So it's ten dolla for the GOTY edition, is it worth a buy?
No, and stop giving Bethesda money.
So it's ten dolla for the GOTY edition, is it worth a buy?
So it's ten dolla for the GOTY edition, is it worth a buy?
It isn't as poisonous as everyone here says. Keep your expectations in check and you can find some fun with it.So it's ten dolla for the GOTY edition, is it worth a buy?
This is more of a vertical slice I have experienced but for those who have done it completely- is it all just endless pew-pew in random themed dungeons? Are there no alternate solutions to locations like stealth or bullshitting your way through it?.
What more could you possibly want? Pew-pew is the pinnacle of CRPG design.is it all just endless pew-pew in random themed dungeons?
Yes, essentially subj is a shooter. I've no idea why did they bother so much with the crafting system - even those who really like to tinker with it should've known better and play Rust or some other shit instead where that's done million times finer. With that said, if you've got Far Harbour - check that out as early as possible.is it all just endless pew-pew in random themed dungeons?
It's a dungeon crawler (like basically every other BGS game) with base-building and survival elements. There are other games that does the survival part better but those don't have nearly as many dungeons (or do they? I only played like one or two such games).
Actually the crafting and base building is part of the survival gameplay, a functional settlement is very helpful in keeping you supplied with food, water, ammo and medication. And to build the settlements you need to go dungeoneering so it's a valid gameplay loop, which is more than what most other Bethesda games have to offer. If Bethesda had the balls to remove all difficulty levels other than survival, make resources scarcer and cap the level at 30 (and adjust perk requirements and leveled lists accordingly) it would have been their best game since morrowind in spite of all the other glaring issues.
Gonna go out on a limb and suggest that Planescape didn't invent the flame-haired bad girl.Is it me or is Cait a knock-off of Annah-of-the-Shadows?
There's also a surprising lack of Rule 34 for both of them
This is more of a vertical slice I have experienced but for those who have done it completely- is it all just endless pew-pew in random themed dungeons? Are there no alternate solutions to locations like stealth or bullshitting your way through it?.
See that Settlement? You can craft it. You can also craft power armors. You can craft weapon modifications.
Face it, if Black Isle had wisest idea to add crafting to Fallout 1 & 2, they would be the most popular crpgs ever
I also took issue with that quest node, it felt like the designers wanted to force you to resolve the faction conflict despite your bailing on it constituting a legitimate approach at that point. Though you can still call in external support after you've tied up the main quest if you want to.Yeah, Far Harbor is alright. The only thing that really irks me is that the main quest chain rail roads you pretty hard in the end. There's no reason why I shouldn't go back to Kasumi and tell her thatto horrify her enough to leave the Island.DiMA is planning on replacing someone with a Synth again
Sure, the conflict between the Acadians, the Children of Atom and Far Harbor might not be resolved, but you aren't there to resolve their conflict, you're there for Kasumi, and there's a solution for dealing with the Acadians in the form ofIt just felt like a really awkward and forced way to resolve the DLC.Bringing in the Institute or the Brotherhood to wipe them out, which would result in Kasumi's death if she stays on the Island when they begin their assault.
I was awfully disappointed with it and it's not like I went in with high expectations. I just thought that after the (relative!) writing incline of Far Harbor, Bethesda might continue on the same note with their final expansion, and yes, maybe even provide an alternative Raider faction to tie into the main quest. Instead, they went back to their old tricks, replete with making the player King of the Raiders right out the door and a literal theme park design, and sunk the fiction even lower than the base campaign.I actually liked Nuka World. Problem though is that if you want to experience everything properly you basically have to break character to become a raider boss and do a rehash of the Settlement mechanic, basically shitting over the already weak role playing aspects as well as undoing the settlements you've built up to begin with.
I get the idea is that being a raider is a sign of disillusionment and nihilism which plays into the ending, be it you nuke the Institute or get bogged down by your duties as Director, Sentinel, General or Toaster liberator, but it still really doesn't mesh all that well with the main questline.
What would have been interesting if you could beat the main questline as a raider and basically declare war on everyone in the commonwealth, but that would have required effort on Bethesda's part.
That's fair, personally I liked exploring the theme park and seeing how screwed up pre-war America is. But then I saw Advanced Power Armor in that display case and I got really annoyed.I was awfully disappointed with it and it's not like I went in with high expectations. I just thought that after the (relative!) writing incline of Far Harbor, Bethesda might continue on the same note with their final expansion, and yes, maybe even provide an alternative Raider faction to tie into the main quest. Instead, they went back to their old tricks, replete with making the player King of the Raiders right out the door and a literal theme park design, and sunk the fiction even lower than the base campaign.I actually liked Nuka World. Problem though is that if you want to experience everything properly you basically have to break character to become a raider boss and do a rehash of the Settlement mechanic, basically shitting over the already weak role playing aspects as well as undoing the settlements you've built up to begin with.
I get the idea is that being a raider is a sign of disillusionment and nihilism which plays into the ending, be it you nuke the Institute or get bogged down by your duties as Director, Sentinel, General or Toaster liberator, but it still really doesn't mesh all that well with the main questline.
What would have been interesting if you could beat the main questline as a raider and basically declare war on everyone in the commonwealth, but that would have required effort on Bethesda's part.
It's like I said before, Far Harbor proves that Bethesda can write a decent plot, Nuka World proves they don't want to.