Far Harbor Official Discussion

Ragemage

Wept for Zion
Far Harbor just released today. Since the Far Harbor Trailer thread has filled up over 10 pages now, I figured it was time to start a fresh, new page on the topic where people can be vocal about it.

I had to reinstall Fallout 4 just to try this out, we'll see if it's worth it. Discuss your Far Harbor experiences, screenshots, thoughts, first impressions, etc below. I'll probably be listing my own experiences as I play through it.

First impressions: Male voice acting is still laughably awful. I like how the game actually let me demand money out of these people I'm helping investigate even though I'm working with Nick Valentine. I like how we can actually inform the main factions about Far Harbor, I wonder how that'll tie back in later? Probably won't.
 
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Okay, I will just post my overall impressions.

The biggest gripe I have got with it, is that is about as boring as the base game. All the quests come down to loot, shoot and return. The unique items are a joke, the enemies are not unique in any way or form. What I mean by that is that they act like the enemies in vanilla, basically no unique attacks, animations or behaviours.

To top it all, this whole conflict between two groups is kind of pointless. The children of Atom are the biggest offender and first time I butchered them all without thinking. Unfortunately, I don't know how to progress the main quest, so I thought maybe they had something to do with it. Anyway, this faction is ridiculous. It was bad enough in Fallout 3, but in 4 they tried to make them seem serious, but it came out awful. Blessed by radiation = you do not get damaged by it, not everyone can get it.

Overall, It is not worth its' price. Better than Wasteland Workshop, but I would give tops 15 dollars.
 
I really really hate how they introduce the new creatures. The very SECOND you arrive in Far Harbor, some asshole points a gun in your face and stereotypically says something along the lines of "We don't take kindly to strangers 'round here boy. Get back on yer boat". Then suddenly the town's under attack and of course you have to help defend it. It gets attacked by Gulpers and Anglers, basically ruining any sort of suspense with these new creatures since it happens so damn fast. The town's pretty to look at though. I don't know why, it's just pleasing to my eyes.
 
I was interested in giving it a go, but outright needing Bethesda.net to turn mods on changed my mind. So now, with modding out of beta, you still cannot use third-party mod managers to enable mods, you must login to Bethesda.net. That's insane, and there was sort of a muted outrage over it but it blew over, so either Bethesda fixed it or everyone who got angry just moved on.

Is there a workaround for this, or do I really need Bethesda.net to mod the game? I wanted to try out a couple of mods I saw on the Nexus. If I do need a login, screw it. I'm still hooked on Stellaris anyways. I really want to get angry about Bethesda's attitude to their own community again, but I feel like that would just be a waste of time.
 
I said this a second ago, but it's alright so far.
I wouldn't say it's worth the asking price, and there is a lot of dumb shit in it, but it's okay.
Not great.

It's better than F4 for sure, yet it's not as good as Point Lookout.
I really don't know what to really say about this tbh.

Oh one thing I do want to point out, the Fog fucks up the framerate on my PS4.
 
I was interested in giving it a go, but outright needing Bethesda.net to turn mods on changed my mind. So now, with modding out of beta, you still cannot use third-party mod managers to enable mods, you must login to Bethesda.net. That's insane, and there was sort of a muted outrage over it but it blew over, so either Bethesda fixed it or everyone who got angry just moved on.

Is there a workaround for this, or do I really need Bethesda.net to mod the game? I wanted to try out a couple of mods I saw on the Nexus. If I do need a login, screw it. I'm still hooked on Stellaris anyways. I really want to get angry about Bethesda's attitude to their own community again, but I feel like that would just be a waste of time.
Yea there's now enough good games out that even though I have Far Harbor I may never even bother playing Fallout 4 again. I'm deep into Stellaris and Endless Legend lately, not to mention there are so many other games out there that aren't even half as dumb as Fallout 4.

Sadly, I'm pretty much done with Fallout and Bethesda.
 
Well I just finished it.
Overall, it wasn't terrible, I will say however. it is very one-sided.
The writing just kind of points into saying "These are the good guys" and "these aren't important"
I do appreciate that I can be an asswhole, which is what I was... because Filthy Synths (As you can tell, I sided with the Brotherhood in the base game because... reasons?)

It's not amazing, the first half is rather tedious and the second half is plagued by fetch quests and "Destroy Everything", but it's not completely awful either.
It does just kind of end twice through, (what I mean by that is there is a place where I thought it ended, only for me to find a few more quests later on).

Overall, it's passable, not recommended at the current price, but if it goes on for sale for like £10 (or $15) then yeah, I say go for it.
Otherwise, it's not worth the asking price (which is WAY too much if you ask me).

Edit: I do have two major issues however, A. Why are there Super Mutants?
And B. Why can I find copies of the Boston Bugle laying about?\
Considering how far they are, and considering the Super Mutants have even less reason to be there than in the Commonwealth...
 
I left off at the point where you have to unlock memories in that puzzle sequence. It's just tame and boring. Same old shoot stuff and return to quest giver...
 
Yeah, I've encountered three locations just full of super mutants without any explanation. This makes the Institute seem even more idiotic than they are in the base game.
Maybe they accidentally shipped them over there after accidentally releasing them to the public due to stupidity reasons.
 
