Over the past year, we've seen near a half-dozen DLC expansions ranging from the bland to the truly interesting; and similar the game itself, they've received varying reactions. Simply which ones are really worth owning?
Hither's a look at all of the Fallout 4 DLC, which is sorted into a few different categories. Alternatively, you tin can get out and get i of the zillions of mods out there, some of which are quite excellent. They might non friction match the fun of playing an official story; just if your only goal is to aggrandize your wardrobe and your settlements, they are certainly worth a look. Otherwise, here are Fallout iv'due south best add together-ons.
The Essentials
This is the DLC that every Fallout iv fan should ain. Not surprisingly, a proficient clamper of the story DLC is hither, though not all of it. This DLC has a decent shot of restarting your involvement in Fallout 4, much like it did for me.
Far Harbor
Hither's what I wrote about Far Harbor soon after information technology's release, "Ultimately, it was Far Harbor's story that got me back into Fallout 4 in a big manner. When I fired it upward again for the outset time in months, it was with the intention of checking out the DLC and moving on. Instead, I institute myself obsessing over how to resolve the conflict between Far Harbor, Acadia, and the Children of Atom that serves as the crux for the DLC. Was it better to go with DiMa's plan against my better judgment? Was it better to nuke the Children of Cantlet? I spent days wondering how to approach the problem of Far Harbor, killing time by edifice settlements and completing the Automatron quest (which was great, past the manner)."
Far Harbor was everything fans wanted out of Fallout 4 in the start place: It had a great sci-fi story, information technology built on the backstory of i of the game's most popular characters, and it gave you a lot of choices to make. I had to think long and difficult well-nigh whether I wanted to pay the price to make peace between the DLC's iii factions. Ultimately, I made what I felt was the difficult but correct conclusion. Fallout four doesn't have well-nigh enough of these sorts of moments.
Add in an interesting (and foggy) new expanse to explore; a host of fantastic sidequests, and a bunch of tin can't-miss weapons, and Far Harbor is some of the best Bethesda DLC in quite a while.
Automatron
I love this DLC. It'south a fleck buggy, but the main quest is a existent delight, and information technology gives you the ability to build your own custom robot companions. What'southward non to love?
When y'all get-go Automatron, you come beyond a robot named Ada, who tells you of the rise of The Mechanist - a mysterious robotics expert who may prove to be a threat to the Republic. The quests that follow are fairly combat heavy, but they make up for that with some terrific dialogue and a swell catastrophe. Seeing The Mechanist for yourself makes the journey worth information technology.
The best part of Automatron, though, is that you tin can build up your own robot arsenal. I turned both Ada and Cogsworth into killbots worthy of Armored Core, each loaded with missiles, miniguns, and gatling lasers. True, creating a true killbot makes most of Fallout four'due south combat little, but it'south worth it simply to walk into a room with what amounts to The Terminator at your back.
The All-time Workshop Add together-ons
Building settlements is a big part of Fallout four. As such, several of Fallout 4's DLC packs are focused entirely around edifice up your settlements. This is the pack that will requite y'all the best bang for your cadet. Alternatively, you tin get and download whatever 1 of the zillion mods if you're an Xbox One or PC actor. Sorry, PS4 owners: Yous're going to have to wait a little bit longer.
Wasteland Workshop
The beginning workshop pack is also one of the most robust. It includes a host of new signs, wall decorations, and lighting options, besides as fun miscellaneous additions like trucks and trailers (party charabanc!) For those who want to build an actual castle, concrete is not to exist missed, every bit it allows you lot to create walls and bunkers.
For those who are a little more engaged (or crazy), it'due south besides possible to build actual stadiums where you can capture Wasteland wildlife and boxing it. It'southward a lot of work, and information technology's more Youtube provender than anything; just for those who are really into settlement edifice, information technology's a fun mode to take the next footstep.
The Balance
I reviewed Nuka-Globe last calendar week and... information technology was okay. For those who want to be anti-Minutemen and run the Wasteland as a Raider, it's kind of neat. And the park looks pretty cool, too. Simply the story itself is lackluster, and the weapons that information technology brings with information technology aren't the best (unless you're nifty on getting another Conflicting Blaster). It's a far weep from either Far Harbor or Automatron.
The Vault-Tec Workshop is similarly disappointing. Sure, y'all can build your own Vault and run some underwhelming experiments on your settlers, only the actual content is pretty weak. For all the promise of finally being able to build a vault of your ain, Vault-Tech Workshop might really be the worst of the Fallout iv DLC.
Finally, in that location'southward the Contraptions Workshop, which is less virtually vanity and more almost pure utility. Certain, yous can finally mount weapons and armor (thank god), but information technology's much more heady to be able to build a weapons or ammo manufactory. For weapons like the Gauss Burglarize, the ammo factory is a godsend, and yous tin can sell the excess at a decent value to kick. Ultimately, it's much less essential or interesting than Wasteland Workshop; but for hardcore fans, it adds a fair amount, particularly if you want to torture poor Preston Garvey.
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