in the much easier power-off method makes me wish the enemies respawned.
I'm particularly glad for Vault Tech: Beyond the Stars because it recanonizes the original Van Buren ideas that the plan of the Enclave is to go visit space rather than to stay on Earth. It also shows we might be able to eventually visit one of their space stations or a moon base or a facility to visit orbit.
But the RobCo Death Arena was also hilarious as Bethesda took the piss out of itself with the terminals which read, "Okay, the audiences are pissed that all of our new and exciting robots are just reskins of the old Protectron, Sentry Bot, Eyebot, and Assaultron models. What are we going to do?"
*Help Tarzan and his ghoulrillas- wait- ghoulrillas? Geez I knew Emil was bad but this is on a whole new level. Help Tarzan kill gatorclaws. Oh ffs. Next you'll be telling me this DLC has Nuka Cola Deathclaws...
Yeah...Tarzan joke aside, I think it would have been awesome to have him raised by an animatronic set of gorillas. Someone like Codsworth, which would underscore the sentience debate in the main games. Aside from the ghourillas, I liked Cito, though and think he would have made a decent companion beyond just this short bit of gameplay.
Also, Gatorclaws vs. Cito's "brother" is pretty much an explicit Donkey Kong Country homage.
*Kill knockoff tremors and fight robots in the place that made me sad because it reminded of Goodsprings and good writing.
Do you have a soul if you don't love talking like Westerners and corralling Giddyup Buttercups?
*Kill nukalurks in the bottling plants. Power up the park.
I love the River made of Quantum. There's not much to say about the Bottling Plant but I used to love taking that exact same ride through Walt Disney World (which it's an homage to) where you explored Walt Disney's past life and his experiments.
Someone really fucking loved Disney World with this level of fidelity.
Obviously, it was a movie studio with a river and animatronics rather than a bottling plant.
*Ready for moral dilemmas? Choose 1 raider gang to destroy by not giving them as many flags as the other gangs.
In this case, the actual moral dilemma is whether or not you want to massacre these three gangs or whether or help them establish themselves in the Commonwealth. You can entirely avoid violence if you have enough Charisma and caps. It prevents another massacre and gets you to keep the peace, except for the fact Raider greed means that someone is going to be unhappy. I do think "Power Play" should have happened before the Settlements, though, as there's 5 parks so there's no reason why the rebellion couldn't have happened there.
*Alternatively kill five "boss" raiders and somehow those 11 traders with bomb collars equipped manage a coup d'état and defeat all 3 gangs. Such depth.
They don't. You have to kill every single Raider in the park as they all go hostile.
Also, it gets worse, you don't get an Achievement for completing Open Season.
*Enjoy your very own mountain top player home that doesn't have a workbench. Don't worry, mods will fix it.
The biggest flaw there is that there's a fucking loading screen between you and the interior. What the hell?
*Who doesn't love settlements right? New building objects, and also the ability to "raid" Commonwealth settlements! Even ones that you already own.
The Minutemen actually just have the "support" of these settlements and as Libertalia talks about it, the fact is this support is tepid and weak at the best of times. Raiding these settlements will do a decent enough job of getting support for the Minutemen if you're a complete asshole, though.
As for the new building objects, I have two gigantic Coke bottles next to my Red Rocket station and my own Nuka Cola museum.
So I give kudos to that.