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Best/Worst DLC ever in Fallout


DLC  

185 members have voted

  1. 1. Best DLC

    • Anchorage
      6
    • The Pitt
      16
    • Broken Steel
      16
    • Point Lookout
      25
    • Mothership Zeta
      7
    • Dead Money
      22
    • Honest Hearts
      5
    • Old World Blues
      63
    • Lonesome Road
      25
    • Automatron
      0
  2. 2. Worst DLC

    • Anchorage
      33
    • The Pitt
      11
    • Broken Steel
      5
    • Point Lookout
      9
    • Mothership Zeta
      37
    • Dead Money
      22
    • Honest Hearts
      19
    • Old World Blues
      3
    • Lonesome Road
      6
    • Automatron
      40
  3. 3. Good DLCs

    • Anchorage
      46
    • The Pitt
      95
    • Broken Steel
      91
    • Point Lookout
      94
    • Mothership Zeta
      51
    • Dead Money
      90
    • Honest Hearts
      73
    • Old World Blues
      120
    • Lonesome Road
      90
    • Automatron
      49
  4. 4. Somewhere in between

    • Anchorage
      44
    • The Pitt
      50
    • Broken Steel
      37
    • Point Lookout
      34
    • Mothership Zeta
      52
    • Dead Money
      35
    • Honest Hearts
      50
    • Old World Blues
      16
    • Lonesome Road
      35
    • Automatron
      53
  5. 5. Bad DLCs

    • Anchorage
      56
    • The Pitt
      14
    • Broken Steel
      15
    • Point Lookout
      13
    • Mothership Zeta
      55
    • Dead Money
      31
    • Honest Hearts
      31
    • Old World Blues
      11
    • Lonesome Road
      22
    • Automatron
      44


Recommended Posts

Posted

Newest shittiest DLC is Wasteland Workshop, 2nd place goes to Automatron. Cash grab scams that modders can pull off. More Horse Armor bullshit.

 

No. Horse Armor is complete bullshit. But Automatron and Wasteland Workshop aren't. They actually add new items, new features, and new things to actually do. They aren't cash grabs, and they aren't bullshit.

Posted

Piss blood all you want kid. I have an opinion and your fanboyism is only damaging yourself.

 

I'm not fanboying, I'm being critical.

Posted

 

Piss blood all you want kid. I have an opinion and your fanboyism is only damaging yourself.

 

I'm not fanboying, I'm being critical.

 

 

No, you're fanboying like mad in here, defending the utter shitbag many of us feel this game turned out to be to the bitter end. We "get" that you're enjoying it. Say so and move on. Not everyone shares your sentiment.

 

FO4 was arguably the most anticipated RPG of the last few years, and we got shit. It's barely an RPG. It's more of an FPS fuckfest than anything. The DLC were both wasted effort that modders already had a huge handle on, long before either one was completed.

 

The story is such garbage that it can't even keep you compelled to continue non-stop on what should be the most important mission in your life: getting your kid back at ANY cost. The voiced protagonist with a built-in backstory that pigeon-holes you into "droll" playing a gun-slinging lawyer was just a flat-out, lazy ass move to spare them the development of a fully fleshed out RPG with multiple story directions and arcs.

 

Automatron added some armor. Wait, there's tons of scrap armors on Nexus. Take your pick. But oh right, there's also the re-branded raiders that wear it. How could I have forgotten? And Robots!! Wait, didn't Robot Home Defense already do most of that shit months ago?

 

WW added most of the same shit modders added months ago. Traps? Oh goody!!!!! Oh wait..... whadda ya mean I can't set them over there near that Deathclaw lair? Why not? Oh right, they're "settlement only" auto-spawners that work nothing like an actual trap. Oh..... that's the part I'm supposed to "roleplay", right?

 

Far Harbor and any subsequent DLC better be pretty fucking spectacular, so there's at least some feeling of redemption. Or Bethesda may as well scrap any plans for the next TES game, because very few will trust them enough to pre-order it. Hell, I don't even trust them enough to buy Far Harbor until after I see some pretty positive reviews.

 

At least we'll have the CK soon so we can start polishing this clusterfuck into something more worthy of the Fallout title.....

 

Trykz

Posted

FO4 was arguably the most anticipated RPG of the last few years, and we got shit. It's barely an RPG. It's more of an FPS fuckfest than anything. The DLC were both wasted effort that modders already had a huge handle on, long before either one was completed.

 

The story is such garbage that it can't even keep you compelled to continue non-stop on what should be the most important mission in your life: getting your kid back at ANY cost. The voiced protagonist with a built-in backstory that pigeon-holes you into "droll" playing a gun-slinging lawyer was just a flat-out, lazy ass move to spare them the development of a fully fleshed out RPG with multiple story directions and arcs.

