Fallout 4: Nuka World Review (Tleno)
The final DLC for Fallout 4 is pretty emblematic of the whole game, to be honest: There's fun systems to sink hundreds of hours into, if repetitive than always taking you somewhere new and giving novel discoveries, there's some kitchy style and flair to it all, and writing is meh and quests are mostly meh even if a quarter are genuinely good and memorable.
The general premise is that three distinct raider bands (The dark elf-like edgelords, the BDSM fursuiter hedonists, and dudes who just really like money) banded up to take over a place that's pretty much Disneyland but built by Coca-Cola. No really, it pays homage to Everytown USA, EPCOT Future World, Disney's love of Westerns, Animal Kingdom... you know the stuff 90% of people learned from Defunctland. Anyways, the place is lucrative as a stronghold and scavenging locale but full of dangers so leader of united bandit groups just stalls, killing time by killing random people entering the bandits gauntlet. That's where you come in. And... you can either join bandits as new leader, which means setting up bandit settlements in main world as alternative to regular ones, or you can just shoot up every bandit leader in Nuka World and explore the region on your own. So you either have a story that mostly involves exploring the park and setting up camps with a rare character introduction and plot development, or you shoot them and do exploration on your own.
Worse yet, this is beyond waste of time playing in Survival Mode due to no fast travel. You need to go back and forth a lot, like a lot, very little thought was put there despite this being the final DLC.
Generally... probably got fun dungeons and new items to discover but all the quests are really stretched out with a few requiring to visit all of the park areas and others just making you go back and forth. Weak.