Nuka World Discussion

@Ragemage
Well, to be fair the settlements in Fallout 4 are so meaningless and under-developed that it probably wouldn't be too difficult to raid them. It's not like you deciding to join the Vipers and raid Primm, there'd need to be some dialogue and consequences for that. But raiding that island in Fallout 4? Does it really need any new dialogue or anything? It's not like settlements got 'any' of that in the first place. :V
 
If it results in some actual evil options then it could be interesting. Considering the whole game forces you to be a sarcastic goody goody the whole time save for 9 instances I've listed repeatedly, I really doubt it. Unless they were apparently saving all the evil moments in the game for this DLC. I mean there's cut dialogue for both East City Downs and the Combat Zone, so maybe that's what they were planning all along. Once you befriend the raiders or whatever in Nuka World, you can use those same raiders to repopulate East City Downs and the Combat Zone or never kill them at all. Of course that's all wishful thinking on my part, Bethesda's too lazy to do all that work just so we can finally have some evil fun.
 
Yes, because they don't give a shit anymore. Why else would they keep the owner of The Combat Zone marked essential? He literally does nothing once you get Cait to be your companion. Not to mention that after you get Cait, Tommy will mention cleaning the place up and getting "new clientele" even though the place never fills back up. This whole "lead raider gangs" seems like the best way to do that.

For the record I'm talking about this guy: http://fallout.wikia.com/wiki/Tommy_Lonegan
 
Well...
Didn't Automatron affect things in the main game world?
And Far Harbour, couldn't you tell the faction of your choice about the synth activity over there?
(I haven't bought any DLC so I have no idea)

I haven't played the dlc's, so I can't comment on that (although Ragemage seems to have laid it out well).

I'm simply building my suspicions on how dlc's usually work for their games - their own little isolated world, with only items and some flavor text or dialogue tying them to the main game.
 
Well...
Didn't Automatron affect things in the main game world?
And Far Harbour, couldn't you tell the faction of your choice about the synth activity over there?
(I haven't bought any DLC so I have no idea)
You get two more types of random enemies in the game. Far Harbor doesn't really do much, even the goddamn Children of Atom on the mainland stay hostile for whatever reason. You can tell on the synth refuge, but it doesn't do anything.
 
So.. any free updates for Fallout 4 BGS promised aside from updating survival difficulty and mod support for consoles? Anything? They promised to update this one the whole 2016. Or everything else is now community's job?

Oh, nuka world, another unused opportunity now appeared in DLC... Not even funny anymore.
 
So.. any free updates for Fallout 4 BGS promised aside from updating survival difficulty and mod support for consoles? Anything? They promised to update this one the whole 2016. Or everything else is now community's job?

Oh, nuka world, another unused opportunity now appeared in DLC... Not even funny anymore.
"Did we say free? We meant to say "Dee eL Cee", our bad. We're sorry."
 
"Did we say free? We meant to say "Dee eL Cee", our bad. We're sorry."

Do you like paywalls? Well boy oh boy, get ready to buy all of those in-game assets!

Here's what we got: A revamped survival mode that's iffy at best, Mods of consoles, and a dozen or so settlement items that are only decoration. No quests, no new usable items, no new enemies, no new features, nothing but a lot of hot air.
 
I wonder if we will get Rad Popcorn, made by using fresh corn that will now look like a yellow octopus or something, judging by what they did to fresh carrots....
 
According to the offical description:

Take a trip to Nuka-World, a vast amusement park now a lawless city of Raiders. Explore an all-new region with an open wasteland and park zones like Safari Adventure, Dry Rock Gulch, Kiddie Kingdom, and the Galactic Zone. Lead lethal gangs of Raiders and use them to conquer settlements, bending the Commonwealth to your will. Nuka-World features new quests, Raiders, weapons, creatures, and more. Enjoy the ride!


dont care, it'll just another overused stupid chaotic evil trope. judging from how the dlc itself being marketed.
well, obsidian tyranny here we go
 
Take a trip to Nuka-World, a vast amusement park
Hmmm

now a lawless city of Raiders
Oh...

Lead lethal gangs of Raiders
More raiders..

Nuka-World features new quests, Raiders
More fucking raiders..Can't they atleast TRY to put new enemies in the game? It sounds boring, oh hey look more raiders to go with the base game which has..raiders so you can raider up and go raiding. I bet it'll be well recieved because people don't learn.
 
Hmmm


Oh...


More raiders..


More fucking raiders..Can't they atleast TRY to put new enemies in the game? It sounds boring, oh hey look more raiders to go with the base game which has..raiders so you can raider up and go raiding. I bet it'll be well recieved because people don't learn.
uh...synth Whale ?

