My review of Nuka World's DLC

CT Phipps

Carbon Dated and Proud


I've never shared my post-apocalypse plan. It's to take a car, journey to Disneyland and take it over. Alternatively, I will journey to Brazil and live on a plantation where I will grow the ingredients necessary to create Coca Cola. If this is a peculiarly specific plan for Armageddon, I should note that if you somehow merged Disneyland and Coca-Cola then I never would have left as a child. I would have run away from my parents and lived in Colaland's sewers along with the other feral children.


Why save the world when you can rule it?

As you can imagine, Nuka World is a kind of weird drill into my brain from the good people at Bethesda. I love Disneyland even if the reality is an overcrowded place you never have enough money to fully enjoy. I also love Coca-Cola even if it is so sugary sweet that my poor diabetic family genetics will never be able to live off of as I've always dreamed possible. I don't think anyone else necessarily had as high a hope for this DLC as I did but I may have unfairly put expectations on this due to my desire. Does it live up to it? No, unfortunately, not. However, it's still pretty damn entertaining.


My wife wouldn't want me living here. Maybe I could commute.

The premise is the Sole Survivor finds the abandoned tram system to the Pre-War equivalent of the Magic Kingdom (which is in Massachusetts of all places). Along the way, he discovers the place is controlled by three allied gangs of raiders and their Overboss. Stumbling into a bravery test, the Sole Survivor kills the Overboss and in proper Necromonger fashion is named their new leader (mostly due to their second-in-command's endorsement).


The Overboss. Invincible to all but the dreaded squirt gun.

There's two ways of proceeding from this point with the first being to ally with the raiders and take over the theme park sections they don't control. The second is to wipe out all of the raiders and liberate the settlement for its population of slaves. The DLC is geared strongly toward the former, which will throw some players for a loop as Fallout 4 was notorious for "forcing" you to play a hero.

Indeed, the climax of Nuka World's "Evil" path is having you lead an army of raiders into the Commonwealth to assault its settlements. Which, if you've been playing the traditional way, means that you'll very likely be attacking your own settlements.


I love the skeleton who died happy in this pic.

This is probably not going to be the path which roleplayers will enjoy but there's actually a story to be told here. The Sole Survivor as the man who had been forced repeatedly to compromise his morals for the sake of an ungrateful wasteland only to eventually snap and turn on his former loved ones. Certainly, there's a temptation to simply unleash the anger and rage of a very disappointing finale for the main game and simply enjoy the easy pleasures of being Lord Humungus. I've wanted to be a Raider since the beginning of the Fallout series and I finally have the chance even if it didn't fit with my current build.


At last, I can afford everything in the Disney Marketplace!

Still, I would have appreciated Nuka World if it had been far lower level and available as a place to journey to from the very beginning. It's easily the best "evil" settlement and as memorable as Paradise Falls from Fallout 3. If you choose to play the role of the Overboss, you even get a memorable scene where Preston Garvey is horrified by your actions and turns against you. It's the most emotion he ever displays in the game. Sadly, we don't have reactions from Piper, Valentine, Strong, and Cait who seem like they'd have opinions on your new vocation.


A wonderful brother-sister pair of raiders.

The DLC's raider gangs are well-detailed with the Disciples, the Pack, and the Operators. The Disciples are a group of cannibal amazons, the Pack are animal worshiping feral humans, and cultured rich kids who'd decided it was better to steal than work for a living after being cut off. I decided to side with the Operators up until the point I decided to eliminate them from the park. I kind of regret we didn't get a "good" or at least neutral gang of raiders because I hated turning against them despite each group being complete scum. They're fun scum, though, which is what's important.


Blood worms are the worst.

Nuka Cola the product is notably something which has been built up from Fallout 3 and is now a major part of the backstory despite being only a minor part of the setting. It is the equivalent of Cola Cola as well as the Disney corporation in the setting's backstory.

