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Greg C
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I have completed Far Harbor now. It yielded a LOT of gameplay. Far more than I expected. I think a lot of that might have been due to my being on Survival mode and having to walk everywhere. I am pleased with the cost/benefit of the DLC.

I found a ton of weird stuff. Like this first image here. So strange. WTF.

I ended up letting the Children of Atom nuke themselves into oblivion. It was.... not as big an explosion as I would have liked. Nothing like Megaton in Fallout 3. Nothing like the crash of the Prdwyn. That was disappointing. I've made bigger explosions with the deployment of a bunch of mines.

I had to take a couple hour break from Far Harbor to go back to the mainland and complete Nick Valentine's personal quest to find Eddie Winter. I wanted to send him home before I killed DiMA. While swimming around between holotape locations, I found the Yangze and completed those missions. That was a pleasant surprise.

Then I followed the Institute path to reclaiming all the Synths at Acadia. Shot DiMA in the head. I would have handed him over to the Harbormen, but when I tried doing so it failed the Institute quest line. So I reconsidered.

To end it all, I sailed away with the Mariner to kill the Red Death. Then I left Far Harbor for what will certainly be a long time. I told Kenji that his daughter was dead. That was sad but.... I warned her to leave and she didn't. Oh well.

Goodbye Far Harbor....

Now it's time to finish off the rest of the Commonwealth. I have a few loose ends to tie up and some hidden locations to find.

Level 88 and climbing. WOOT!
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Unlocked Echo Lake Lumber as a settlement. Courser sent to establish supply line. Decided to really build it up, since it is so isolated and needs to be a strong defense location. Will hopefully develop into massive power center.

Huge concrete walls with 220 defense in turrets; a few heavy machine gun where there is no power cabling, but almost entirely heavy laser. Spotlights interspersed to help find targets.
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(Tingle down my spine)
The re-arming of Village America. :-)
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Pokemon Stop
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This post has made my morning 
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One place I really feel Bethesda has gone off the rails in Fallout 3 & 4 is hope for the future. Both games are hopelessly focused on the past. They obsess over the Great War to a degree that becomes obsurd. These people would be focusing on the future, not the past. Thats what makes the NCR, the Enclave, the Shi, and the Master so compelling in the early games. They had futures. Clear futures.

Far Harbor has come to highlight this for me. Acadia seeks a peaceful future without conflict. The Harbormen seek to tame the fog and resettle. The Cult of Atom wants to dominate it all. The Sole Survivor provides hope and a way to accomplish those goals. This is much better game design. It reminds me of New Vegas.

What is the long-game of the Institute? The Brotherhood? The Railroad? The Minutemen? Nobody knows. Now in my game, after completing the Institute plot line, I started developing settlements. I dress my provisioners as Coursers. I dress my farmers in Institute jumpers. My Far Harbor settlers are all wearing cleanroom suits because of the Fog. All carry Institute weaponry. That is my future. The Institute is expanding its power base.

But I made that. Bethesda didn't.

I hope they make more New Vegas or Far Harbor style content going forward.
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See.... this is how unrealistic the damn Wasteland is. I'm murdering people for their guns and junk. In real life, I would be stealing their bed.
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Taking in my first movie in 200 years. Glorious!
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Ah... the glorious recreational pursuit of a distant past!

How the ancients must have luxuriated... uhm ... (slight embarrassment) ... sorry, wrong time and space ... (shuffle off)
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Been working toward this stat array for quite some time now.
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Greg C

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So I decided NOT to kill off the Children of Atom.

Well... let me rephrase that. I killed off all the Children of Atom and then got killed myself by a damn Legendary Assaultron that fights at point-blank range in the chamber with DiMA's memories deep in the bunker behind the Children of Atom, effectively losing about an hour of my time. After that, I didn't feel like doing it all over again, so I decided to take on their quests for fun.

I will still kill them later. When the butthurt fades.......

