Vault Tec Workshop

"Maybe they could release a workshop that would let me build a DLC worth a damn."
:roffle:

This DLC looks lazy. That's the only word I can use for it. The vault building seems token at best, there does not seem to be a lot of new significant crafting options added, the story seems rather stupid (from the videos I've watched of this DLC) and there does not seem to be any point to play through it. If Matty can pre-face his 'review' with the phrase "A Mixed Bag", it is rather indicative of the lack of quality of this DLC (even if it is 5 dollars). This sort of shitty DLC should be free at the very least if they wanted to use it.
 
look if fallout 4 and its dlc have at least the same quality writing as fallout 3 and they add this kewl new feature, i might not even find these site. but betheda never learn...
 
I had a look at Vault 88 on the Fallout wiki:
Intended to test various prototype devices with the aim of rolling them out to the rest of the vaults;

Forgetting the lore issues, the vault has huge sections missing and all that,
has Bethesda forgotten that the vaults are still at their core nuclear bomb shelters? Once they closed that was it, there was no "let's pop into the vaults across the road for tea and biscuits."

Said prototypes are what, exercise bikes? I've only seen a few videos so I don't have complete knowledge of the DLC, but that's the experiment?
 
look if fallout 4 and its dlc have at least the same quality writing as fallout 3 and they add this kewl new feature, i might not even find these site. but betheda never learn...
If only FO3 had at least the same quality writing as fallout 2.

*Aside: When was Fallout ever about crafting? In the core series, the PC was on an important mission, and never had time to waste time or settle into a house or workshop. Now the whole point [of their re-interpretation] of the series seems to be only about exercising whim and a marked lack of precommitment.
 
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If only FO3 had at least the same quality writing as fallout 2.

*Aside: When was Fallout ever about crafting? In the core series, the PC was on an important mission, and never had time to waste time or settle into a house or workshop. Now the whole point [of their re-interpretation] of the series seems to be only about exercising whim and a marked lack of precommitment.
we cant dream like that, the best we could hope from bethesda and emil is they could learn a thing or two from their predecessor and new vegas thus their whole creativity and new stuff. instead, we got fallout 4 at its current state. they have shown us that they are capable for making some decent stuff like the pitt and point lookout.
 
we cant dream like that, the best we could hope from bethesda and emil is they could learn a thing or two from their predecessor and new vegas thus their whole creativity and new stuff. instead, we got fallout 4 at its current state. they have shown us that they are capable for making some decent stuff like the pitt and point lookout.
I don't believe this can happen, because I don't think they are missing the point unintentionally. They are making digital junkfood; this is deliberate. Everything that NV got flak for from FO3 fans, was what generally made it a better RPG. Bethesda is not interested in making a better RPG. They are not selling to the RPG market; and certainly not to the Fallout series market. They've sought out their own market, whose gaming preferences are well understood by them. FO4 is likely very close to what they intended.
 
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If only FO3 had at least the same quality writing as fallout 2.

*Aside: When was Fallout ever about crafting? In the core series, the PC was on an important mission, and never had time to waste time or settle into a house or workshop. Now the whole point [of their re-interpretation] of the series seems to be only about exercising whim and a marked lack of precommitment.
There's no way writing could save Fallout 3, it's core story is stupid beyond repair.

/Aside: What's wrong with crafting? It was somewhat introduced in Fallout 2 anyway, BTW.
 
Aside: What's wrong with crafting? It was somewhat introduced in Fallout 2 anyway, BTW.
In Fallout 2 [IRRC], the PC sought out specialists for that. (The silliest of which was Myron making what amounts to nano-medical stimulants from a root and a flower; though granted it's in-character that he's a chemical engineering prodigy, and might well have had the other ingredients on him.)

The Fallout PCs are all pinch-hitter/ jack of all trades... Which is why it's so ridiculous that the FO4 PC can craft power armor; when the full Brotherhood collective could not but tinker repairs on them.

**My own impression of the core games was that even maxed out character skills were probably not the equivalent of formal training, and as such, they needed experts for the real heavy-lifting.

This makes sense to me, because the dedicated specialist is not [inherently cannot be] a seasoned adventurer; just as the seasoned adventurer could not simultaneously commit their life to study craft... unless that craft is adventuring. ;)
 
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It's still crafting, bro.
I don't see it as the same; I see it as more like barter/favors, and with the exception of Myron, the PC has to go to the specialist, and the specialist can die during the game.

*Hell... With Algernon, the specialist can die of a careless word during conversation.
boom_zps7n7xenvo.gif
 
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If only FO3 had at least the same quality writing as fallout 2.

*Aside: When was Fallout ever about crafting? In the core series, the PC was on an important mission, and never had time to waste time or settle into a house or workshop. Now the whole point [of their re-interpretation] of the series seems to be only about exercising whim and a marked lack of precommitment.

I think there's a difference between the crafting and the settlement building. Sure, the classic Fallouts weren't about crafting, but I don't hate the idea but on the contrary rather think it fits well in the world of Fallout to craft your own makeshift stuff out of what you find (New Vegas did this the best by far, since the things you craft weren't too over the top and most were actually very useful). Building a settlement (or 20) on the other hand... if part of the story was to build one, it could be interesting. But the way it's implemented in Fallout 4 is horrible.
 