Its ubiquitous presence in the setting means I was genuinely interested in finding out the history of the product and getting a bunch of Nuka Cola swag. Indeed, I'm hoping Bethesda puts out some Nuka Cola shirts because I want one. I also was very excited about painting my power armor in fire engine Nuka Cola red. If you find this a little strange then you should know how much fun it looks. We even get a return of Nuka Cola's biggest fan from Fallout 3 in Sierra Petrovita.


These raiders have personality. Evil awful personalities.

I do think there's an over-focus on combat in the DLC. Even if you eliminate all of the gang boss leaders, this just results in all of the raiders in the park becoming hostile. I would have appreciated more options to deal with them. It would have been cool to do something like A Fistful of Dollars or the Sith Academy in Knights of the Old Republic where you play the various factions against one another until they're weak enough to completely eliminate.

On the plus side, there's a "peaceful" path through dealing with the Raiders and Commonwealth's settlers which I found to be surprising. You can be a moral Raider who pays for land and good with caps. Unfortunately, there's no option for freeing the slaves or persuading the Raiders to devote their efforts to less monstrous acts. Even so, there's a lot of fun little sidequests like meeting with a bunch of Hubologists who are even more insane than their predecessors in Fallout 2 and the mythical founder of Nuka Cola who is living like Walt Disney's urban legend underneath the park. It says something about how much I enjoyed this setting that I wish it had been its own game.


Slaves. The gift which keeps giving.

Like the Magic Kingdom, Nuka World has multiple "worlds" with a Futureworld, Wild West World, Coca Cola Land, and a mountain made of fizz. Each of these have different sorts of enemies and plenty of games which can be experienced. Like the best of Bethesda's creations, each land has an extensive Pre-War history to explore as well. Honestly, I loved the Wild West world the most since it involved rounding up Giddy-up Buttercups and being addressed as the Silver Shroud if you're wearing the costume.

There are flaws in this DLC like the fact it's about twenty minutes long if you're playing a purely good-guy raider who would never associate with a morally ambiguous faction. Likewise, the Raiders are a trifle underdeveloped. They have personalities, themes, and major characters but no real side-quests or conversation options. There's a lot of places they could have expanded on the history of the gangs as well. Lore breaks like Nuka Quantum-colored Enclave armor are also annoying. On the other hand, it's probably the single most fun DLC I've played from Bethesda and rivals Old World Blues for the amount of enjoyment I derived.

In conclusion, Nuka World is an amazing DLC and I wish there was more of it. I think its also suitably grim and dark despite its whimsical atmosphere. I think this is probably the best DLC which Bethesda has put out since Mothership Zeta.

10/10 (in terms of fun)
9/10 (in terms of playability)
 
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If you choose to play the role of the Overboss, you even get a memorable scene where Preston Garvey is horrified by your actions and turns against you.

He says he'll still follow your orders as a "loyal Minuteman" even though by all rights he should turn around and revoke your General status and declare you an enemy. It should be more than just a follower loss.
 
He says he'll still follow your orders as a "loyal Minuteman" even though by all rights he should turn around and revoke your General status and declare you an enemy. It should be more than just a follower loss.

Well, he doesn't have the authority. There's also the fact that you saved his life and the life of all of his charges at Concord before retaking the Castle. Being conflicted is something which isn't bad. Also, Preston Garvey WILL turn against you if you keep killing people.
 
Well, he doesn't have the authority. There's also the fact that you saved his life and the life of all of his charges at Concord before retaking the Castle. Being conflicted is something which isn't bad. Also, Preston Garvey WILL turn against you if you keep killing people.

Considering that Preston gives you orders. I would say he does have the authority to revoke your "General" status.
 
Considering that Preston gives you orders. I would say he does have the authority to revoke your "General" status.

As I recall, he just relays information to you, that would make him your secretary rather than your boss. It's like all of the Raider Bosses in Nuka World who offer you cuts of their operations if you want to participate.

Having jobs to bring to you doesn't mean they're ordering you to do it.
 
