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Fallout 4: Nuka-World Review


Fallout 4: Nuka-World Review

One ticket, please!

Fallout 4: Nuka-World on PlayStation 4

When Fallout 4 released to critical acclaim back in November of last year, many fans were already eagerly anticipating what lay in store as part of the game’s post-launch support. Automatron started things off, offering a short but sweet questline and robot companions. Wasteland Workshop followed shortly after and focused on fleshing out the ‘love it or hate it’ settlement building mechanic of the base game. Then Far Harbor came along, offering a huge new area to explore full of quests, exciting new weapons, and an intriguing story. While there’s been two DLCs since then, neither have offered an experience of similar scope. Nuka-World, however, adds in yet another new area, a pretty lengthy main questline, and a ton of weird and wonderful weapons and items you could only get in a Fallout game.

Your adventure begins just like many others: you pick up a strange radio signal and tune in. This time, you hear a commercial for the “happiest place on earth,” Nuka-World. Now, when you find out there’s a theme park nearby, you aren’t gonna turn it down, so off you head on your adventure to the West of the Commonwealth. Before you even reach the park, you meet resistance, suggesting that this may not be an easygoing adventure. The Raiders who await you can be tough depending on your level, so it’s best to make sure you’re well-equipped and are a high enough level before going much further.

Before you arrived, Nuka-World was ruled by an Overboss that didn’t listen to the wants of the three different gangs of Raiders now inhabiting the park. Each of these gangs – the Disciples, Operators, and the Pack – all want the lion’s share of the park for themselves. After becoming the new Overboss (which sees you kill the former one in a really enjoyable boss battle at the end of an arduous Gauntlet), it’s down to you to secure the different areas of the park and dole them out to the gangs as you see fit. It’s not quite as nuanced as the creepy goings on of Far Harbor, but as you wander around this fully-realized theme park, you can’t help but to get immersed in the world of Fallout 4 once again.

Fallout 4, Nuka-World

The Gauntlet and your face-off against the Overboss tell you all you need to know about Nuka-World. Nothing is quite as it seems, and the odds are definitely stacked against you. You’ll need to have your wits about you, utilize your lockpicking skills, and have some badass weaponry. In order to level the playing field, just as Far Harbor did, the new adventure adds a bunch of unique and powerful weapons into the game to bolster your arsenal. Though some are certainly more devastating than others, each one feels distinctly unique. Are your shots not making a dent in your enemy’s health bar? The Acid Splasher can significantly lower their damage resistance, making them much easier to take down. Nuka’s new additions are welcomed with open arms.

The leaders of Nuka-World’s gangs aren’t going to take too kindly to you simply becoming the head honcho, and so your adviser, Porter Gage, tells you that you’ll have to play to specific preferences to sway your favor with each group. For example, the Disciples are obsessed with blood and death, so as long as you promise them a ton of violence, they’re happy. Operators, on the other hand, are all about making money, while the Pack is all about an ‘alpha-male’ attitude. While you’re told toward the beginning of your time in the park that these will be significant in your dealings with each gang, other than the opening conversation with each boss, I didn’t find myself once needing to remember these pointers. It’s a shame, as this gave a little more personality to each gang and made conversational choices a little more interesting. Unfortunately, it wasn’t implemented far enough to really play any significance.

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