Ahem. Now that I've actually played the DLC to its peak, I think I can say why no one should by it, and maybe even should try to get Bethesda to give US money for subjecting us to this trash.

First and foremost, you don't even build a god dammed vault at all whatsoever. You build a settlement with a vault theme, that happens to be underground with a big vault door. The most you're going to get from this being a vault is some settlers going "oh weeeeewwwww, I'm a vault dweller. kewl." every now and then. They're not even renamed to Vault Resident or some shit. It's just a settlement with vault themes and a more obvious line on where you can and cannot build.

Speaking of which, You get pretty much FOUR whole places to build big stuff with a lot of stuff in them. I think you can even connect them all if you can handle the terrible controls. BUT! The build limit has not changed at all! I dunno if it changes in the other areas, but by the end of today I had like a quarter of building limits left.

Also, the quest is terrible. You build four things. FOUR THINGS! And then done. The coolest part, which wasn't even that cool, was where I had to find a buncha gunners choking on Joker Gas and killing each other. That was pretty neat, but it left as fast as it appeared. Other than that, build a thing, let Clem go "WEW! THIS IS KEWL! OW! IT HURT!" and then move onto the next until ghoul lady leaves.

Also, how is lady a ghoul? How did that happen? Aren't vaults meant to protect people from the nuclear blasts? Why is she not a dead regular human? And why is she not feral? Everyone else is feral? Why is she not insane? She's pre-war. She's been stuck in a single room with no one to talk to for god knows how long. And to top it all of, it's the fridge kid again and she has had nothing to eat or drink the entire time. I mean, sure there's a can of cram on a fire barrel, but I highly doubt that a buncha cans of cram could help feed her, and supposedly more than one, or even up to five people for OVER TWO HUNDRED YEARS!!!

In summrary, this DLC is a pile of trash, I don't like it. You shouldn't like it. You shouldn't buy it. No one should buy this willingly.
 
Also, how is lady a ghoul? How did that happen? Aren't vaults meant to protect people from the nuclear blasts? Why is she not a dead regular human? And why is she not feral? Everyone else is feral? Why is she not insane? She's pre-war. She's been stuck in a single room with no one to talk to for god knows how long. And to top it all of, it's the fridge kid again and she has had nothing to eat or drink the entire time. I mean, sure there's a can of cram on a fire barrel, but I highly doubt that a buncha cans of cram could help feed her, and supposedly more than one, or even up to five people for OVER TWO HUNDRED YEARS!!!
Deus ex machina.
 
Also, how is lady a ghoul? How did that happen? Aren't vaults meant to protect people from the nuclear blasts?
Actually... All the ghouls in the Fallout series ~before Bethesda trashed the lore, came from Vault 12. They [all] pre-date the war, and are the only ones that actually remember the world as it had been before it. The Door of Vault 12 failed to seal properly.
 
Actually... All the ghouls in the Fallout series ~before Bethesda trashed the lore, came from Vault 12. They [all] pre-date the war, and are the only ones that actually remember the world as it had been before it. The Door of Vault 12 failed to seal properly.

I know that. That makes sense. They weren't completely sealed and got a good lick of radiation, so now they're all ghouls. BUT! The vault tec thing is sealed. At least I think it was sealed. The door was shut. I would've hoped it was sealed. I dunno, I think the lady said it was still under construction, so that might make sense.
 
So I'm about half way through the DLC, and I've just given up at this point.
I actively got pissed when the overseerer told Clem (or whatever the fuck his name is) that they would experiment on him.
Why say it?
Why?

The DLC still suffers from the most brain dead and stupid "small things" like mutated creatures "Mutating" when they are legendary enemies (JESUS FUCK BETHESDA, HOW MANY TIMES ARE YOU GOING TO FUCK IT UP?).

The quest itself is just boring, I'm hoping to put some sort of review of it on my YT Channel, but even then I just think to myself "Can I really be asked?"

But can I just take a second to say that I think the whole First Person Settlement Building is a terrible idea?
I like my games like Sims and Command and Conquer, and I know C&C isn't a building game, you don't build with the assets available, but at least I can see where I'm building.

What I'm trying to say is that a game like Sims works because it's isometric, you can see what you're doing as you're doing it.

I tried to place an elevator inside my Vault, it shouldn't be as hard as it was to do that (I gave up in the end).
It doesn't "Just Work"
By design it doesn't work.

And we get three fucking DLCs dedicated to this feature which feels like an absolute failure.
If the game at least went into a top down or isometric mode when you do enter settlement mode, then I would be fine with that. But it doesn't.

There's a reason why Sims isn't First-Person.
 
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Now this is super satisfying!


One of the funny negative reviews

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It'll still be sad that the Nuka Cola DLC is probably still going to get positive reviews. On the upside this DLC is being called out for the blatant creatively bankrupt cash in DLC that it is. :D
 
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