Until Bethesda can come up with a way of giving the player meaningful control over a faction, they should stop making players the faction leader. All you end up being is an errand boy anyway. It's a really jarring incongruity to be given the title of General or Overboss and then being told that someone "has work for you". It's like "no, motherfucker, that's not how this works. I have work for YOU." At the very least there should've be some kind of strategy minigame.
 
Until Bethesda can come up with a way of giving the player meaningful control over a faction, they should stop making players the faction leader. All you end up being is an errand boy anyway. It's a really jarring incongruity to be given the title of General or Overboss and then being told that someone "has work for you". It's like "no, motherfucker, that's now how this works. I have work for YOU." At the very least there should be some kind of strategy minigame.

At least in the Nuka World Radiant Quests, you can lead groups of Raiders to slaughter Gunners, Super Mutants, and other Raiders. You can't shut the Gauntlet down either, though you can weirdly order the people coming through killed or let go. You can also simply not fight either.

Weird.

I do agree, I wish Bethesda would refocus the game back to exploration, shooting, and talking.
 
As I recall, he just relays information to you, that would make him your secretary rather than your boss. It's like all of the Raider Bosses in Nuka World who offer you cuts of their operations if you want to participate.

Having jobs to bring to you doesn't mean they're ordering you to do it.

A General does not go and do the work of soldiers. Bethesda should not have made the PC a General without earning it first.

There's also the fact that you saved his life and the life of all of his charges at Concord before retaking the Castle. Being conflicted is something which isn't bad.
There's conflicted and then there's watching someone just suddenly turn against everything you and your group stand for and commit horrible crimes against the innocent for no apparent reason.
 
At least in the Nuka World Radiant Quests, you can lead groups of Raiders to slaughter Gunners, Super Mutants, and other Raiders. You can't shut the Gauntlet down either, though you can weirdly order the people coming through killed or let go. You can also simply not fight either.

Weird.

I do agree, I wish Bethesda would refocus the game back to exploration, shooting, and talking.

New Vegas did it right. When you were doing faction work, you might've been nothing but an errand boy at the end of the day. But, you felt more like a man that gets shit done, a trusted henchmen. Imagine how that same game would've felt if they had have made you president of the NCR or Caesar of the Legion almost immediately upon meeting you but then sent you out on the same New Vegas quests. It would've been absurd and you would've felt powerless.
 
Honestly, the story works better if you rescue Preston and company AFTER you become Overboss.



And yes, she's dressed as a Playboy Bunny, which is apparently a Pack costume.
 
Well, he doesn't have the authority. There's also the fact that you saved his life and the life of all of his charges at Concord before retaking the Castle. Being conflicted is something which isn't bad. Also, Preston Garvey WILL turn against you if you keep killing people.
1. You didn't save anyone's lives becouse they are immortal :V
2. He didn't turn when I killed a gazillion raiders, and they are people too
 
New Vegas did it right. When you were doing faction work, you might've been nothing but an errand boy at the end of the day. But, you felt more like a man that gets shit done, a trusted henchmen. Imagine how that same game would've felt if they had have made you president of the NCR or Caesar of the Legion almost immediately upon meeting you but then sent you out on the same New Vegas quests. It would've been absurd and you would've felt powerless.
My fondest memories of New Vegas are officially joining a faction for the first time, purely because it is so difficult with the few joinable factions to actually get membership.

Kinda like how in order to join the Kings you have to use up your one off favor from the King, or how to join the Brotherhood you not only have to get the lockdown lifted, but also help them with a lot of problems up in the Mojave, or you have to become Idolized with the Followers to join them(Which is bloody impossible)

It made me feel like I genuinely was a part of those factions, because the hard work and dedication it took.
 
I don't want to come off as having dismissed your review, so I'll give my thoughts on most of it.

The premise is the Sole Survivor finds the abandoned tram system to the Pre-War equivalent of the Magic Kingdom (which is in Massachusetts of all places). Along the way, he discovers the place is controlled by three allied gangs of raiders and their Overboss. Stumbling into a bravery test, the Sole Survivor kills the Overboss and in proper Necromonger fashion is named their new leader (mostly due to their second-in-command's endorsement).