Ba dumm tsst..
:drummer:
 
You know what I loved so much about New Vegas was how unique the factions were. Factions like the Great Khans, Fiends and even the Legion to an extent are raider type faction but they had, oh whats those words...? Depth, character and style. Hell the Legion have an ideology for why they do what they do. There was so much more going on with them then mindless kill, loot and returning for the lawls! I have the feeling that the Nuka World raiders will have no such depth and any attempt by Bethesda will be incredibly hamfisted. Who knows maybe I might be pleasantly surprised but from what I have seen from both Skyrim and its DLC's and Fallout 4 and its DLC's I very much doubt it.
 
You know what I loved so much about New Vegas was how unique the factions were. Factions like the Great Khans, Fiends and even the Legion to an extent are raider type faction but they had, oh whats those words...? Depth, character and style. Hell the Legion have an ideology for why they do what they do. There was so much more going on with them then mindless kill, loot and returning for the lawls! I have the feeling that the Nuka World raiders will have no such depth and any attempt by Bethesda will be incredibly hamfisted. Who knows maybe I might be pleasantly surprised but from what I have seen from both Skyrim and its DLC's and Fallout 4 and its DLC's I very much doubt it.

The Fiends and Great Khans made sense, they had territories, not scattered all over the map like in 3 and 4. The Fiends were pretty much scum, but at least we could do some drug runs for their leader and chat with him. And the Great Khans came off as mostly sympathetic, mistreated people. I could not have cared less about them being chem dealers; it was a desperate means to feed and supply their people. Raiders and Gunners in Fallout 4 are just moving targets.
 
The Fiends and Great Khans made sense, they had territories, not scattered all over the map like in 3 and 4. The Fiends were pretty much scum, but at least we could do some drug runs for their leader and chat with him. And the Great Khans came off as mostly sympathetic, mistreated people. I could not have cared less about them being chem dealers; it was a desperate means to feed and supply their people. Raiders and Gunners in Fallout 4 are just moving targets.
On the other hand some raiders in Fallout 4 actually do get a backstory and fluff. But, because this is Bethesda we're talking about, it's only through conveniently placed terminal entries. Like the raiders at Libertalia, they were remnants of Minutemen turned mercenaries, but when the fuckers at Bunker Hill refused to pay them they resorted to raiding in order not to starve.
Or those in the East Boston Prep School, those with the blood contracts. The terminals tell of how new people were forced into their gang.
Of coruse, there's no real difference between any of these raiders, they're all immediately hostile, there is no way to interact with them and they are not distinct from each other in terms of style. The only distinct groups are the Forged and the Rust Devils. And the Gunners, because let's face it, they're raiders, too, thanks to Beth's lazyness.
 
On the other hand some raiders in Fallout 4 actually do get a backstory and fluff. But, because this is Bethesda we're talking about, it's only through conveniently placed terminal entries. Like the raiders at Libertalia, they were remnants of Minutemen turned mercenaries, but when the fuckers at Bunker Hill refused to pay them they resorted to raiding in order not to starve.
Or those in the East Boston Prep School, those with the blood contracts. The terminals tell of how new people were forced into their gang.
Of coruse, there's no real difference between any of these raiders, they're all immediately hostile, there is no way to interact with them and they are not distinct from each other in terms of style. The only distinct groups are the Forged and the Rust Devils. And the Gunners, because let's face it, they're raiders, too, thanks to Beth's lazyness.
The hell of it is, most of the Beth fanboys probably saw those little terminal stories pop up, and then their eyes just glazed over and they clicked right through when they realized that wasn't the terminal entry they needed to pop open the safe, or open the door to get to the next loot crate and/or group of enemies to mow down and loot.

Why have actual enemies that have even a smidgen of backstory when you can just have walking loot fountains?
 
Honestly, I feel Nuka World could have been something good had it been part of a half-way decent game. A city run by raiders in the ruins of an amusement park would be golden as a location in a more consistent world; I picture it as either a reincarnation of Barter Town from Mad Max or a less mafia-oriented New Reno.

Of course, what this simply means is that Bethesda just shat all over another perfectly good concept and expected us to pay for it on top of their base game.

The settlement raiding aspect is a complete joke. It's not like you can work it into a backstory (since you only get the one) and gaining control of a settlement is so trivial you may as well not even bother. It's not like they can oppose you and if it's a settlement you built up, why raid your own guys?

It's all stupid and a much-needed conclusion to this absolute train wreck of a game.
 
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