Far Harbor was the one DLC for Fallout 4 that I bothered playing. If you read my Fallout 4 review, you might know why.

I'll be short and quick with this one, because Far Harbor's only discussable quirks unique from the base game are its writing and - sort of - gameplay aspects.

Let's get this out of the way: The writing is far more bearable in this DLC. You get your usual factions who all have their reasons to conquer the land of lots-o'-fog. For once, however, you get CHOICES where YOU can INFLUENCE factions on how this situation should be DEALT WITH. Crazy, I know! The story didn't feel like a slog and I guess I didn't hate its characters. Whew.

Gameplay-wise, we have a few novelties. First is the elephant in the room, the "workshop" mini-game. If you know, you know. It was such a breath of fresh air, but it all came crashing down with a very unintuitive system. It was awesome, until it wasn't. Damn shame. I was ready to quit after round 3.

There are some new weapons, but I didn't bother with them. I didn't bother with them because I knew they wouldn't do nearly as much damage as my current non-legendary weaponry. It's nice to give more shooty things, but it would have been nicer to have these shooty things do something new to freshen up the room.

In the end, this was just fine. I'm glad they didn't fuck something up, at least.

Reviewed on Jan 31, 2024


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