I've just thought of something, if these 3 gangs are allied but not the same group, why is there an Overboss? Why would each gang listen to an Overboss? I'm genuinely curious and I think the reason of "To keep the peace" doesn't cut it.

This point is beyond beating a dead horse, but why are we named Overboss? We're a stranger, a nobody. Why are we entrusted with command?


The Overboss. Invincible to all but the dreaded squirt gun.
This has already been brought up several times. It's daft, it's nonsensical, moving on.

There's two ways of proceeding from this point with the first being to ally with the raiders and take over the theme park sections they don't control. The second is to wipe out all of the raiders and liberate the settlement for its population of slaves. The DLC is geared strongly toward the former, which will throw some players for a loop as Fallout 4 was notorious for "forcing" you to play a hero.
And now you're essentially forced to be "the bad guy" if you care about completing the DLC. It also reminds me of a rushed and compacted version of the Pitt without the grey morality.

Indeed, the climax of Nuka World's "Evil" path is having you lead an army of raiders into the Commonwealth to assault its settlements. Which, if you've been playing the traditional way, means that you'll very likely be attacking your own settlements.

Which is daft, but this can be done without violence (contrary to "evil" characters that people wanted to play).


I love the skeleton who died happy in this pic.

Or died in absolute terror as the nuclear bombs fell. That or the Raiders plopped him/her there for a laugh.

This is probably not going to be the path which roleplayers will enjoy but there's actually a story to be told here. The Sole Survivor as the man who had been forced repeatedly to compromise his morals for the sake of an ungrateful wasteland only to eventually snap and turn on his former loved ones.

We don't really get to see what the SS's morals are before entering the Wasteland, bit of a nitpick on my part though.

Certainly, there's a temptation to simply unleash the anger and rage of a very disappointing finale for the main game and simply enjoy the easy pleasures of being Lord Humungus.

qtz0c2a.png


...moving on...

I've wanted to be a Raider since the beginning of the Fallout series and I finally have the chance even if it didn't fit with my current build.

It doesn't fit with the Sole Survivor's character. It could have if the Commonwealth was a genuinely dangerous place, where people struggled to survive each day with barely any food, water and medicine. I think too many people have the idea of Raiders being the roving gangs of psychotics dressed as Mad Max rejects rather than of people doing what ever it takes to survive.

Still, I would have appreciated Nuka World if it had been far lower level and available as a place to journey to from the very beginning. It's easily the best "evil" settlement and as memorable as Paradise Falls from Fallout 3. If you choose to play the role of the Overboss, you even get a memorable scene where Preston Garvey is horrified by your actions and turns against you. It's the most emotion he ever displays in the game. Sadly, we don't have reactions from Piper, Valentine, Strong, and Cait who seem like they'd have opinions on your new vocation.

Piper/Valentine/Cait disliked that.

Strong likes milk.


Seriously though I think people complained so much about Preston he was the one to receive this treatment, the other companions have never been mocked as much as Preston.

The DLC's raider gangs are well-detailed with the Disciples, the Pack, and the Operators. The Disciples are a group of cannibal amazons, the Pack are animal worshiping feral humans, and cultured rich kids who'd decided it was better to steal than work for a living after being cut off.

Is it explained as to how the Disciples and the Pack came to be? Operators just sound like mercs.

I decided to side with the Operators up until the point I decided to eliminate them from the park. I kind of regret we didn't get a "good" or at least neutral gang of raiders because I hated turning against them despite each group being complete scum. They're fun scum, though, which is what's important.

Well you wanted to be a bad guy. In all seriousness I don't think you can have a "good" gang of raiders given the established tone of the DLC.

Nuka Cola the product is notably something which has been built up from Fallout 3 and is now a major part of the backstory despite being only a minor part of the setting. It is the equivalent of Cola Cola as well as the Disney corporation in the setting's backstory.

Do you mean Nuka World's backstory? Nuka Cola was never meant to be a major part of Fallout, it was simply a product in the setting.

