(Death is a pretty final choice, after all.) But even within the huge decision moments, there are lots of ways to handle a situation – some more peaceful than others. There are very few hard-stop decisions, unless you choose to start killing folks. You may find yourself going down one path, and changing your mind once you have more information. Is it possible to go through with no one dying? Can you just decide to destroy everyone? Can you bring certain people to justice and drag out certain truths? Is it worth exposing this person if it means all these other people are going to be hurt? We give you a lot of tools and information that affects all groups, and then you have the ability to decide what you’re going to do with it.” We wanted to include a ton of different options. “Everyone has a sympathetic side, and a side that’s not-so-sympathetic, and you have to decide where you’re going to land. ![]() “Everyone you meet has their own agendas and goals they try to drag the player into,” explains Lead Designer William Shen. Your journey through the add-on will lead you to all three groups, and the choices you make will decide their fates. Their mission to convert everyone and destroy anyone who refuses to follow has brought them into direct conflict with the citizens of Far Harbor, and the only group who seem interested in keeping the peace on the island are the Synths, who are tucked away, high in the mountains. The Children of Atom have made their home further inland. (Yes, you can build settlements on the island – but first you have to gain their trust.) They have found their safe haven thanks to a special device that keeps the fog at bay, but they are looking to expand to new settlements. With the raging sea in front of them and radioactive fog covering the rest of the island – plus an ongoing war with the Children of Atom – the people of Far Harbor don’t have much cause to be joyful. ![]() ![]() They need to be more survivalist to live in the colder north, with its harsh environment.” “We thought the rugged setting should inform how the characters are up there. “Maine has this very rocky, rough terrain and a dramatic coastline,” says Art Director Matt Carofano. The humans who have made their home in the coastal fishing town of Far Harbor are a more rugged, withdrawn group than any you’ve met to this point.
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