Fallout 4: Nuka-World DLC Reviews
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We have rounded up some more reviews for Fallout 4's last DLC, Nuka-World, which offers players the chance to become raiders and visit an all-new location, a theme park based on the setting's most popular soft drink brand. For the most part, this second batch of reviews is unenthusiastic, though not outright negative.
Destructoid, 6/10.
Nuka-World is certainly a huge chunk of content. If you were starving for more Fallout 4, this piece of DLC will give you plenty to chew on. Personally though, this wasn’t the type of Fallout I was hungry for. I wanted a deep dish of role-playing and nuanced character interaction, a send off that captured what was great about previous DLC packs like Point Lookout and Old World Blues. What I got was a bullet-buffet, a trough of ammunition and guts I could have got from any other first-person shooter.
Nuka-World is big and impressive and flashy, but just like any theme park, it’s all a facade. Peek behind the curtain and you can see the struts and wires that animate the mascots. In Nuka-World’s case, that’s a scaffolding made of bones and spent magazines. It’s up to you if that’s a park you feel like visiting.
USGamer, 3/5.
Nuka-World's fantastic new setting and cool new opportunities belies its overall lack of depth. There's a lot to do in this expansion, but not a lot of it is all that interesting. It could be worse, but it could also be a whole lot better.
ZAM, scoreless.
Despite the buggy release that there’s really no justification for, even by Bethesda’s standards (seriously, how did some of these issues make it past testing?), Nuka-World is an ambitious, memorable add-on that will ultimately serve Fallout 4 well in the long-run.
But nothing is special enough to warrant going out of your way to create new characters or deleting other DLC in an attempt to circumvent the various frustrating issues that you very well may run into. As exciting and interesting as the park itself is, if you haven’t yet decided to give Nuka-World a go, you may want to leave it alone for a few days until Bethesda is able to sort a few things out.
Eurogamer, scoreless.
Where did this focus on straight-ahead blasting come from? In the lead-up to release, Fallout 4 director Todd Howard spoke openly about the game's Destiny influences. It's also widely known that Doom developer id Software helped tune this RPG's shooting mechanics. There's no denying the gunplay is Fallout 4's biggest area of improvement, but this polish seems to have nudged it away from Fallout 3's immersive sim inspirations, and that's a huge shame.
With Nuka-World releasing in the same month as Deus Ex: Mankind Divided, you can't help but mourn the loss of the game that could have been. If you want to be the bad guy, Nuka-World is still worthy of your time, but it could have been an essential send-off for one of last year's highlights - if only it stopped using Fallout 4's guns as a crutch.
Entertainment Monthly, scoreless.
Despite its many flaws, Nuka-World is still a good time while it lasts. Even with the lack of a story, the world is fun to explore and will occupy your time for a solid 10-15 hours. Anyone still interested in Fallout 4 at this point should absolutely pick it up, just don’t expect something as deep as Far Harbor.
Press-Start, 7/10.
By allowing you to become a raider, Nuka World takes Fallout 4 down a, interesting path it’s never been before. Whilst this road may not suit all play styles, overall the DLC still offers an enjoyable and unique Fallout experience. With the addition of new craftable items, enemies, factions, weapons and more, Nuka World delivers a strong finish to the Fallout 4 franchise. If one thing is clear from Nuka World – it’s that you will live long enough to see yourself become the villain. And if you’re already one, this is the DLC you’ve been hoping for.
Twinfinite, 4/5.
As the final chapter of Fallout 4, Nuka-World does a stellar job in delivering an experience that fans are sure to enjoy, clocking in around 20 hours if you complete the side quests. Though it may not offer a story quite as captivating as that of Far Harbor, it’s enough of an impetus to push on for what happens next. Ultimately, everything within the park, including the gangs (despite their largely insignificant preferences), was immersive and entertaining. Side quests are full of character, the Nuka-Cade provides a decent enough distraction, the different areas of the park are fun to explore, and those Nuka-Colas finally feel like they have a purpose. That said, it’s the latter half of the experience that some may find conflicts with their character’s natural demeanor. If you can deal with being bad for a couple of hours, then I see no reason why you shouldn’t pick up a ticket for Nuka-World.