Well said! Well said indeed!

Posted

 

No, you're fanboying like mad in here, defending the utter shitbag many of us feel this game turned out to be to the bitter end. We "get" that you're enjoying it. Say so and move on. Not everyone shares your sentiment.

 

FO4 was arguably the most anticipated RPG of the last few years, and we got shit. It's barely an RPG. It's more of an FPS fuckfest than anything. The DLC were both wasted effort that modders already had a huge handle on, long before either one was completed.

 

The story is such garbage that it can't even keep you compelled to continue non-stop on what should be the most important mission in your life: getting your kid back at ANY cost. The voiced protagonist with a built-in backstory that pigeon-holes you into "droll" playing a gun-slinging lawyer was just a flat-out, lazy ass move to spare them the development of a fully fleshed out RPG with multiple story directions and arcs.

 

Automatron added some armor. Wait, there's tons of scrap armors on Nexus. Take your pick. But oh right, there's also the re-branded raiders that wear it. How could I have forgotten? And Robots!! Wait, didn't Robot Home Defense already do most of that shit months ago?

 

WW added most of the same shit modders added months ago. Traps? Oh goody!!!!! Oh wait..... whadda ya mean I can't set them over there near that Deathclaw lair? Why not? Oh right, they're "settlement only" auto-spawners that work nothing like an actual trap. Oh..... that's the part I'm supposed to "roleplay", right?

 

Far Harbor and any subsequent DLC better be pretty fucking spectacular, so there's at least some feeling of redemption. Or Bethesda may as well scrap any plans for the next TES game, because very few will trust them enough to pre-order it. Hell, I don't even trust them enough to buy Far Harbor until after I see some pretty positive reviews.

 

At least we'll have the CK soon so we can start polishing this clusterfuck into something more worthy of the Fallout title...

 

I really don't want to bother this ball of ignorance and arrogance honestly but... I'm gonna try because you're definably asking for it.

 

1stly, you mentioned about the whole RPG ordeal of the game as a whole, yes? Well, if it is so terrible as an RPG then why can we develop our character? Why are we allow to actually make choices based on whom we're roleplaying? And other RPG aspects that are part of the game. I've already played over 8 different characters in the game, each one different and unique. Doing things differently, making different choices in quests, and so on. Hell, I made a Raider character who flat-out murdered and raided everything, slowly building up his own raider clan (the quest fails, were many in that run).

 

You see, the problem you have is that you wanted a main quest with multiple story directions, and arcs. Which Bethesda has never done before. Bethesda doesn't do story-driven RPGs. The MQ of every game of theirs has always been a pretty basic straight-line story, even in Morrowind. Usually, the only choices and differences you'll have in a Bethesda game is faction choices. (Morrowind, you got Hlaalu, Redoran, and Telvanni to pick between. Skyrim, Imperial Legion and Stormcloaks. Now Fallout 4, has Brotherhood, Institute, and Railroad to pick between). That's the best multiple story directions, arcs, etc that you'll get from Bethesda because they don't generally do that.

 

No, Bethesda focuses on creating amazing open worlds to explore with hundreds of stories to tell. While giving the player the freedom to do whatever they want, including giving no shits to the MQ, and allow them to have their creative roleplay-freedom, a freedom which most other RPGs don't give. Usually, most RPGs gives you rules to follow, and other bullshit like that while Bethesda's RPGs are freeform. The only requirement is your own imagination. Everything else is yours to use, yours to play. And Fallout 4 made it is even easier, and better, to roleplay in than Fallout 3 and New Vegas. Though this is because skills were converted into perks (which I don't support. They should've fixed up the leveling system) but it was still better... It's kinda an issue that Bethesda had with their leveling system since Daggerfall, and they recently did something else with Skyrim and Fallout 4 to stop that nonsense (again, I don't fully agree with what they've done but with that issue no longer existing, I can't complain too awfully much).

 

2ndly, the backstory is really only used for the Main Story. And even then, it's just Shaun. For the most part, the backstory is mostly forgotten, unused, and flat-out useless. Really, the only reason why we have a backstory is because Bethesda was trying to create a better story, which they've done so. Fallout 4's story is far better than Fallout 3's annoyance and New Vegas's cliche shit. However, due to how the game works and how the roleplay mechanics work, this is easily ignored and you can still pretty muchly play as you wish. Due to how useless and used the backstory is (except for the Main Story due to the Main Story being all about finding Shaun).

 

And the story itself? It's good. You go out into the wasteland, hear about Nick from someone, save Nick and use his skills to help you start tracking... Then meet Dogmeat for the first time (or use Dogmeat if you've already met the dog. I love that their is unique dialogue if you never met Dogmeat). From there, you continue tracking down until you get inside of the Institute. Nothing wrong with a good tracking questline at all. All the characters involved were great, and interesting. Especially Kellogg. I love how much attention was put into Kellogg.