General atmosphere of the Island is quite decent and enjoyable, though it's mainly created by graphical means. There are also others (but rather neglected) like mechanical: radiation pockets or story-telling: the Fog.

Story-vise the Island is very troubled place obviously, I won't spoil anything, but I found the conflict to be interesting and refreshing, also DiMA is one of the better and more enigmatic characters Beth managed to create.

Still I consider New Vegas DLC superior, and The Pitt (and maybe Lonesome Road) still has the most "fallouty" atmosphere of the bunch.

As for the weapons: new armors are meh, weapons are meh, other NPCs are meh. I'm waiting for improvement.
 
lol... so there's an optional part of the opening quest to tell the Railroad/Institute about the colony of synths... and the moment you get there they're just like 'oh we already know, rumours, don't'cha know'. It's like... seriously, Bethesda, how's about NOT giving the characters a copy of the script? Jeez...
 
It's a minor point, but I like how the setup for this add-on manages to reduce the sappiness and sentimental factor of searching for a missing family member by having you be a private detective who's formally hired to search for her. You're not doing this because feeeeeeeeeelings (at least not if you don't want to), you're doing it because it's your job. It professionalizes matters, much like being a courier in NV did. Then I got to thinking - wouldn't this have been a much, much better setup for the base game? You start out as a private detective, you get a very unusual case regarding missing people from a mysterious client, and the main story starts. Instead of "the Sole Survivor," the PC is "the Detective." Now there's a good reason why people will give you quests - it's your job. And the ludonarrative dissonance of being free to wander off and do your own thing is resolved if it's no longer your child who's in danger. Bethesda totally should have done this from the start.

But I suspect we already know why they didn't do something like that. Bethesda doesn't like to let the PC already be established in the post-war world in its Fallout games. They always have to be a newcomer emerging from a vault and have absolutely no idea what's out there waiting for them. And it looks like there always has to be a touchy-feely main story about their family. Bah.
 
It's a minor point, but I like how the setup for this add-on manages to reduce the sappiness and sentimental factor of searching for a missing family member by having you be a private detective who's formally hired to search for her. You're not doing this because feeeeeeeeeelings (at least not if you don't want to), you're doing it because it's your job. It professionalizes matters, much like being a courier in NV did. Then I got to thinking - wouldn't this have been a much, much better setup for the base game? You start out as a private detective, you get a very unusual case regarding missing people from a mysterious client, and the main story starts. Instead of "the Sole Survivor," the PC is "the Detective." Now there's a good reason why people will give you quests - it's your job. And the ludonarrative dissonance of being free to wander off and do your own thing is resolved if it's no longer your child who's in danger. Bethesda totally should have done this from the start.

But I suspect we already know why they didn't do something like that. Bethesda doesn't like to let the PC already be established in the post-war world in its Fallout games. They always have to be a newcomer emerging from a vault and have absolutely no idea what's out there waiting for them. And it looks like there always has to be a touchy-feely main story about their family. Bah.

Yeah, the people who worked on the DLC have a much better idea on how Fallout works.
Personally, I would say if we get another DLC which is like this, a fairly well written and fun game with replay value and a whole bunch of side content, plus the fact that there is more than one way to resolve things, I would be happy with my Season Pass purchase.
If we get more Wasteland Workshop however... then that's the worst thing.
 
I play without looking at the map whatsoever, and with the hud visibility only at one tick up. So much of my enjoyment was from me being lost and legit-exploring and navigating (in survivor mode). I ignored the old guide dude (glad it was an option +1) and left off to search for the factions. I underestimated the level of handholding after 2 hours and found that the damn synth place wasn't terribly hard to find from the start. but those 2 hours of wandering and not knowing how to go back felt awesome. Although I had to make that possible myself, it is still there without modding. I'm still not sure how big the map is, but im starting to get a natural feel for it, and im noticing more and more of this island having this effect where mountain cliffs are pushing me always downhill near the beach. That kept me on a path around the island. I didn't like that since I never got to wander inland, because it doesn't exist I think, because of the mountain.

Anyway, I was finding supermutants and renamed raiders all the same as in the commonwealth, and it was disappointing as fuck. The moment I seen a supermutant, I just fucking knew I had no reason to go kill them nor explore where they were holed up. It is just a shoot n loot zone. no npcs to talk to nor quests to start, and I still cleared them anyway and there was not even a bed to save at most of the time.

So I got to the acadia and said "wow there is a lot of dialogue". after a few save scrubs to test how many essentials there were, I found out that dialogue with side npcs can only be initiated once, and that all choices, moral or immoral, still ended with me getting the same commands to head out by the same guy. I realized it was actually cool, and came to the conclusion that having a voiced protag and dialogue system is what ruined this whole effort of having different paths. The reason we like asshole, niceguy, and idontcare responses is because we can choose w/e we roleplay for. all that shit is pointless with the voice. even if the end result is the same no matter what, I feel like I set in my imagination the type of guy they think I am. The goody family man lil-bitch male voice ruined everything having to do with npcs and dialogue for me. I havn't gotten farther than this, but so far the dlc seems as good as it can be with having the foundation of fallout 4. If this was literally copy-pasted over to fallout 3, add in the OG dialogue system, This dlc would be over double as good, even with shitty gun mechanics. I have more negative that positive stuff ive noticed, but Imma wait til I finish the whole thing first.
 
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