3/1/2024 0 Comments Fallout 4 dlc quest similarIt felt appropriately Eastern Gothic, a little slice of Stephen King’s Castle Rock.Fallout 4's largest expansion to date is more soggy B&B holiday than a hair-raising voyage to parts unknown, but I can't fault its opening sections. In my main farm, I created a dour concrete chapel at the top of the hill, looming down on the tiny, worn shacks and I stationed a reverend in it to man a clinic, dispensing chems and condemnation in equal turn. Security would be handled the old fashion way, by nervous men and women clutching lever-action rifles at their watch-posts instead of automated turrets. I dressed everyone in frayed sweaters, hip waders, and rain slicks instead of armor and finery. Rather than the typically utopian settlements I design, I set my weary harbor men up in simple wood shacks, lit with lamp lights and candles. There are even some new items to furnish them with (barns, drying racks, fish buckets, some new lamps). Yes, if you’re a freak like me and actually enjoy fiddling around with the doll house communities of Fallout 4, you’ll be pleased to know there are a few settlement opportunities in Far Harbor. The mood of the island even seeped into my settlement habit. It’s a wonder they lasted long enough for you to come and save them all. There is a clear good guy, clear bad guy, and some textbook video game simpletons who depend on you, an outsider, to fix every problem they have - from hammering some extra nails into the barricades, to patching up interpersonal rifts. While there are plenty of ways to approach the main quest (including options for snitching out the synth haven to the Brotherhood of Steel or the Institute, both of which will immediately lead a crusade against them), I never really felt compelled or pulled in any direction other than the obvious one. I mean, you’re first interaction with them involves two friends forced to execute each other to “prove their loyalty” to Atom what else are you supposed to think about them? The Children never make a case for themselves as anything other than evil. DiMA is shady, but his possible misdeeds are presented in the lightest shade of gray possible. The harbor men are exactly as they appear: hot-tempered rubes easily swayed by a few impressive displays or speeches. Sadly, Far Harbor doesn’t lean into any of these ideas as much as it could. Rounding it off are the Children of Atom, bomb-worshiping maniacs who live in an abandoned nuclear sub. Arcadia seems outwardly benevolent but is quickly hinted to have a sinister side. Then there is Arcadia, a safe haven for synths run by a prototype synth name DiMA (think Nick with a bunch of vacuum tubes and hard drives sticking out of his back) who is idolized by his followers. They’re squatting on a remote dock in increasingly dire straights. You have the harbor men, superstitious and contentious islanders, forced out of their homes due to the spreading radioactive fog. The primary conflict on the island stems from the needs and fears of three separate, insular, equally paranoid communities. I brought a suit of power armor that largely insulated me from the radiation, but you’d still do well to stock up on medical supplies before heading out. Almost the entire island is covered in radioactive fog and crawling with mutated monsters who thrive on the rads.
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