 

 

Now, as for the DLCs?

 

Automatron: Robot Home Defense is a terrible example... All it does is allow you build base-game robots for settlements and use them for defense. Which was a nice mod but it doesn't allow for the complete mod-ability that we've gotten from Automatron. Automatron adds in the ability to build robots for settlements or for yourself, but completely takes that ability and times it by a dozen as it allows for so many combinations, and possibilities than modders could only dreamed of doing. Plus, Robobrains were added to the mix. The armor, and weapons, are additions to the DLC. Yes, their is a lot of armor mods, and weapon mods, so the armor pieces and weapons may not interest you but Bethesda still added them to make it a more fuller DLC experience than it already is.

 

And the quest in Automatron wasn't strong but it wasn't shit. It was nice and the Mechanist was a great character to interact with, especially when dressed up as the Silver Shroud.

 

And Wasteland Workshop?

 

Well, we got a lot of items that modders can easily do, yes. However, the Cages, Arena, and Concrete items are NOT something that modders can easily do. At least without the GECK. Could modders do that sort with GECK? Probably but hey, same thing can be said about Hearthfire for Skyrim, which both of these DLCs are basically the same thing in their own way anyways... So, if you prefer mods over official DLC in this regards, then you probably disliked Hearthfire and now disliked WW. That's just your own opinion. I, myself, prefer official content over mods as it is more refined and less buggy. At least for me. I know the buggy nature of Bethesda games are hard to pin-point as it differences from player to player. I myself has never experienced any major bugs in Bethesda's games. Just the occasional crash and funny glitches. However, the games gets worse usually when I add mods to the mixture for me.

 

Speaking about the cages... Bethesda didn't want to make them complex, which would've taken a bit longer for them to do and be more annoying to most players as not everyone is into doing the hunter experience. So, how cages work is fine by me. You can use a mod if you prefer a different method though. That is what mods are for, anyways. To customize the game in your own image instead of Bethesda's image.

 

I'm not fanyboying at all. I'm just being a critic and actually taking a full blown look at everything, while also following the rules of a critic.

Posted

Well, if it is so terrible as an RPG then why can we develop our character? Why are we allow to actually make choices based on whom we're roleplaying?

The game has excellent support for playing a wide range of early-30s, pre-war, recently-bereaved, lady lawyers in search of their abducted infant sons. What more could anyone ask for?

 

I'm not fanyboying at all. I'm just being a critic and actually taking a full blown look at everything, while also following the rules of a critic.

You seem a little too partisan to be a good critic, frankly.

 

Tell you what - give us a list of all the things Fallout 4 does badly. I mean badly in its own right, not backhanded endorsements like "... but Fallout 3 did that even worse so F4 is still better." If you want to demonstrate critical appreciation, show us where Fallout 4 fails.

Posted
I really don't want to bother this ball of ignorance and arrogance honestly but... I'm gonna try because you're definably asking for it.

LOL..... okay. Let's play.........

1stly, you mentioned about the whole RPG ordeal of the game as a whole, yes? Well, if it is so terrible as an RPG then why can we develop our character? Why are we allow to actually make choices based on whom we're roleplaying? And other RPG aspects that are part of the game. I've already played over 8 different characters in the game, each one different and unique. Doing things differently, making different choices in quests, and so on. Hell, I made a Raider character who flat-out murdered and raided everything, slowly building up his own raider clan (the quest fails, were many in that run).

Develop into what? A gun toting lawer? Oh wait.... a KNIFE wielding lawyer. Or wait!!! a SLEDGEHAMMER swinging lawyer! But wait! You rp'ed a RAIDER lawyer because Bethesda utterly failed at any form of consequential faction system. And I don't know what version of the game you're playing, but those "choices" you mention? What were the consequences of your little raider escapade? Some failed quests? Wow......

 

You REALLY have no clue what solid character development in an rpg is, do you?

 

Take Skyrim's example for instance: you steal something, the item's owner sends thugs after you. You murder people, and the hold's guards lock you up or attack you on sight. NONE of that shit happens in this game...... none. So you took some follower mods and pretended to build a raider clan?

You see, the problem you have is that you wanted a main quest with multiple story directions, and arcs. blah, blah blah

Wrong. Incredibly fucking wrong...... I wanted a main quest that didn't pin me down to a generic, predetermined background story. It would have been measurable better to just wake up in the cryopod without the precursor bullshit. But too late......  your "role" has been predetermined for you.

 

Sorry, but when you're allegedly building the most highly anticipated upcoming "RPG", then yeah, ACTUAL RP content is expected to be at the fucking TOP of your content list.

