Well, I've finished practically all of Nuka World. Overall I enjoyed it, but I felt it really pales next to Far Harbor. Especially when the raider questline is rather well fleshed-out from what I hear, but the 'good guy' route is barebones. Get a quest to kill the raider bosses, and that's about it. Hell, even the dialogue options were a bit sad, since I consistently made it clear that I did not approve of the raiders and trusted them about as far as I could throw them, and yet still managed to get them to accept me. I even got max approval from Gage, a new companion who doubles as right-hand man.
I worked with the raiders for a little while, to see if I could tear them apart from within. As I slowly reclaimed the park, I handed control over to the Operators (the sanest of the three gangs, since they're driven more by caps than violence or strength). The other gangs weren't impressed, but none of them rebelled. Apparently they won't until a point in the story, which happens after you begin invading the Commonwealth. Since this obviously pisses off the Minutemen, I didn't get that far. With the park secured, I began the massacre as soon as I got Gage's approval. Gotta get that perk, after all.
I must admit, despite the whole 'good guy' route feeling very bare-bones, I love how much it feels like a '
mook horror show'. Upon beginning the attack, the DJ for the raiders' radio show almost immediately puts out a warning saying I've turned on them, before announcing that the show is going off the air so he can flee for his life. I soon find myself up against Gage, and it felt very much like I betrayed him. His last words were "Not... like...". In fact, there was a named NPC working for the Operatives who, despite doing despicable drug experiments on innocent people, had a pretty sad "No... no... no..." for theirs. Mind you, practically every other named NPC besides them had it coming, especially upon finding their journals or personal documents.
The ending to the quest was heartwarming, not only since you free the slaves but can also restore power to the park. This lets you access some new areas to get at the goodies within (including collectibles), as well as the only settlement in the DLC. Even if it is just another Red Rocket, it's still something. I'm going to try and build some sort of above-ground Vault, since it's the first clean slate I've had since Vault-Tec Workshop came out. Even if that doesn't last long, I enjoyed my time in Nuka World. The various themed areas are interesting and distinct, while not overstaying their welcome. There's a few non-raider side quests, a couple in particular standing out. There's new items, even if a few more would have been nice. And if nothing else, this being the final DLC means I can look into using mods (hopefully) without fear of them being made incompatible by new official content.