TurkeyJuice
🎵I wanna say you're a real good guy🎵
🎵But we both know that would be a lie🎵
🎵I wanna say you're a real good guy🎵
🎵But we both know that would be a lie🎵
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I genuinely cannot understand how people like this god forsaken dlc

Talk all the ♥♥♥♥ about Nuka World having no substance especially in good guy runs but Far Harbor genuinely is the wasteland of Fallout. Fallout has always had a element of mystery. If not alittle then its all a mysterious game. Theres no denying the fact that the game has things about it that makes you think while not playing due to terminal logs and various dialogues you can overhear. With that being said Far Harbor takes the mystery element of Fallout in a bad direction.

Far Harbors premise is at first appeasable you get hired as a P.I. to find a missing daughter. Ok cool being a P.I. is fun. And the intro of talking to the parents does do that very justly as it got my "detective mode" started as i was looking at her room and looking around the house for clues before valentine pushed me to the actual clues. Fallout to me never had involved mystery atleast not off of my knowledge of something relating to this. But it was doing it well. The entire DLC dies when you enter that island. The boat gave shutter island vibes but as soon as you enter the port town and have to fight off gulpers the detective vibe died off completely, now im a wastelander. Which is fine Fallout was never a gritty hungover detective experience. But the fact that they could never bring that vibe back was one of my biggest disappointments.

Far Harbors story has a secret society-like atmosphere in the story, the leader of sorts(forgot the name its been a few years) explains that theres a synth group on the island that basically worships knowledge, ok cool pretty unique id say in fo4. But the mediocrity of them in the story kills it. Im not asking for like a group thats mad for knowledge but in genenral the group is boiled down to gain knowledge and try to survive on the island. Which makes sense since they are a alliable group in fallout 4 which is a fault of f04 making all factions some form of good unlike others like fnv. I pesonally dont really care for evil factions as a minutemen player but the lack of diversity is alittle too much on far harbor as there isnt really a hard decision in the end for the fate of the island. Dont get me wrong its not a easy decision by any means and i think fnv's ending choice was easier than far harbor as this is you the player directly responsible for these groups fates but on a smaller more grounded level that really makes you think of more invidiuals and not a populous. The intimacy is there its just not hard enough id say.

The politics also were very off. Other fallouts including 4 had very dynamic groups with different values and ways of life. But on the island i die on the hill that the live together ending is by far unarguable. None of the factions deserved to die and everyone does have the capacity to live together. NV obvisously has a kill them or kill the others enviorment but id argue that even fallout 4s base story has the same thing. BOS would not be able to live with the minutemen, insiute cant live with everyone, railroad arent willing to live with the BOS or insitute. This dynamic across the factions makes choosing your faction more than just a logo. These factions have values that will result in the change of the Commonwealth forever. Far Harbor lacks this.

Alot of these characters also feel rushed to me, granted all the dlcs do except like the mechanist she has substance. As far as the townsfolk i can bet the raider Red has more logs than most of them. But some of the factions do have substance. The synth group genuienly believe in what they are doing. They are really far out there given they want to synthnap the leader of the port town. Which is ♥♥♥♥♥♥♥ crazy but it can make sense on a poltical avenue given alot of the settlers dont like synths and so retroactively forcing synths onto them can work, its just morally wrong, but effective i guess. The cult are really ♥♥♥♥♥♥♥ crazy but they also believe in what they practice. Its just also dangerous.

The missions.. ♥♥♥♥♥♥♥♥♥ i hate them. The mystery element of the first mission at the parents house felt like i was a P.I. but on the actual island i felt like a fetch quester. Fallout can never escape this but it could have had WAY better pacing. Fallout is a long game and long experience but Far Harbor does this too far. Some of the missions dont feel organic. Alot of the missions obviously are designed to force you to engage in its content but in a unintresting way. One mission i will dog on is doing the infamous walk quests of Skyrim and Fallout. Usually these are for grounding you and savoring the world. But this walk just felt like an excuse to fight stuff. The port town siege felt more organic, its a way of life for the town. But the siege could have waited for literally 30 lines of dialogue. Meanwhile this walk is designed to put a emphasis on the Fog, the plague of the island. But on a mechanics level its just made to make you fight some of the newer creatures like gulpers and normal ah dogs. One of the endings consists of the port town being demolished by arcadia but i think if you want the player to be introduced to the creatures. Making a faction send a attack would be way better not only is it a attack from a faction so it becomes intimate but it feels more organic on a island with high tensions now breaking.

SPEAKING OF OTHER MISSIONS YOU KNOW WHAT TIME IT IS LOL
THAT DUMB BUMASS PUZZLE

Words cannot describe how objectively bad that mission was. I first played it when i was 12 and that puzzle felt like i spent 3 hours on it. I genuinely believed it was 3 hours. It was 15 minutes. Ive never experienced time blindness that bad before. 95% of players are aware of the building mechanics so thats not the reason why thats there obviously. Puzzle are fun in the right moment but thats not the goal either. No this is a consequence of creative decisions. Kellogs memories will always be dogged on for how bad of a pacing it has. The story was going then BAM slowly walking in a brain. THIS ♥♥♥♥♥♥♥♥ ON THE OTHERHAND is genuinely stupid. ♥♥♥♥ the bugs ♥♥♥♥ the boxes. Nuka world i argue did something similar with the core chip ♥♥♥♥♥ where you needed to go to every park to turn on the lights. Lazy writing sure but this is lazy writing AND trash mechanics. I could talk about the missions for hours but just assume i hate like 70% of them

THE ACTUAL content of Far Harbor
guns and ♥♥♥♥ lol

Any practical fan will not deny the existence of the mariner armor. To many its objectively the best armor in the game. Im not gonna act like its objective since i dont know the exact numbers by heart but i also claim theres nothing that tops the mariner armor. Theres a specific model of it you know the one. That honestly makes it worth getting the dlc just play it till you can get THAT armor set then leave.

The guns tho holy hot ass. Ok the lever actions i busted thats also a reason to play, get that ♥♥♥♥ and get out. But all the other weapons vats or not are bad. I will always be a Splattercannon glazer but like the harpoon gun is dumb. Anything else isnt worth mentioning.

BUILDING ENVIORMENTS. This i think is completely subjective. Far Harbor apparently has one really flat open spot, but to me settlements are strictly vibes. If you like the island foggy settings that alone is a reason to base at even bad base spots imo. I like hangmans ally as a vibe but i has like no space as a settlement. The dlc also adds a nice amount of western barn stuff if your into that, for ♥♥♥♥♥♥ 15 dollars......... hey if you got it you got it i use the contraptions lol. Vim exists

I like to say i really like gritty island vibes. I think far harbor as a thought food or as a concept is very fascinating. Its a very enjoyable environment to be as i gravitate to bleak environments. But the actual story is the worst ive ever seen.
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Steam Replay 2025