No, Bethesda focuses on creating amazing open worlds to explore with hundreds of stories to tell. While giving the player the freedom to do whatever they want, including giving no shits to the MQ, and allow them to have their creative roleplay-freedom, a freedom which most other RPGs don't give. Usually, most RPGs gives you rules to follow, and other bullshit like that while Bethesda's RPGs are freeform. The only requirement is your own imagination. Everything else is yours to use, yours to play. And Fallout 4 made it is even easier, and better, to roleplay in than Fallout 3 and New Vegas. Though this is because skills were converted into perks (which I don't support. They should've fixed up the leveling system) but it was still better... It's kinda an issue that Bethesda had with their leveling system since Daggerfall, and they recently did something else with Skyrim and Fallout 4 to stop that nonsense (again, I don't fully agree with what they've done but with that issue no longer existing, I can't complain too awfully much).

Skyrim did it FAR better. A faceless, nameless, border hopping prisoner with no canned backstory or predetermined destiny precursor. A far better faction system, a civil war you could choose to partake in by choosing a side, or largely ignore along with the MQ, and guilds you could join and eventually lead. In FO4 the MQ is hammered into your face because....... oh right, your kid was stolen. Or did you conveniently forget that part? How could you forget the most important aspect of your life, and go off on make believe raids with your newfound, make believe raider buddies, abandoning him to some unknown fate? Too bad you couldn't ACTUALLY join ACTUAL factions. Like the gunners..... a well organized, well equipped group of mercenaries that are there to....... what? Sponge up all your fucking ammo...... that's what.

2ndly, the backstory is really only used for the Main Story. And even then, it's just Shaun. For the most part, the backstory is mostly forgotten, unused, and flat-out useless. Really, the only reason why we have a backstory is because Bethesda was trying to create a better story, which they've done so. Fallout 4's story is far better than Fallout 3's annoyance and New Vegas's cliche shit. However, due to how the game works and how the roleplay mechanics work, this is easily ignored and you can still pretty muchly play as you wish. Due to how useless and used the backstory is (except for the Main Story due to the Main Story being all about finding Shaun).

You have a lot to learn about what a good story entails. Here again, previous titles in both the Fallout and TES series did it FAR better. That's right.... it's just your kid..... fuck him. LOL

And the story itself? It's good. You go out into the wasteland, hear about Nick from someone, save Nick and use his skills to help you start tracking... Then meet Dogmeat for the first time (or use Dogmeat if you've already met the dog. I love that their is unique dialogue if you never met Dogmeat). From there, you continue tracking down until you get inside of the Institute. Nothing wrong with a good tracking questline at all. All the characters involved were great, and interesting. Especially Kellogg. I love how much attention was put into Kellogg.

Oh goody..... a companion pet! Seriously? Too bad Valentine shoves the MQ into your face as soon as you rescue him from the vault, and a fully fleshed out character like Kellogg is ONLY encountered during that MQ you're trying to RP around.

Now, as for the DLCs?

Automatron: Robot Home Defense is a terrible example... All it does is allow you build base-game robots for settlements and use them for defense. Which was a nice mod but it doesn't allow for the complete mod-ability that we've gotten from Automatron. Automatron adds in the ability to build robots for settlements or for yourself, but completely takes that ability and times it by a dozen as it allows for so many combinations, and possibilities than modders could only dreamed of doing. Plus, Robobrains were added to the mix. The armor, and weapons, are additions to the DLC. Yes, their is a lot of armor mods, and weapon mods, so the armor pieces and weapons may not interest you but Bethesda still added them to make it a more fuller DLC experience than it already is.

And the quest in Automatron wasn't strong but it wasn't shit. It was nice and the Mechanist was a great character to interact with, especially when dressed up as the Silver Shroud.

So your argument is what? Bethesda added assets that modders didn't have when they built their robot mods? The fucking mechanics of it all were ALREADY in place BEFORE Automatron was ever released, and sorted by modders without official creation tools.

And Wasteland Workshop?

Well, we got a lot of items that modders can easily do, yes. However, the Cages, Arena, and Concrete items are NOT something that modders can easily do. At least without the GECK. Could modders do that sort with GECK? Probably but hey, same thing can be said about Hearthfire for Skyrim, which both of these DLCs are basically the same thing in their own way anyways... So, if you prefer mods over official DLC in this regards, then you probably disliked Hearthfire and now disliked WW. That's just your own opinion. I, myself, prefer official content over mods as it is more refined and less buggy. At least for me. I know the buggy nature of Bethesda games are hard to pin-point as it differences from player to player. I myself has never experienced any major bugs in Bethesda's games. Just the occasional crash and funny glitches. However, the games gets worse usually when I add mods to the mixture for me.

