Fallout isn't exactly a series that lends itself to "dungeons". The first two games kinda sorta did I suppose, but they were still pretty small by comparison to similar games of the era.
Although Fallout 3 did have the equally annoying subway tunnels that all looked alike and seemed to take up half the game.
No, Fallout 4 is almost EXCLUSIVELY dungeons. Or, at least, the way I have been playing it.
I think they are both REALLY good and kind of disappointing.
The good:
They are all EXTREMELY unique. Every single dungeon that I have encountered has had unique art and a unique storyline. The bookstore looks like a bookstore. The library looks like a library. The hospital looks like a hospital. It's GORGEOUS. But, that's also because a good number of the buildings are parodies of actual buildings that really exist in Boston. Every landmark basically doubles as a dungeon. Each dungeon takes between an hour and 2 hours to play through. The map is RIDICULOUSLY dense, and I can spend 2 hours in a dungeon, walk a block on the map and then enter yet anotehr dungeon. It gets to be a little tedious, actually, but nothing says you have to do it aside from liking to see that "cleared!" designation on the map screen.
The bad:
While every dungeon does have a storyline, a little bit of text or voice recording business, they storylines all seem weak. For the most part, anyhow. I feel like previous TES and Fallout games always had a little twist to each dungeon. There was an ironic note, a tragedy, something quirky or something humorous. Say, a man hoarded all his treasures and then was buried by a landslide so you find a skeleton next to a big pile of loot. Or a young couple commits suicide so you find their skeletons holding hands. SOMEthing like that. The storylines in this game feel flat. For instance, (not a big spoiler at all, this is one dungeon out dozens), I did a dungeon run of a toy company earlier today. There is a toy that you find in the wasteland that can fetch a high price at resellers. You can usually only find it in pieces. Going to the factory you can find an entire closet full of fully-assembled mint condition toys that you can load up on and haul out of the dungeon. The storyline associated with the dungeon winds up being that, as revealed to you by hacking computers, the toy company shut down after the bombs fell and converted into a factory that made landmines. The founder resigned. Like, I GUESS that's kind of darkly humorous? But it mostly just feels flat. I feel like I've seen much better work in previous games.
But, all told, the dungeons are pretty fun. The real meat of the game lies in the interaction between monsters and guns. Each dungeon can be, for ht most part, very open, moderately open, or close quarters. Monsters can be either smart and cautious (humans), dumb and aggressive (supermutants) or ruthlessly aggressive (robots). Which monster type you encounter in which environment determines which weapon load out you use. It's really a fun bit of tactical thinking and resource management.
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