Its ubiquitous presence in the setting means I was genuinely interested in finding out the history of the product and getting a bunch of Nuka Cola swag. Indeed, I'm hoping Bethesda puts out some Nuka Cola shirts because I want one. I also was very excited about painting my power armor in fire engine Nuka Cola red. If you find this a little strange then you should know how much fun it looks. We even get a return of Nuka Cola's biggest fan from Fallout 3 in Sierra Petrovich.

Fair enough about the history of the product, can't say I'm a Nuka Cola fan though.

And Sierra should have been long dead by now. Can't imagine Ronald stuck around.

I do think there's an over-focus on combat in the DLC. Even if you eliminate all of the gang boss leaders, this just results in all of the raiders in the park becoming hostile. I would have appreciated more options to deal with them. It would have been cool to do something like A Fistful of Dollars or the Sith Academy in Knights of the Old Republic where you play the various factions against one another until they're weak enough to completely eliminate

Or weaken them enough to take over, then become Overboss (I hate that title).

On the plus side, there's a "peaceful" path through dealing with the Raiders and Commonwealth's settlers which I found to be surprising. You can be a moral Raider who pays for land and good with caps. Unfortunately, there's no option for freeing the slaves or persuading the Raiders to devote their efforts to less monstrous acts.

A moral raider in a gang of psychos. It could have been interesting to mould the gangs into something less extreme but with their given identities it wouldn't be possible in a short time span, if ever.

Even so, there's a lot of fun little sidequests like meeting with a bunch of Hubologists who are even more insane than their predecessors in Fallout 2 and the mythical founder of Nuka Cola who is living like Walt Disney's urban legend underneath the park. It says something about how much I enjoyed this setting that I wish it had been its own game.

It says that Bethesda yet again have to recycle factions from previous games, factions that shouldn't be here. As for Bradberton, he's not mythical save in Sierra's eyes and she's a nutjob. Bradberton shouldn't even be alive. If he was dead but frozen then I feel it would have been more tragic. The man's offered a chance to live longer but is tricked and murdered as a warning to anyone else before having his head frozen as some sort of mockery. Instead he's a cheaper version of Mr House (as in a Pre-War businessman kept alive artificially) and looks like something out of Futurama.

Richard%20Nixon's%20Head.ico


Like the Magic Kingdom, Nuka World has multiple "worlds" with a Futureworld, Wild West World, Coca Cola Land, and a mountain made of fizz. Each of these have different sorts of enemies and plenty of games which can be experienced. Like the best of Bethesda's creations, each land has an extensive Pre-War history to explore as well. Honestly, I loved the Wild West world the most since it involved rounding up Giddy-up Buttercups and being addressed as the Silver Shroud if you're wearing the costume.

I don't have much to add to this, 'cept Gaterclaws are a lazy rehash of Deathclaws.

There are flaws in this DLC like the fact it's about twenty minutes long if you're playing a purely good-guy raider who would never associate with a morally ambiguous faction. Likewise, the Raiders are a trifle underdeveloped. They have personalities, themes, and major characters but no real side-quests or conversation options. There's a lot of places they could have expanded on the history of the gangs as well. Lore breaks like Enclave armor in a case here at the theme park is also annoying. On the other hand, it's probably the single most fun DLC I've played from Bethesda and rivals Old World Blues for the amount of enjoyment I derived.

Thank you for acknowledging lore breaks. To me though the Raider gangs feel like archetypes. The crazy bloodthirsty gang, the tribalistic animal gang, the cold and ruthless mercenary gang. I think if they had explored their histories and gave them plausible reasons to exist then it wouldn't matter as much.

In conclusion, Nuka World is an amazing DLC and I wish there was more of it. I think its also suitably grim and dark despite its whimsical atmosphere. I think this is probably the best DLC which Bethesda has put out since Mothership Zeta.

Instead of politics and bloodshed, Fallout is now about wacky theme parks and aliens. The Pitt was Bethesda's best Fallout DLC.

10/10 (in terms of fun)
9/10 (in terms of playability)

I didn't see that one coming.
 
