This part of the game is so much stronger than Raiderville. The sewer tunnels are filled with environmental storytelling and detail. The neighborhood just outside is packed with tension, worldbuilding, and little moments of character development. Lots of time and attention was given to how the world would look and feel: The anti-looting messages. The feral dogs. The grass growing up through the streets.
It all works so well. This really is the game at its best.
Which makes it all the more perplexing that the immediately follow this up with more stupid raiders. But we’ll talk about those guys next time.
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