Survival mode..... still hard at level 80.... jesus christ
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I have evolved a habit of, if I am in a room that seems like it's got something good in it, and a couple of inaccessible doors, mining the area in front of those doors before touching anything, because 35 Court and Mass Fusion and the place you're in and I'm sure I can come up with others if I think about it.
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Thinking about wiping out the Children of Atom tonight.

I've laid the groundwork and cleared the surrounding areas. I have completed all the Harbormen quests. My only remaining Arcadia quest is to access DiMA's terminal in the Nucleus.

I'm gonna reach out and touch them with my "Glow".
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I hit level 80 last night. Good feeling
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Very good
 
An excellent long read
Social media has swallowed the news – threatening the funding of public-interest reporting and ushering in an era when everyone has their own facts. But the consequences go far beyond journalism
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+Gary F I think it's less about people wanting feelings rather than most people are easily swayed by emotions.  Add in a dash of populist anti-intellectualism, and you have people ready to be manipulated by whoever has the most emotionally manipulative presentation.
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First Impressions of Far Harbor DLC
after ~10 hours of gameplay
minor spoilers

The Good

1. The environmental design is top notch. The effects of fog, rain, wind, and ambient noise is excellent. There are bushes, trees, debris, and other visual obstructions all throughout the environment. There is a perfect mix of glowing objects mixed in with the darkness to give a creepy feel.

2. There is a much better balance / choice of factions. Two factions at war plus one faction in the middle that is pushing for peace but has uncertain values. Much much harder to make moral choices than in the main quest. I chose to go against the Church of Atom, but that is probably because of my anti-religious personal sentiments.

3. Strong unique monster design compared to the base game. Gulpers that fall from the trees are great. When I first realized that is why they kept appearing suddenly out of nowhere, big eureka moment. In the base game, almost never surprised by attacks from elevation. Excellent use of the charred ghouls to create a lot of fear in the player, though ghoul placement in general is very very very well done. Many ghoul hordes that are very well placed. Anglers are also awesome. I recently came across a pond that I was going to swim across but I decided not to because I was pretty sure an angler or two was lurking in there.

4. The difficulty level is HARD. Hardest thing I have done yet.

The Bad

1. Way too many quests all at once when you arrive on the island. And the quests point you everywhere over hill and dell. It presents way too much choice too early.

2. Need more ammunition for sale at stores. I had to just make a trip back to mainland for ammunition because I couldn't buy enough locally. When I returned, I finally had enough settlers to build a weapon shop at my main settlement to help with this. The enemies are really hard, need lots more ammo to handle it.

3. Building interiors are less prevalent and seem much smaller to me than in the mainland. I've been to the Cannery and the Spa, both much smaller on the inside than I would have expected. Towns are also small and compressed. Maybe when I get further south, I will be less critical of this, but this is my first impression.

The Ugly

1. Way too much distance between map locations + very short sight distance. On survival mode, that turns this island into a goddamn nightmare. I feel like I am stumbling around blindly. It's very frustrating and I think it impairs replayability.

2. No obvious convenient settlement located at starting point, you have to figure out that going with Longfellow will unlock his settlement. I also didn't like how you need quests to unlock a settlement, merely clearing the area of monsters isn't enough. I have found a settlement, but looked up on the Wiki that I need to complete 2 more quests along a string before I will even get the quest to use the settlement, both quests involve me traveling way further into the wilderness than the settlement is. So I have to explore far away before I can unlock a close settlement..... stupid.... Huge problem in survival mode when I have to operate off a resource base due to no fast-travel.
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Oh yeah, tons left to do
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Strange visuals from Far Harbor
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Vault 118 is definitely one of the best Vaults that Bethesda has made yet. I got to take off my Hazmat suit and talk to some awesome Robobrains. I even had a sexual encounter with a Robobrain. That was unexpected.
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The ghoul placement in the hotel is very well done. They surprised me quite a bit
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