Speaking about the cages... Bethesda didn't want to make them complex, which would've taken a bit longer for them to do and be more annoying to most players as not everyone is into doing the hunter experience. So, how cages work is fine by me. You can use a mod if you prefer a different method though. That is what mods are for, anyways. To customize the game in your own image instead of Bethesda's image.

Again..... assets. Had they been in the game files before WW, you can bet your ass they'd have already been in use before Bethesda dropped WW. Snap-n-build included concrete parts long before WW. It had nothing to do with complexity.

 

Careful.... you're descending into waters a critic NEVER ventures near. Like assuming they're representing some "majority".

I'm not fanyboying at all. I'm just being a critic and actually taking a full blown look at everything, while also following the rules of a critic.

Sure you are......

 

 

A critic views every aspect of a subject from a neutral standpoint. They see the validity in concerns expressed by others. They also don't put hardened effort into swaying overall opinion. You do, as evidenced by your focused determination to negate the opposing opinions of others in this thread. Hence, you're the very definition of "fanboi". In other words......

 

you're doing the critic thing wrong..... but you've nailed the fanboi thing perfectly, congrats!  ;)

 

Trykz

Posted

 

You seem a little too partisan to be a good critic, frankly.

 

Tell you what - give us a list of all the things Fallout 4 does badly. I mean badly in its own right, not backhanded endorsements like "... but Fallout 3 did that even worse so F4 is still better." If you want to demonstrate critical appreciation, show us where Fallout 4 fails.

 

Discounting bugs and glitches (every game has it's own set of these nastyz, and everybody experiences different ones).

 

1. Voice Protagonist was a bad move. Interesting idea and may not bother me as much but it was still a terrible idea. Bethesda's games works best with imagination and having a voice goes against the imagination of the player quite a lot. Hell, the terrible dialogue system could've been better if it wasn't because of the voice as it would force Bethesda to create actual topics on the wheel rather than the simplicity that the dialogue wheel tends to have... Speaking of which.

 

2. Dialogue system. Now, Bethesda was never really that good with dialogue in general. Each game has it's own dialogue issue but it is usually specific. For example, Skyrim had a pretty good system but wasn't used to the fullest and NPCs repeat the same lines every time you meet them, which can get pretty dang annoying (which those problems could easily be fixed and worked upon). However, Bethesda decided to try the dialogue wheel ordeal, which was a terrible idea for their types of games. It limits the options to at most 4 (or 6 in some cases as sometimes there is the "Questions" tab), which is terrible to work with. Sometimes, the wheel works though for the simple parts of the game but as a whole, it was pretty dang terrible. With limited options, means limited things you can say. And combined with the voice protagonist, the imagination used to roleplay a lot in Bethesda's games are shattered while talking with NPCs. So, for the most part, if the quest doesn't have enough dialogue options to cover the character I am playing, I usually make my own option or don't do the quest at all. (A lot of quests in Fallout 4 are actually fail-able).

 

Though, I will have to say... The Sarcastic option is hilarious at times. ("Eddie, it's me. Your old pal. Mr. Mcfuckyourself!").

 

3. Minuteman... This one pisses me off a lot honestly because if you explore the world enough, you can find out a lot of hints of an older idea that they had with the Minuteman, but must've thrown away to turn the Minuteman into their "escape goat", just in case if the player pisses off all other factions. Bethesda does NOT like the MQ being fail-able, so they have to make an "escape goat" for the player to go back on when they fuck up, and the Minuteman was it... If you carefully dig around in some specific areas of the games, as well as listen to some dialogue from Preston, and other NPCs in-game, you would learn that there was an entire war happening between the Minuteman and Gunners... With the Minuteman losing the battle, which is why Preston and his gang fled Quincy. However, here's an interesting thought. If you follow the lines of old Minuteman Settlements (which are owned by Gunners now), you'll notice that it is almost a straight line across the bottom side of the map, with The Castle being at the end...

 

Due to how the Castle look when you first go to it in the game (discounting Mirelurk stuff), you would've easily guessed that the Castle's walls were blown up by explosions, not destroyed by a Mirelurk Queen... And guess what type of weaponry that the Gunners had in Quincy (the last stop right before The Castle on the line)? A few Fat Mans and plenty of other explosive weaponry... I had a deep feeling that Bethesda's original idea was that we would've found the Minuteman at the Castle, being under fire of the Gunners, and that, possibly, the player could've sided with the Gunners and help out, or betray the Gunners and help the Minuteman. This being when you should've gotten that T-45 Armor from the Minuteman, using it and your skills to fight back against the Gunners. (The Power Armor being inside the Armory which is being protected by a broken-Sarge that the Minuteman couldn't take on due to the Gunners).

