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It’s delightfully political, and fascinating to see the arguments between the factions unfurl as the game progresses. Basically, manipulation and pandering are gateways to getting the job done without resorting to bludgeoning the face off of the source of your problem. It probably helps that the dialogue options are more likely to give you solutions to problems in Far Harbor that don’t involve killing someone or something. There are valid points to every group’s cause and equal amounts of arrogance and naivety. Far Harbor definitely has a better balance between the factions when compared to those of the main campaign. Or you’ll just be an arse and do whatever the hell you wish, and damn the consequences-it’s your prerogative, after all. As with the main game’s faction war, you need to choose a side eventually, but you’ll likely need to play nice with them all for a while until you feel you have enough facts on hand to make an informed decision about what the island best deserves. This time out it’s really just you that’s being properly deceptive. I still want nothing more than to see the whole lot of them shot into the sun, but I’d at least feel a little bad about it now.Įveryone, no matter how daft or cruel, has honest intentions for Far Harbor. It also offers up a little empathy for the Children of the Atom, something I thought impossible considering how much I despised them in the Commonwealth. They want peace and coexistence between all factions, a departure from the elitist snobbery/coldly logical offered up by the Institute. The Acadia Synth colony offers up a deeper look at the Blade Runner-inspired questions previously raised in the game. As such, it’s got a much stronger, more cohesive narrative for it. This dynamic between the Synths of Acadia, the Far Harbor residents and the Children of the Atom is a more condensed version of the main game’s battle for the Commonwealth between the Brotherhood, Minutemen, Institute and Railroad factions. This then reveals that there is an ongoing feud over ownership of the island between the residents of Far Harbor and the irritating radiation-worshipping loonies that already proved to be the bane of my Fallout 4 life so far, the Children of the Atom. She has supposedly run off to join an elusive cult of synths and that is the catalyst for your exploration of this new place. Your main mission is to find a young woman at the behest of her parents.
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Your tolerance of the engine’s failings and the unpredictable nature of performance make for an unfortunate air of uncertainty It takes away from an otherwise intriguing new place. Results may vary, as is sadly true of all Bethesda RPG’s. It’s worth pointing out here that my initial excursion outside the town was rife with framerate drops, and while it cleared up substantially as I went on, it still performed worse than it did during my time in the Commonwealth, albeit mildly so. Like Scarborough, but a bit brighter and with less sense of impending death. The swirling fog gives off a gloomy atmosphere not present in the Boston area, while the first buildings you encounter are more akin to the Salem parts of the map in the regular game, old, gothic and very much a seaside town. Already there’s something noticeably different about this place off the coast of Maine, whilst still being undeniably part of Fallout 4.
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What you discover takes you on a boat ride to the foggy Far Harbor, the titular area itself, where you are almost immediately thrust into a skirmish between the townsfolk and some creatures you’ve never seen before. Far Harbor begins with a visit to Nick Valentine’s detective agency to discover a new case awaiting you, namely a missing person’s case at the edge of the Commonwealth’s borders.