![]() Two new dungeons are present: a tech-raider’s lair and The Mechanist’s lair. ![]() The Automatron DLC does add interiors, though. Unfortunately, adding to this, Automatron also doesn’t add any new land masses there aren’t new areas to explore. Essentially, the Automatron story – while good – is a glorified side-quest. All of the objectives can fairly easily be finished in 3 hours, which includes a lot of searching around for loot and reading terminals. The one downside to the story is that it is short. Amusingly, the subtitles often represent the robot’s bleeps through phrases like “(aggressive bleep),” “(pained bleep),” and “(wary bleep).” There is little about The Mechanist or his/her motives revealed until the end, but background information is scattered throughout the missions.ĭespite a lack of background about The Mechanist, the storyline wraps-up tidily, with an unexpected twist and logical explanation. Part of the motivation for Ada and the player stopping The Mechanist is seeking revenge for those who have been killed by The Mechanist's robots. From here, the player speaks to a sentient robot named Ada, who reveals The Mechanist is sending these strange robots into the wasteland. The story starts out with saving a caravan under attack from a group of robots. Every time, it’s “go here, kill that, come back.” Automatron doesn’t do anything radically different in its quest objectives, but its solid storyline and impressive setting make up for this. This can be the case because the dungeons are often the same – destroyed building, ghouls, raiders, super mutants, maybe gunners – and the objective is often the same. Many of the side quests in Fallout 4 are linear and predictable, generally leading to boredom. (Note: this will not contain any spoilers past the initial beginning of the quest, but it will contain general information about atmosphere and background.)
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