 

Which would've helped a lot with the Minuteman's story, and actually making sense ("Ye'h, let's go to Sanctuary, from Quincy!") AND possibly even making the Gunners more than just a regular enemy in the wasteland for you to kill off... The fact that Bethesda wanted to force the Minuteman into a "fall-back-on" faction later on in development, thusly moving them up close to Sanctuary (so that the player can meet them quickly) while also keeping the similar quest of meeting them except replace the enemies with Raiders... and a Deathclaw. Really pisses me off. I mean, I can see their reasoning but man they couldn't do something else as the "fall back on" option?

 

Anyways, there is my top three.

Posted

Anyways, there is my top three.

Nicely done. I'd agree with most of that.

 

You know, it's a lot easier to take your views seriously when you demonstrate an awareness of the other side of the argument.

Posted

 

Nicely done. I'd agree with most of that.

You know, it's a lot easier to take your views seriously when you demonstrate an awareness of the other side of the argument.

 

 

I usually do but I don't touch upon it too much. I'll say something like "I agree with some of your things" or other simple phrases like that, so that I don't waste too much time on the other side of the argument that I do agree with.

 

There is also the problem with people either being ignorant or strongly arrogant, and uses very stupid excuses to hate on Bethesda's content. Most common excuse being the "mods can do it better" excuse. I strongly hate that excuse because it's basically useless. Ofcourse modders can do it better because they have no bosses, they have no dead time, and they have complete freedom over the project. Bethesda has Zenimax bossing them around, and Bethesda usually has a schedule to get things done by, or else their fans will be screaming "Where is my DLCs?" constantly... Bethesda can't really win in that situation while modders don't have to worry about it at all.

 

Hell, modders are even working on some massive projects. Like that one project for Morrowind which is adding the REST of the province to the game. Or remaking Morrowind in Skyrim. Or even the Fallout Equestria project by Overmare Studios (they're literally building a whole entire Fallout game from the base up on the Unity engine. An open-world Fallout game that will be mixing the elements of New Vegas, Fallout 3, and the classics while taking place in it's own entire universe).

 

So... Yes. I know that modders can do it better. They have no limits. But that is still a bad excuse as it just allows you to brush off what Bethesda has actually done themselves, instead of properly taking a critical look at their works.

Posted

lonesome road old world blues dead money i kinda like how they connect this 3 DLCs about christine (forgot her name) chasing veronica`s elder in the brotherhood steel you could see some scattered holotape about christine and ulysis conversation

 

honest hearts gives more backstory on caesar right handman

 

the only thing are pointless dlc are anchorage, the pitt and zeta

 

but the only thing that keeps bothering me is how did the courier survive 2 head shots and being buried alive.  im more interested than the courier origin

Posted

In FO4 the MQ is hammered into your face because....... oh right, your kid was stolen. Or did you conveniently forget that part? How could you forget the most important aspect of your life, and go off on make believe raids with your newfound, make believe raider buddies, abandoning him to some unknown fate?

Yeah, not rushing trough the main storyline makes you a pretty horrible person. Which is why i can only justify playing the game with the character who is supposed to be a pretty horrible person :lol:

 

Big part of the problem there. Without the McGuffin it would be a harmless, eternally replayable (thanks to mods) Murder Hobo Adventures brand dungeon crawler. As it is, it remains uninstalled, unplayed and unloved on my Steam account.

Posted

You can say what you want about Bethesda, but they are one of the few gaming companies who manage to divide opinions so completely. Which can be a problem when it comes to judging their games. It seems to me that some people are so intent on not giving Bethesda any sort of credit that they refuse to acknowledge that the game did have its good points while others are so intent on defending Bethesda that they refuse to acknowledge the bad points. (Though I admit it does feel like the former group is a bit more...vocal in their disappointment?)

 

As for me, I did like the game a lot and I don't regret buying it, although there are definitely areas where they should have put more effort into.

 

Concerning the DLCs so far, I have to say I did not particularly enjoy them (though I wouldn't say that they're bad DLCs). Automatron's story did not really grab my interest and the robot building did not really add anything to the game for me. I would have liked a more fleshed-out companion to come from the whole thing - hell, I would have loved to take the Mechanist along with me. Seemed like an interesting character.

 

Wasteland Workshop's items are...well, I like that we can tame creatures. But again, it doesn't add that much to the game except for 'look, now there's a kitty running around my settlement!'.

 

I really can't wait for the GECK to come out so modders can start fixing the stuff Bethesda cocked up.

Posted

You can say what you want about Bethesda, but they are one of the few gaming companies who manage to divide opinions so completely. Which can be a problem when it comes to judging their games. It seems to me that some people are so intent on not giving Bethesda any sort of credit that they refuse to acknowledge that the game did have its good points while others are so intent on defending Bethesda that they refuse to acknowledge the bad points. (Though I admit it does feel like the former group is a bit more...vocal in their disappointment?)

