Of course, and so it was decreed by Holy Atom for making four of your six DLC's about building settlements. You have been sentenced to death by Atom's Holy Fire. But before we do that, I better review the games first. So, after the release of Fallout 4, Bethesda put out six whole expansions for it. DLC's, if you will. To keep things simple for this video, I'm going to play and then review them in the order Todd released them onto our souls. The very first one released was the Automatron DLC. We got Automaton, Automatron, or Automatron. Auto Automat. This DLC starts off with you saving a load of people from some robots. And there's only one survivor from the attack, a robot called Adah, who joins you as a companion. And Bethesda, guys, if you're going to make us pay $10 for a 3-hour DLC, maybe give the new companion you make a proper run animation. Don't just speed up their walk animation. I can tell. So, in this DLC, robots that shoot apparently nothing but fireworks are terrorizing the Commonwealth. You can put the chair up if you want. The robots are all being sent by someone called the mechanist with the stated goal of killing all of the raiders in the Commonwealth, but they are misinterpreting their programming and killing everyone they meet. The bulk of this DLC is fighting your way to the mechanist through their underground lair. And initially, what stands out to me about this DLC is how much better it looks than the base game. I've harped on about this before. Whoever says harped, I've gone on about this loads before, but as we've seen even in Starfield recently, the lighting in the creation engine is just so bad. It makes many areas in these games look awful. So, to combat that, they've kept this DLC all dark and moody. I'm going to put this down. I honestly do think this is why the Fallout London mod is so dark, just to totally avoid Bethesda's lighting engine. Or is it because it's correctly simulating British weather? It's the middle of the day. Is my skin too shiny because of all the oils I put on it? What also works about this DLC is the setting the mechanist has chosen for their lair. This area before the war is where subjects were taken to have their brains removed and turned into robo brains. And as you travel through here, you can read the transcripts of the experiments that were performed on them. And it's pretty grim. I can't see. Oh my god, what have you people done to me? I can't feel my body. I can't feel anything. Please, for the love of God, tell me what the hell you've done. Combine this with the creepy music and dark visuals, and this creates a pretty effective tone. Outside of this though, this DLC is pretty standard stuff. The whole thing only has three fairly simple characters. And the main bulk of the mechanist layer is one long non-stop battle with literally hundreds of the walking light shows that are these robots. Oh god, who wrote this? The final fight especially, you just stand in the middle of the lair shooting one robot after another like a game of duckham that just never seems to end. Then after you've killed enough robots to populate Iceland, the mechanist surrenders and gives you control of her lair. Huh? When did Fallout become so woke? Next thing you know, I'll be played by a woman. — Hey guys, Up is not man here. — Don't put your arms out too far. — Then after you beat the mechanist, you unlock a series of quests that you can do for her, which involves hunting down more of her robots. And not only does receiving these quests give us some of the best dialogue in the game, — tracking. Yes. Yes. Yes. Yes. They are without a doubt the worst quests in this entire game. And that really is saying something. Basically, she gives you a quest marker on your map where you can go to find one of her rogue robots. You then travel to that location, kill one robot, travel back to the mechanist, talk with her. — Yes. Yes. Yes. — She gives you the location of another robot and that's it. You just repeat this infinitely. Jesus Christ, why bother? Why not just sell copies of Automatron that you open and they contain one middle finger? How is this so long? The other big selling point of this mod, of course, is it unlocks the ability for you to build your own robots and also mix and match robot parts on existing robots. So now you can have a Mr. Handy with two arms. Well, slow down, Bethesda. And sure, this is nice and all, but to one end, I've completed the game. There's nothing else to do. I'm 35. It's time to lower the energy. The only purpose I really found for any of this was building robots that let me commit copyright infringement. — Robot daughters. This here is Lud Bell 7. Yoohoo. — Daisy May 128k. — Yoohoo. — And the crushing. — Yoohoo. — Oh yeah, I made that. Let's play another. — You think you could help me out? — Whatever. — What is my purpose? — You pass butter. — Oh my god. — Yeah. Welcome to the club, pal. — Okay. Okay, we need to move on. Oh, look. A DLC dedicated to the game
