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报告翻译问题
Honest Hearts: The only DLC where the substory (Randall Clark, a.k.a. "The Survivalist") is more interesting than the main plot. Locales are visually beautiful, but lacking narratively. Main plot is a touch hollow, and it's never really clear what the stakes are or why any of this matters beyond a territorial squabble.
Old World Blues: Visually interesting and varied locales, with some entertaining AI personalities. Main story is somewhat hollow, but makes up for it with background lore and ties to other DLCs. Has some of the most overpowered weapons/armor (Jury-Rigged LAER/Christine's Stealth Suit) in the franchise, but needs a lot of traipsing through repetitive gameplay loops to get to them. Enjoyment of the plot depends on your amenable-ness to 50s sci-fi films.
Lonesome Road: Probably the best of the DLC stories next to Dead Money, but relies on your agreement with the villain, who seems to be a nigh-omnipotent rambler who overstays his welcome. Gameplay can be broken in myriad ways with the main game by exploiting the fact that you can come and go from the Divide at any time. Has some of the most interesting (and inspired) encounters in the franchise, but is fiendishly difficult unless you know what you're doing.
That's my view, anyway.
See, I thought just the opposite regarding the "background lore." I thought it was lazy the way they implied almost every explanation for the Mohave creatures was the same source.
Lonesome Road has some pretty interesting level design, but it's one massive troll by Obsidian.
The way I took it, Ulysses whole shtick was based on the idea that you would either play his game, or walk away. And if you walk away, then you miss out on the content you paid for.
That's fine. I don't have a problem with the concept of a government or privately engineered creature getting loose.
I'm pretty sure if you look at the previous games as far back as the first one, I don't really think the lore claimed that (aside from Ghouls maybe, or brahmin?) a lot of the creatures just naturally mutated because of radiation. Almost every creature in Fallout has roots in genetic engineering and/or FEV.
It's just the idea that ALL the new things in the Mohave all came from one source that bothers me.
But the only reason we know they're seen nowhere else is because Obsidian gave us that information via the DLC. There's no reason why they couldn't have migrated from the east from some unknown origin that would have potentially been explored in a later Fallout.
The idea that each area was effected differently should be a basis for Fallout. I mean before the War everyone could pick up a phone or send an e-mail or do a video chat and speak to someone directly in seconds, but once the bombs dropped, each individual area becomes isolated.
So each area should be effected by whatever was going on in that particular region. There are going to be some spots that were raided, but not hit directly by bombs. There are going to be some different sources of FEV from different government facilities.
There are going to be areas like Vault 22 where experimental stuff was going on that got released into the wild. In some ways, Fallout is a reflection of Bioshock where individual achievements weren't held back by societal morality or safety restrictions.
What wouldn't make any sense is claiming that the Super Mutants in Fallout 3 had all migrated from the West in the 36 years between Fallout 2, and Fallout 3. Or at least not and have a different social structure and biology like the ones in the Capital Wasteland do. Particularly since they can't breed.
You're missing the point. They aren't present in any existing games. But they could have been present in a future game that gave their origins. There wasn't any necessary reason to give an origin for every creature in the game to begin with.
I don't know what to tell you. I thought my point was clear. Having one origin for every single creature was lazy writing.