I understand the game wants to jump right into the action, but these factions needed more development than the quick tour of them you’re given at the beginning of the DLC, and a never-ending supply of radial quests thereafter. The other gangs were equally nonchalant about my lack of benevolence toward them. I kept giving more and more territory to the Disciples, but they barely seemed to care, only saying things like “glad to know what side you’re on” in passing. There needs to be something else that lets you get to know the gangs more in depth before you start handing over territory. I spent more time in loading screens to get there than I did on the actual quest, and after that, I felt like I was pretty much done with radials. For Nisha, the Disciple leader, she literally just had me walk up to a random person back in a Diamond City bar and “collar” them with a shock collar. All three leaders offer you new variants of Fallout 4’s signature radial quests, but those are pretty lame, as you might expect. I was disappointed to find a relative lack of story of character development with the leaders of the Raider guilds I was trying to court favor with. There’s a nearby cult that has you run about three missions for them, and wandering around Nuka-World itself will give you maybe another mini-quest or two. Outside of this main “takeover” quest, I didn’t find a whole lot else going on. The Western Zone I was able to blow through in about 10 minutes with my robot-bypassing skill I invested in for the Automaton DLC. The Galactic Zone, for instance, has you hunting down 20 different circuit boards scattered throughout the area, without giving you their exact locations. The other zones are not short on action, as rarely a second goes by where you’re not killing things, but some of the objectives can be tedious. There’s a bloodworm-infested Western Zone, a Mirelurk-infested bottling plant, a Gatorclaw-infested Safari Zone and a robot-infested Galactic Zone, all of which lack the kind of compelling story you get in the first area. The rest? They’re not quite as impactful. His story, once you learn it, is kind of tragic, and it’s one of the more memorable quests in the entire game. You chase him through halls of mirrors, disorienting spin-tunnels and down roller-coaster tracks, all the while being sprayed by toxic mist and terrifying “painted” ghouls. The initial area, Kiddie Kingdom, is a funhouse area run by a mad Ghoul who can teleport and raise corpses from the dead. The first one is far better than all the others, and it’s weird for a storyline to peak so quickly. I ran through the entire DLC, including most sub-missions I could find in a little over nine hours, so for $20, that’s probably good enough to be worth a purchase by most fans. There are five main sections of Nuka-World you have to take over, and each is its own little sub-quest that can take anywhere from 10 minutes to an hour. That’s about all it takes to earn my loyalty, I guess. I went with the Disciples because their armor was cool and their leader, Nisha, was pretty chill. You’ll make one faction happy, but the others will be displeased. You have to choose sides because every time you take over new territory, you assign it to one of them. There are the Ninja-raiders, the Disciples the bro wildman Raiders, The Pack and the stuck-up, hair-obsessed Raiders, the Operators. You have to “prove yourself” to the Raiders by clearing out the abandoned and infested sections of the theme park where they haven’t ventured, and you can choose to ally yourself with one of three Raider sub-factions (because this wouldn’t be Fallout without three factions). It’s definitely an awkward lead-in, but the game is content to give you next to no power as the new Overboss. Kill him and suddenly you’re the new Overboss, despite the fact that the Raiders didn’t even know you existed 10 minutes ago. One of the chief complaints about Nuka-World will no doubt be the rather hurried set-up to the concept, where you, a wanderer, are tricked into visiting Nuka-World on a presumed quest, only to fall into a trap the Raiders call “The Gauntlet,” which has you running through a booby-trapped maze and fighting the Overboss of the entire encampment at the end.
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