Segment 2 (05:00 - 10:00)
settlement base building. No, I can do this. Wasteland Workshop. This Wasteland Workshop gives you loads of new items to craft in your settlement. But its main feature is the ability for you to build traps. Traps so that you can capture various wasteland animals or people. You can then use these captured creatures to hold fights in your settlements. Oh no, we're moving on. I can. The official trailer for this DLC weirdly just starts with a load of random fights and explosions. And quickly summarizing how Beth is that sees Fallout as a series nowadays, — but eventually it does show us what the DLC is about. You see, the way it works is you build a cage and then you wait for the appropriate thing to be caught. This mean — I know where I am. This for me took six full 24-hour wait cycles within the game. But can your time really be wasted when you're doing something pointless? Then once you've caught something, you can assign a follower to fight it. In the trailer, they used Preston Garvey. So in my game, I did the same and began the fight. But the thing is with all of this, Preston can't die. So this fight never ends. It just goes on and on. I left my settlement for several days, came back, and they were still fighting. It's like Gandalf and the Balro over here. Also, most of what you can capture to stage fights, like the gunners, raiders, super mutants, feral ghoul. When you release them, every single person in your settlement will attack as well. So if you want to stage one-on-one fights with these creatures, you have to build walls around the entire fight. And not only is of course the base building in this game an absolute disaster, what have you done, Todd? It also means people can't watch the fights that you've set up, which I thought was the whole damn point. So, yes, this DLC only costs $5, so it's hardly the end of the world. But I can think of at least one better way to use $5. It's definitely gone. I'd climb out after it, but I'm not wearing any trousers. Damn, son. — Don't say son. — Ah, but speaking of fog, now is a great time to mention this video sponsor, War Thunder. Because of Fog of War, War Thunder is by far the most comprehensive vehicle combat game out there and is available now for free on PC consoles, and mobile devices. War Thunder has over 2,500 tanks, planes, helicopters, and ships, spanning everything from 1920s Bplanes to modern fighter jets and main battle tanks. I personally really love this X-ray view as it shows you exactly what happens inside. War Thunder really drops you right into it with detailed vehicles, realistic visuals, and sound design that makes every hit feel real. War Thunder also has an allnew mobile version available on iOS and Android to join a massive community of 95 million players and jump into massive PvP battles across land, sea, and air. Right now, if you sign up using my links in the pinned comment or description, new and returning players who haven't played for 6 months on PC or console get a massive bonus pack across all platforms, which includes multiple premium vehicles, the exclusive Eagle of Valor decorator, 100,000 silver lions, and 7 days of premium account. And that's it of the fog of war. Now, back to the fog of Far Harbor. In this DLC, we come to a foggy island in search of a missing lady. When we get here, though, we find three factions fighting to survive. Far Harbor, which has a radioactive fog, creeping in, threatening to kill them. Aadia, which is a group of synths led by Nick Valentine's brother, Dimma, and the Children of Atom, a religious group who believes the bombs dropping was a holy event, as every split atom results in the creation of a new universe within them. I just want to make sure we can see the shoes. What? — And overall, this DLC is probably the best thing Bethesda has done since the Oasis Quest in Fallout 3. And it looks like that won't change. Farah Harbor is without a doubt better than Fallout 4 in every single way. The writing, characters, overarching plot, it's all great. So, what have I written? It's all an improvement. It's terrible visuals have also been fixed here, too. In this case, by making it so that we can't even see them. What's really bugging me is there's a label on the back of this and it's wriggling up my butt. In Far Harbor, we have to decide which of these factions to help or hinder. But what makes these DLC so good and so much better than the base game is how well these factions are characterized. They have all been so well written that you can sympathize with each group here and they all have relatable pros and cons. — It meant when playing I genuinely found it difficult to decide who to help and there was really no right answer. Also, just take a look at the art direction in this DLC.
