Bubbles & Squeaks 77 wrote:Started Nuka World last night and so far, really enjoying it.
And finished it last night.
**SPOILERS AHEAD**
Like Far Harbo(u)r, I really enjoyed it but again I found it makes you go against the ethics you built up with your character somewhat.
It was good fun and really well done and I loved the fact you have a number of different zones to visit which all felt unique in their own way with a different kind of enemy at each one. My gripe is I always like to play these games as 'the good guy' and I've spent a lot of time developing settlements; so when you're asked to lead a bunch of Raiders simply because you killed a Raider leader, it was going to be difficult to suddenly play as a b*stard leading to a potential conclusion of wiping out most, if not all your settlements with 3 sets of Raider groups (the Pack, the Operators and the Disciples).
It's worthwhile noting that you don't have to go down the route of becoming a fully fledged Raider but to get the most out of the DLC, it's best to go down that route to start with as you need to assign 5 of these zones to 3 groups once you clear them of robots, ghouls or creatures. The group you assign the least zones to will not be happy.
After I assigned the zones, a guy called 'Shank' then asks me to pick a settlement in the Commonwealth to either raid or 'politely' ask settlers to leave using one of the Raider gangs of your choice. Again, neglecting a certain gang will make them unhappy and they can apparently turn on you. So at this point I thought, sod it, I ain't doing that so I'll turn on the Raiders which meant not only killing the leaders of each gang but then going back to the Nuka World zones to finish off the small group of Raiders you sent there. It did feel in some ways like a level of double cross going as they all make overtures about how great an 'Overboss' you are but it never really suggested you had turned on them and in fairness, you could have done at any time after you're given the choice to do it by a market stall trader after you meet the gang leaders. In the end, you just go in guns blazing and kill everyone. The main outcome is that all the traders who have been enslaved at Nuka World (and fitted with exploding collars if they try to escape) are now free to do what they want so there is this positive.
Obviously, Raiders are almost in the game to be killed but it would have been great to have a GTA kind of option where you can offer clemency to the bosses and let them and the go, only for them to turn up later at a settlement after they double cross you. I thought that would have been cool.
There was no way of trying to come to arrangements with groups either.
I have not spent hours and hours building up settlements to then just put Raiders into them and there wasn't an option for me to just send them to a handful of the uninhabited settlements I have (Jamaica Plains or Egret Tours Marina for example). No - it has to send them to sites that appear to have been pre-selected to allow Raider groups to sweep through from settlement to settlement. If you're ready to throw the towel in on Fallout 4 I thought this would be a great way to end it (imagine putting Marcy and Jun Long into a Deathclaw cage or simply just blowing their moany ****ing arses up!) but I want to play on and I'm not letting a DLC change the whole way I've played the game.
Couple of other points.
If you do turn against the Raiders, make sure you have a companion with you as there are a lot of people to kill. And this leads me to my last point.
When you get there, you have the option of teaming up with a new companion - Porter Gage.
As is usual with companions, he'll stop you as you're going around and spill his guts out and he has a sad little story to tell. Once you max perk, you can obviously sack him off but I was really in two minds as to why I should kill him. I really don't think it warranted it. But could I convince him to maybe change his ways and join me in killing the Raiders? No. Could I sandman kill him? No.
So in the end, you just have to kill him in a gun fight but to be fair he does nothing but help you once you get to Nuka World and it's bad you're not even given the option of sparing him (at least I certainly wasn't).
So in summary, a really fun DLC that's well worth a pick up and keeps in line with the other DLCs and main story. Saying that, I would say that it does feel like Bethesda lifted a lot from the Batman games and it really had a 'Joker' feel to it all. Some of it totally screamed Arkham Asylum and/or Arkham City and one of the main characters in the Disciples gang really reminded me of Harley Quinn.
If like me you're into the heavy RP side - you may be disappointed with the limited options you have to try and get Nuka World and its gangs to go down several other paths rather than one or two but if you're in to Fallout, it's still a must play DLC. That and you get all the Nuka World stuff to build with afterwards!