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Bethesda Softworks has published a new developer diary for Far Harbor, the third piece of downloadable content for Fallout 4 and the first to add a new landmass and major story elements. The DLC takes place in Bar Harbor in Maine, and apparently the developers took great pains to make sure that the atmosphere, ecology and sociopolitical state of the region would feel different from those in the main game:
There is also a write-up on Bethesda's official website with some interesting concept art. A snippet:
Your journey through the add-on will lead you to all three groups, and the choices you make will decide their fates. (Everyone you meet has their own agendas and goals they try to drag the player into,) explains Lead Designer William Shen. (Everyone has a sympathetic side, and a side that's not-so-sympathetic, and you have to decide where you're going to land. We wanted to include a ton of different options. 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.)
You may find yourself going down one path, and changing your mind once you have more information. There are very few hard-stop decisions, unless you choose to start killing folks. (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.
(It's fun to present the player with choices that will make them pause for a minute and think, '˜Is this really what I want? Can I live with the consequences or the cost?') Shen says. (We really wanted to introduce a lot more conflict, but we also wanted to make sure there were a lot of ways to end the conflict.)
(There are many different ways to do everything with many different potential endings. There's a lot of player freedom in this one,) Nelson adds.