Segment 3 (10:00 - 15:00)
Just look how striking the children of atoms base and leader book, it all really effectively shows how deeply insane their religion has made them. And it's the same with Dimema and all of his augmentations. It shows how far he is willing to push himself to achieve his goals. Speaking of Dimma, he is by far my favorite character in this whole DLC, possibly the entire game. He believes that he's a good person and wants peace through peaceful means. And almost always in sci-fi plots like this, the character would just be lying or have a warped view of reality. But the twist in this story, spoiler warning, is that whenever someone gets in the way of Deema's vision for peace, he simply murders them and then wipes his memory so that his conscience remains clear. And you see, I've watched a lot of sci-fi with Flex. And this is definitely one of the best executions of a character like this that I've ever seen. It's great. It's like if Data was a serial killer, but he just had no idea. All the evidence points towards me, Captain. I think the best example of the writing in this DLC is when Dimma asks us if we are a synth. And of course, we say no, but then he keeps going. He explains how most synths have fake memories and asks us to really think. How far back can we remember? And out of nowhere, Norah reveals that like us the player, she only remembers as far back as being in front of that bathroom mirror at the start of the game and remembers nothing else of her earlier life. Now, this is really interesting because not only does it retroactively fix Fallout 4's terrible opening, it also ends up being a kind of meta commentary on the relationship between a player and the person they're controlling, while at the same time creating a more personal, emotional connection to them. I'm sorry, but who the wrote this DLC? And where were they when father was being ridden? Now, that's not all to say all of Far Harbor's missions are good. The indexers have a lot of purpose to get the data in the — What the is this piece of — But outside of this DLC's plot, things are pretty good as well. — I'm a really weird writer. — Yeah, — the darker visuals and radioactive fog make this area feel distinctly different from the base game. However, if you're thinking the radioactive fog creates a new gameplay challenge where you need to keep searching for anti-radiation meds as surviving the environment becomes a key aspect of the exploration. Wait, what? No, it doesn't. See, unlike the New Vegas DLCs, you're able to come to Far Harbor with as much gear as you can carry. So, I of course had enough Rad X and Radway to make the radiation here nothing more than a gentle breeze. Also, speaking of gear, because you can bring all of your most powerful weapons to Far Harbor, you really have no need for all of the new weapons this section introduces. And I just think it's really bad design. Imagine arriving in this hostile environment with nothing, and the only thing you're given is the new harpoon gun. you would be forced to rely on this thematically appropriate singleshot weapon while wandering through the creepy fog. I just think this location and all of the gear available could have been balanced to make it a much more engaging experience. It really could have been the icing on this delicious robot. Overall though, I of course thought this DLC was really good, especially since it only cost Oh, wait. I spat that out too early. Sorry. Let's do that again. Especially since All right, here we go. Another DLC entirely about settlements and crafting. With this DLC installed, you can now build contraptions, and they work a little bit like the game Mouseet Trap. I actually built a giant contraption when this DLC came out, and it shows off this workshop better than I could ever describe. — Great. — Go. Oh, that's right. It's the most entertaining video ever made. The thing is, outside of what you've seen there, there isn't really anything else in this DLC to talk about. All I know is while making that video, I learned that the contraption workshop is absolute There is a bit in my giant contraption where some balls are released. Just tuck them in. And these balls and these balls activate these switches which then in turn activate these firework launchers. We all good? We understand. We No, this was all fake. None of this worked. This is Bethesda we're talking about. In reality, these ball switches just don't work. In every instance, they just immediately turn off and the firework launchers aren't activated. Hypothesis. the balls have to stay in the switch. So, the switch will stay on and then the fireworks will fire. And so, I tried that. I block the ramp and then set the balls running. But when the balls stop at the switch, now the switch just doesn't turn on at all. Also, for those wondering, here is a single ball switch system. The ball goes through, the switch stays on after that
Segment 4 (15:00 - 20:00)
and the fireworks fire. What? Solution. Only ever use one ball switch in any closed contraption as that works correctly. Great. Problem solved. No, it is not solved. That just means this DLC has no purpose. All of these contraptions have absolutely no tangible in-game use. They're just here for fun. And the fun here is produced by building complex contraptions that let you do impressive stunts. But if it isn't able to do that, then it's just failed at its stated goal. All right, let's move on. Finally, it's over. All the crafting and workshop DLCs are done. That's right. Bethesda released two paid DLCs back toback that do nothing but let you build new objects in your settlements. What is this? Bethesda. — Yeah. — With this DLC, you are now able to build vault themed settlements and also start and run your own vault. And the thing is, I actually quite like this DLC. Oh no, there goes my credibility. Look, these are the two workshop DLC. They just added to your build menu and nothing else. Hey, Dale even had the slightest semblance of a tutorial on how the new items work. The VaultTech workshop though actually has a scripted story where you need to track down the overseer of Vault 88 and with them you can start your own vault. As part of this you interview wastelanders for their eligibility to be vault dwellers, travel the wasteland gathering blueprints for new