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Once again out in the wasteland you detect a mysterious radio signal. This time it’s from a caravan in need of another traveller to assist them into the Zion national park. When arriving at the source of the signal you join the team and head on out.
Within Zion you meet the factions who inhabit this landscape which appears devoid of radiation and begin to unravel the story of the warring tribes. The White legs, dead set on eradicating the New Canaanites in order to earn favour with Caesar’s Legion, appear the most hostile attacking the caravan and your new found comrades. Unfortunately for them the legendary “Burned Man” a.k.a Joshua Graham former legate to the legion just happens to be a New Canaanite and with the help of the courier and his own tribe, The Dead Horses, attempts to fight back and hold his own against the invading menace.
Graham will introduce you not only to the powerful Dead Horses but also the more pacifist Sorrows tribe who are bearing the brunt of the attacks from the White Legs. The Burned Man requests you find a series of items and deliver them to a man named Daniel. Daniel is the pacifistic savior of The Sorrows and trying to lead them south to freedom at the Great Salt Lake with little bloodshed from either side.
The area offers an old hat from Fallout 3 in the form of Yao Guai which comes in regular, cub and giant form to mix things up a bit. Along the way you will also encounter a new breed of Zion Mantis which still doesn’t pack much of a punch but is still rather impressive in size for the locations lack of radiation. You can also enjoy a spot of Gecko hunting but with a difference thanks to the poisonous Green Gecko. What Zion lacks in radiation it likes to make up in poison.
Zion is a former national park and it shows with many more plants than the main wasteland but also a few new varieties including the Datura root, which although poisonous, will eventually be used for a rather trippy experience during a later mission courtesy of the local shaman. It would also appear that someone used a G.E.C.K at some point as you find the aptly named Vault 22 Dwellers Guard Camp which greets you with some lovely, mutant plants who like to spit spores but reminded me more of a Mario throw back than a major threat.
Throughout the story you will also be accompanied by three fresh faced companions in the form of the Dead Horse Follows-Chalk, Walking Cloud from the Sorrows tribe and when he’s done reloading all those pistols Joshua Graham himself.
As usual in Fallout you’ll have moral decisions to make throughout culminating in the eventual decision to help the New Canaanites either fight the White Legs to crush them and their menacing leader Salt-Upon-Wounds allowing the other tribes safety in their home or too merely help free The Sorrows and allow them a head start to reach larger settlements before the White Legs can destroy them.
Overall Honest Hearts brings to the table a good story with all the regular Fallout gameplay and background information you would expect. But, it does so in a very small package with the average play time taking around two hours and maybe another half an hour or so for you to pick up the final achievement by completing the second option. This DLC is great overall but a few more missions really wouldn’t have gone a miss but at least we only have to wait till next month to find out what’s in store next.
8/10 With the only fault being the length and overall size of this DLC giving it anything less than an 8 would be criminal.
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Honest Hearts is available now on Xbox Live Arcade and on Steam for PC and PS3

Love the review I would agree with the score, though i would give it a 9 on PC because it also adds alot for modders.