Game Review: Vault-Tec Workshop (Fallout 4 DLC)

Originally posted on Geeks and Geeklets

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Title: Vault-Tec Workshop (Fallout 4 DLC)

Developer: Bethesda Game Studios

Platforms: PS4, XBox One, PC

Release Dates: July 26, 2016

Genre: Action RPG

Players: Single player

ESRB Rating: M

Kid Friendly Rating: 17+ Ultra-violence, gore, swearing, sadistic activities.

Personal Rating: 3/5

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Synopsis:

Bethesda’s Fifth DLC for Fallout 4 is an interesting one. Once the wastleland wanderer reaches Level 20, they detect a new radio beacon. Tuning to this frequency triggers the start of the DLC. The beacon draws the wanderer to a vault buried beneath Quincy Quarries.

Upon arriving at the Quarries, the wanderer must fight their way through a horde of Raiders and heavy rads before arriving at the underground vault entrance for Vault 88. Once inside the vault, the wanderer meets Overseer Barstow, a ghoul who claims she was appointed overseer of Vault 88 long ago, but due to a series of mishaps and delays, the vault never properly got underway. In the intervening years, the Vault caverns have become overrun with all manner of wasteland creatures, including feral ghouls, mirelurks, molerats, and deathclaws.

Barstow tasks the wanderer with clearing out the vault caverns so that the vault can be inhabited and put to its original purpose, which was (according to Barstow) to conduct “experiments” on the vault dwellers.

I was pleasantly surprised to find a handful of story missions included in this DLC, as I was expecting nothing more than a brief “Hello,” and “Here are your vault tools. Have fun!” All told, there are eight missions here:

  • Vault-Tec Calling
  • Better Living Underground
  • A Model Citizen
  • Explore Vault 88
  • Power to the People
  • The Watering Hole
  • Vision of the Future
  • Lady Luck

Unfortunately, only the first four missions include what I would regard as substantive content (i.e. missions involving core gameplay action, like shooting bad guys and looting containers). The final four missions basically boil down to teaching tools for how to run the “experimental” vault facilities.

There’s no getting around the fact that this DLC contains, in large part, a bunch of “fluff,” as one of my co-wrkers would put it. For longtime Fallout gamers who have been turned off by the extensive people-managing and crafting found in Fallout 4, this will be disappointing overall. It contains a lot of it, and even the core gameplay pieces are mixed in with some tedious bits.

My gameplay falls somewhere in the middle. I enjoy the crafting, and I take a perverse pleasure in stripping down a settlement to its bare bones in a materials-gathering frenzy. The building of things, not so much. So why strip things down if I don’t like building much? BECAUSE I HAS SO MUCH MANY MATERIALS.

There is plenty to tear down in the vault tunnels, so lots to scratch that itch, and along the way, the wanderer encounters a fair amount of high-level foes, like legendary ghouls, a mirelurk queen, a deathclaw king, etc. That stuff is fun if you like the game overall. But, the DLC tails off in a collection of Sims-like activities, until finally the wanderer is presented with the vault, to use as sort of a blank canvas. This is where it loses me. And I’m not sure I’ll go back. But it was fun while it lasted!

A quick tip… The wanderer will find Vault 88 equipped with a pretty hardcore amount of power, but there is no obvious way to access it. Bethesda is amazing at not explaining things. They’re pretty much the best at it. The power is in the vault walls. All you need to do is install a vault conduit in the wall to access it. HOWEVER, in their infinite wisdom, the level designers did not provide power to wall pieces already installed in the vault. So you’ll need to strip down everything in the atrium and rebuild it before you can use it. Notice I said atrium. You can’t conduit the walls in the vault entrance, even though they have lights. Don’t ask me why.

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