items you can craft and conduct experiments on your new vault dwellers. The experiments you run even affect the stats of your settlement, meaning they actually have an in-game use. Look, it's not going to win any awards, but I thought it was quite fun for what it was. Oh no. The thing is, you all know how I feel about this game settlement building. I'm not going to forget this, but undeniably the settlement building is a big part of Fallout 4. When this game came out, it was largely what people spoke about and shared and to this day is one of the main reasons people are still playing Fallout 4. However, when you make a game in the Fallout series and a huge part of that game's marketing is about how you're going to be able to build settlements, and you design the game so that a major part of the exploration is about collecting items so that you can use them to craft more settlements. and you fill the game with 30 different unlockable settlements. Uh, choosing to make it so that none of these settlements is allowed to be a vault, the most recognizable aspect of Fallout as a brand, and only allowing people to build vault settlements if they pay an extra $5 on the base game price. It's such a dick move. I expect all of Bethesda's genitals have changed zip code. I think all that needs rewriting. Nar World sucks. All right, I'm here. Look, I want to say upfront that clearly a lot of work went into this DLC with its visual design especially being some of the best in the entire series. The variety of environments, the rides, the NA quantum river, and all of the park's surrounding areas all look distinctly different and interesting. So much work went into this, so much love and care, but it's just rubbish. The problem is with this DLC's story. See, in the NA world DLC, you travel to the pre-war theme park NA world and find it to be overrun with raiders. The only real option you're given in this whole DLC is to join and help the raiders. If you don't do this, most of the DLC's content immediately becomes locked out. And this was a shame for me because in this game, I was role playinging as a good guy. But hey, it's been a long week of my character doing things that she would never normally do. Yeah, build that bull track. Let's become king of the raiders. — What happens is we arrive to Nar World and within about 30 minutes we've killed its existing leader and we're made the new raider king. And after this we are told that there are three raider factions in Nar World and we're going to have to decide who to support. The issue with all of this though is outside of how these raiders look. There isn't really any difference between them. And I tried. I talked to all of these different raider leaders at length, but all I learned was Mags of the Operators wants caps. Nisha of the Disciples doesn't want caps, but Mason of the Pack, well, he's different. No, he wants caps. The game asks you to back one of these people, but I'm sure no one really had any idea who to pick. I even did several quests for each faction, hoping to learn more about them, but it just made things worse. See, in the first rounds of quests that these leaders give you, Nisha asks you to put a slave collar on someone. Mags asks you to murder someone. And Mason, well, he's different. No, he asks you to put a slave collar on someone. Even when I ask each of them for more information on the target they've set for me, here's how it goes down. — Who are we talking about here? Some raiders. — Some nobody. Super mutants. And then, having learned nothing about any of these factions, we then have to go clear out Nar World for one of them. I chose to first clear out
Segment 5 (20:00 - 23:00)
Galaxy Zone as it was the closest to me. And this is it, people. I found it. This is officially the worst quest in Fallout's history if you exclude all of Fallout 76. I write a galaxy zone and find that I have to explore the area and collect 20 star cores. Star core. And so off I go. And unlike Far Harbor, there are no new enemies here. Just every single kind of robot in the Fallout cannon over and over and over. Galaxy Zone has got to be the biggest area in this entire game. It took me well over an hour and a half of non-stop fighting to get through its many sections. Just look at this. Look at it. And it's like this everywhere. every inch of this park and it's the same thing for hours and hours. And also keep in mind that Galaxy Zone is just one of five areas that I need to clear out. And while yeah, they're all vastly different in theme, the gameplay is all exactly the same. In Kitty Kingdom, you kill a 100 ghouls, Nar World, Bottling Plant, a thousand mileer, Safari Adventure, 10,000 Gator Claws, but Dry Rock Gulch, no that's different. In this area, a new enemy is introduced, the Fallout Cannon, and thus we must explore and learn about. Now you just decimate them. After clearing each area, you then have to decide which of the three factions you want running Nar World. Well, and unlike Far Harbor where it was difficult because you had to weigh up the many moral and socioeconomic factors, here it was just difficult because I couldn't remember the difference between the disciples and the operators. Then after you've decided who gets what, you return to the raiders. And here is where I expected to find them arguing about my decisions. But instead, we're told by Shank here, who the is Shank? That we are going to spread our influence into the Commonwealth. And from here, the DLC shifts completely and becomes entirely about building settlements. Excuse me for a minute. And so it was decreed by Holy Atom for making four of your six DLC's about building settlements. You have been sentenced to death by Adam's holy fire. Yeah. I like that. — That's pretty good. — Oh, and don't forget you can play War Thunder for free on PC, Xbox, PlayStation, and mobile using my links in the pinned comment or description. If you're a new or returning player on PC or console, you'll get the exclusive bonus pack, premium vehicles, the Eagle of Valor decorator, 100,000 Silver Lions, and 7 days of premium account. Thank you all so much, everyone. And oh, here's all of my patrons who are as handsome as they are intelligent. There's quite a lot of them. Just look at all those handsome and equally intelligent people. Thanks everyone. Thanks.