Fallout 4 DLC: What We Get And What We Want To See

It has been 114 days since Fallout 4’s release, and loyal Bethesda fans are eagerly waiting to use their Season Passes for the first time.  Since developers have yet to release Fallout’s Creation Kit, which allows modders to easily spice up and customize gameplay, some players might find the game getting a bit stale after 4 months.

Luckily, in a tweet that has been pinned to the top of Fallout’s twitter since February 16th, we have been told to expect 3 pieces of DLC in the Spring of 2016.  Since that information has been posted news of what the DLC will bring has slowly been leaked.  Heading into the first month of Spring, ThisGenGaming is here to tell you what we know about the DLC so far, and what we want to see Bethesda themselves add to the game.



The 3 DLC Packages:


Automatron [Price: $9.99 USD | £7.99 GBP | $14.95 AUD]

Release: March 2016
The Automatron update is the first we will see and is expected to allow us to work on, modify, and develop our own robot companions.  Along with robot companion modification it seems that the player himself will be able to work with new armor/weapon modifications; also we will see a new “lightning chain” gun added to the game.

Wasteland Workshop [Price: $4.99 USD | £3.99 GBP | $6.95 AUD]

Release: April 2016
Are your settlements still making you run errands all over the Commonwealth?  Well make them face the dangers you do everyday by putting a settler 1v1 against a DeathClaw.  No seriously, the Wasteland Workshop DLC will allow some new interesting interactions with the settlement construction features.  Trapping Commonwealth enemies and making your settlers (or yourself) face them in an arena.  Along with that you will find tons of new ways to customize your settlements, like neon tube lightings for whatever you need those for!

Far Harbor [Price: $24.99 USD | £19.99 GBP | $29.95 AUD]

Release: May 2016

I could try and explain to you why this DLC  costs significantly more than the others, but Bethesda’s description is best:
“A new case from Valentine’s Detective Agency leads you on a search for a young woman and a secret colony of synths. Travel off the coast of Maine to the mysterious island of Far Harbor, where higher levels of radiation have created a more feral world.“
This will be the first new world DLC we will see for Fallout 4; much like Fallout 3’s Pittsburgh, Alaska, or Maryland add-ons.


What We Want to See:

Heavier Impacting Environmental Elements:

Fallout 4 did a great job emphasizing two features that players got to experience.  The first is radiation immunity when using things like the Gamma Gun, which uses radiation as a form of damage.  We saw creatures with radiation immunity, like Super Mutants and ghouls completely unaffected by the use of radiation; as it rightfully should be.
The second are the Radiation Storms.  If you haven’t come across one of these in your gameplay yet, well, I’m sorry because they are AWESOME.  Green clouds move over your head, lightning strikes the nearby ground, and suddenly rain starts increasing your radiation intake by +4, no +11, no +21 rads per second.

Credit to "FadingSignal" as he shows the beauty in Fallout's Storms through his True Storms Mod

Credit to “FadingSignal” as he shows the beauty in Fallout’s Storms through his True Storms Mod

The introduction of deadlier environmental elements, like radiation storms, could dramatically increase the atmosphere that Fallout 4 tries to get across.
Imagine wandering the streets of the Commonwealth, listening to Diamond City Radio and hearing DJ Travis interrupt a song: “This just in folks.  There is, uh, reports of a massive radiation storm gathering near the, uh, Glowing Sea.  Best you take cover before it hits.”
The message is out and you have mere minutes to find cover as these storms are deadlier than you are used to.  If you are in the open, best pop some Rad X.  More importantly if you are facing radiation based creatures, the stronger storms will increase their powers when the rain hits.

Weapon/Armor Condition:

Crossing over from Fallout 3 to 4, Bethesda has removed weapon/armor condition from the game in replacement for weapon/armor modding.  This seems like a fair trade, but at the same time… why?  The weapon/armor condition ideology fit the theme of scavenging the wasteland.  These guns have existed in rubble for a couple hundred years, and they are all in equal condition?
I understand players will spend hours grinding materials to mod a combat rifle perfectly and will be pissed if it breaks; but just repair it man.  Just hard to believe you can sit there with x6 10mm Pistols that are all the same quality.  

1 The community has shown they want this to.  Reddit user /u/Hazza42 made a beautiful representation of what it would be like seeing guns break in game, and it gathered an immense amount of supporters.







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