I don't want to come off as having dismissed your review, so I'll give my thoughts on most of it.

Why thank you very much.

I've just thought of something, if these 3 gangs are allied but not the same group, why is there an Overboss? Why would each gang listen to an Overboss? I'm genuinely curious and I think the reason of "To keep the peace" doesn't cut it.

On Raider Radio, Redeye explains that Colter assembled an army to take Nuka World. It was his idea and he got three of the largest Raider Gangs in the Commonwealth to help him do it with an open call to "independents" like Gage and Redeye himself. It was his plan and thus he was in charge of all three gangs due to successfully taking the area. Mason later elaborates that none of the gangs are particularly happy with Colter after this (due to his being content with Nuka Town) but need each other to keep the park.

This point is beyond beating a dead horse, but why are we named Overboss? We're a stranger, a nobody. Why are we entrusted with command?

The terminal in Colter's quarters says that Gage is trying to find a new Overboss and everyone is ready to break out into civil war. There's no "tradition" of winning the Gauntlet to become the New Overboss since Colter was the first but he needs an outsider to take over since everyone hates him. Gage has also heard of you, specifically, as the Sole Survivor (since you are 30th level) and figures you're as good a person as any for it.

Gage could have been Overboss himself easily and many wanted him to be but he hates being the one gunned for.

This has already been brought up several times. It's daft, it's nonsensical, moving on.

It sets the tone that Nuka World is a silly place, like Camelot.



And now you're essentially forced to be "the bad guy" if you care about completing the DLC. It also reminds me of a rushed and compacted version of the Pitt without the grey morality.

Yeah, that's the big flaw.

Which is daft, but this can be done without violence (contrary to "evil" characters that people wanted to play).

For once, ACTUAL CHOICE!

qtz0c2a.png


...moving on...



Why are the Mad Max leathers not available for Fallout 4? AWFUL!

It doesn't fit with the Sole Survivor's character. It could have if the Commonwealth was a genuinely dangerous place, where people struggled to survive each day with barely any food, water and medicine. I think too many people have the idea of Raiders being the roving gangs of psychotics dressed as Mad Max rejects rather than of people doing what ever it takes to survive.

Gage's story actually was a rather simple but effective explanation for why people become Raiders in the Wasteland. It's not desperation, necessarily, but the New Order which has emerged is one where the strong prey on the weak and there's only so much you can take before you start preying on the weak yourself.



5:00

6:30

Is it explained as to how the Disciples and the Pack came to be? Operators just sound like mercs.

We don't learn the origins of the Pack but the Disciples are starting with Nisha. Nisha created them from a Raider gang she took over after she murdered the Raider who'd kept her as a (sex) slave since she was twelve-years old and royally messed her over.

Well you wanted to be a bad guy. In all seriousness I don't think you can have a "good" gang of raiders given the established tone of the DLC.

Eh, moral ambiguity is what I thrive on. Better to appease the Raiders than slaughter them all.

And Sierra should have been long dead by now. Can't imagine Ronald stuck around.

He proposed marriage with Nuka Quantum!

A moral raider in a gang of psychos. It could have been interesting to mould the gangs into something less extreme but with their given identities it wouldn't be possible in a short time span, if ever.

Probably not but I did enjoy using the Raiders against Gunners, Super Mutants, and other Raiders. One thing I liked about Nuka World is the Raiders don't actually want to slaughter people (Disciples aside) but want easy chems, food, and caps.

You know, like normal people.

I don't have much to add to this, 'cept Gaterclaws are a lazy rehash of Deathclaws.

It's one giant homage to Donkey Kong Country.

Thank you for acknowledging lore breaks. To me though the Raider gangs feel like archetypes. The crazy bloodthirsty gang, the tribalistic animal gang, the cold and ruthless mercenary gang. I think if they had explored their histories and gave them plausible reasons to exist then it wouldn't matter as much.

I think it would have been awesome if the Pack had originally owned Nuka World before the Traders took it over. It would explain the costumes and weird colors.[/quote]
 
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