 

As for me, I did like the game a lot and I don't regret buying it, although there are definitely areas where they should have put more effort into.

 

Concerning the DLCs so far, I have to say I did not particularly enjoy them (though I wouldn't say that they're bad DLCs). Automatron's story did not really grab my interest and the robot building did not really add anything to the game for me. I would have liked a more fleshed-out companion to come from the whole thing - hell, I would have loved to take the Mechanist along with me. Seemed like an interesting character.

 

Wasteland Workshop's items are...well, I like that we can tame creatures. But again, it doesn't add that much to the game except for 'look, now there's a kitty running around my settlement!'.

 

I really can't wait for the GECK to come out so modders can start fixing the stuff Bethesda cocked up.

 

Well put.....

 

I dislike the game because of it's huge disconnect from RPG core aspects. I like it based on other aspects, though.

 

The combat is fast paced and fun. The settlement system is decent, but could have been much better if they were a bit more self sufficient, and didn't require dozens of scavenger hunts for scraps to build with. WW should have been MUCH more interactive and added many more buildable items, and perhaps a few more areas to build in. The trapping system should have been far more interactive, giving it a pointed RPG element that roleplayers could easily sink their teeth into. Automatron should have had a much longer questline, with a more fully fleshed out story, instead of the simple "go meet Ada" thing.

 

Far Harbor looks to be attempting to bring FO4 back into the RPG world, but I'm not holding my breath. I'm going to wait for at least a few of the well known RPG review sources to weigh in on it before I buy it. And you can bet they'll be weighing in heavily  ;)

 

Like you, I'm waiting on the CK before I write FO off for another game. Within a few weeks after it's release, we should start seeing some of the better stuff from well known modders. For now, I'm finding just enough fun to keep me interested. At least for now.

 

Trykz

  • 1 month later...
Posted

I consider Automatron the worst one since I finished it in less than 3 hours. The questline was wayyy too short for a 10 euro dlc, the New Vegas dlc were 10 euros a piece and they contained twice, if not 3 times, the amount of content Automatron has. Same goes for the Fallout 3 dlc btw. 

 

I hate it when people say "It's only 10 bucks! What do you expect?". Really.. really people? Did our standarts really drop that far?

In Fallout 3/NV, for 10 euros you got: A new area (except for broken steel), a lot of quests/sidequests, dozens of items (armors/weapons) and a better story. At least with those dlc's I have the feeling the devs gave a damn. Automatron feels like a mod to me, and a small one at that. Sure the robot building feature is nice, but not 10 euros nice. 

 

I also hate it when people tell me "you should not compare Automatron to the previous DLC". 

YES I SHOULD! We get less for the same price, and as a customer I have the right to voice my frustrations about that. 

 

Sorry for that rant. 

Fuck yeah!

Posted

For me. Point lookout and Old World Blues are tied for best. Point Lookout was for the atmosphere and the freaky hillbillies. I don't know how many times I jumped when I didn't see one coming and suddenly he was just there. Old World Blues just for its humor.

 

I voted worst for Mothership Zeta, Honest Hearts, and Project Anchorage. Mothership was just boring as hell to me, it added nothing, same with Anchorage, it turned FO3 into a generic FPS with its health icons. Both MSZ and PA just felt like a slog thru them just to finish them. Honest Hearts... I just hated. I played evil in FNV, and I sided with Caesars legion, yet in HH you are sabotaging them by siding with... what, the white legs. You HAD to side with them as well. I didn't care for them. Also disliked the region.

 

As for the current DLC. Automatron was short, not really worth the cost, all it added was the extra robots and a 2 hour quest. I do like the robots tho, and I know WHY they added that DLC. Because if they launched the GECK before it, nobody would have bought the DLC as you could easily do what that DLC did in the GECK and just ignore it, same with the Workshop DLC.

 

As for all the DLC, I guess I'll go in order.

 

Project Anchorage - pretty much already said why. Boring slog thru a generic FPS style game all for decent armor and a disfunctional weapon (Gauss rifle's sights are off).

The Pitt - I sorta liked it, I liked how you could go good or evil in it. Not sure why as I hated it the first time thru.

Mothership Zeta - hated it, mentioned above.

Point Lookout - Loved it, mentioned above.

Broken Steel - Indifferent, honestly I never beat it. By the time I beat FO3 I was ready to restart or burned out on the game. I watched a friend beat it, that was enough for me. Lets you continue your game after the ending so thats fine with me.

 

Dead Money - Hated it at first, loved it the 2nd way thru. It made the game difficult again, you start with nothing and have to survive on what you had. You had the deadly mist and these weird creatures trying to kill you. Then you had the 3 followers you could double cross or aid, each ones fate tied to your own. I love the atmosphere as well.

Honest Hearts - hated it, pointless expansion. Decent if you didn't side with Caesar but dumb if you did. I didn't care for helping the natives, disliked the region it was in as well.

Old World Blues - Loved it, humor, new interesting area to explore.

Lonesome Road - indifferent, same with Broken Steel, never beat it. NV wasn't my favorite game, so by the time I got to it or got around to doing it, I got only partially into it and gave up.

 

Automatron - So-so, I like the new robot parts, the Mechanist quest chain was ok, the intro of the Rust devils kinda annoys me as they keep attacking my settlements now. The robot followers are insanely OP. Got a shock arm assaultron that can pretty much solo the game, or just give one dual assault laser arms and watch them insta kill Deathclaws and behemoths. Was far to short.

Far Harbor - Kinda hitting the same likes Point Lookout did. Dark foreboding area, pretty cool story, got the chance to side with 1 of 3 factions on the island. So far I am liking it.

 

There better be more DLC for FO4, thats all I'm saying.

 

Posted

Sorry but your not going to get 2010 prices in 2016 nor content.

 

Old World Blues released in 2011, and cost $10.00

Adjusted to 2016 prices, that's $10.64.

 

Point Lookout released in 2009, and cost $10.00

Adjusted to 2016 prices, that's $11.15.

 

Automatron and Wasteland Workshop, two "mod sized" DLC similar to Hearthfire for Skyrim cost $10.00

Hearthfire for Skyrim cost $5.00

Adjusted to 2016 prices, that's $5.21

 

Far Harbor, the first properly DLC sized expansion, costs $25.

The full Fallout 4 base game costs $59.99.

Does Far Harbor contain enough content to warrant that price tag?

Does it contain just a little shy of half of the content of the base game (this includes new assets, new sounds, new quests, etc)?

 

 

No matter how you look at it, you're getting fucked on Fallout 4's DLC, and for no good reason other than Bethesda knows you'll pay whatever they feel like charging. Hence, why they just up and doubled the price of the season pass because... reasons.

Posted

Here's my unbelievably shitty review, as I'm terrible with words.

 

Best: The Pitt

This is a personal favorite, rather than what I think is truly the most well made. The atmosphere of The Pitt is amazing, and hunting for the bars was surprisingly fun. I haven't played it in a long time honestly, so I don't think I remember much from the story.

 

Worst: Automatron

I actually liked it, but it was rather underwhelming. But at a $10 price tag, it was okay. Worst full fledged DLC? I got so bored in Broken Steel. I hardly remember anything from it, but I just rememeber not having too much fun.

 

I'm shocked by this poll actually. I was sure Dead Money would be the most hated. I thought Dead Money was fine, but most people seem to hate it. I guess since this is Loverslab, it's to be expected that all DLCs were given proper shots. I guess I can understand the Mothership Zeta hate though, since it was just a comedic DLC.

 

Oh, and +1 on the Old World Blues love. Easily the best DLC outside of my personal opinion.

 

PS: Glad to see there wasn't much hate on Lonesome Road. It's another one of my personal favorites.

  • 2 weeks later...
Posted

Bethesder should just buy obsidian and put them in charge of everything fallout.

Best: Old World blues (all the FONV ones are great tho- I enjoyed honst hearts a lot because I mained a gunslinger so you know- cowboys and indians)

Worst: zeta (it was boring & I wanted to gtfo) & anchorage (very boring & too linear it was like cod but with 3rd person *badum-tsss*)

Posted

What are people's thoughts about Far Harbor?  It's a pity that it came out after the poll - it would be interesting to see if the same hate for Automaton followed the rest of the FO4 DLCs.

Posted

Far Harbor is the first DLC that actually deserves that title in FO4s portfolio, the pile of garbage before was just a conjob to part easily impressed retards of money.

It's on the same level as Lonesome Road and Point Lookout to me, that is a relatively good overworld, lazily filled with the same boring Raiders Bandits Fiends Trappers and other retextured standard enemies but at least the exploration is okay (the Robot Hotel was actually kind of neat).

Posted

Far Harbor is the first DLC that actually deserves that title in FO4s portfolio, the pile of garbage before was just a conjob to part easily impressed retards of money.

It's on the same level as Lonesome Road and Point Lookout to me, that is a relatively good overworld, lazily filled with the same boring Raiders Bandits Fiends Trappers and other retextured standard enemies but at least the exploration is okay (the Robot Hotel was actually kind of neat).

 

I think that my favorite part so far has been the bus-dwelling Hermit Crabs.  First time one of those bastards showed up, I was authentically surprised and slightly creeped out.  Perfect!

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