Here's a list of my Pros and Cons for the DLC (with mild spoilers):
Pros:
- In the beginning you have to deal with item/ammo scarcity, harder-to-kill opponents and a multitude of standard traps. For those who like starting out with minimal gear and making everything you scavenge along the way count, this is a definite plus. This DLC is similar to the PITT in that respect, which is one of the reasons the PITT was my favorite DLC game play wise of all the FO3 DLCs.
- The DLC companions have great dialog options, even the mute is interesting to communicate with.
- Dog/God is 2 companions for the price of one thanks to the triggerable multiple personality disorder and is my favorite companion of the DLC because of it. God is good for sneaking/traps avoidance, Dog is good for dispatching ghosts. Be sure to get the "Ghost Hunter" perk from Dog before you part ways, it will make dealing with Ghosts much easier.
- Simply following the quest markers in the order the game suggests, yields a tougher challenge so if you find yourself dying early on, changing up the order in which you retrieve/recruit the companions can greatly simplify certain areas thanks to their perks. I found the best order of retrieval to be Christine (to help with the radios) -> God (to help with the traps) -> Dean (for exploring the heavy cloud areas)
- You also have to worry about the bomb collar and radio interference that can set it off throughout the DLC.
- By mid-game item scarcity becomes less of a problem through the acquisition of useful vending machine codes and the ability to trade useless items for pre-war money through various holographic vendors. If you have a high enough luck stat, you can even break the bank at the SM casino.
- The difficulty of the areas ramps up a bit though requiring you to strategically deal with the radios and the holographic sentries.
- The endgame has more of the same, you have to take out, or run out of the range of radios and avoid the un-shootable hologram security, with an added twist at the very end where you have to literally race against the clock and choose between being burdened by your own greed or "letting go". But even if you choose not to be greedy, you still have to run like a bat out of hell to survive. (My head exploded SO many times) LOL
- I've died more times than I care to admit trying to finish the DLC, but despite that, it's definitely worth the price of admission. For those who like a challenge, Dead Money is "dead on".
Cons:
- For players who are attached to a specific gear loadout, they will have to do without thier favorite gear for the duration of the DLC.
- For players who like to "run and gun" this DLC is probably not for you unless you can adapt your playing style, though at the very end you have to run very fast to make it out alive.
- For players who get frustrated with dying, there's a good chance you will suffer though a lot of that kind of frustration. O.o
- One of major drawbacks to the game IMHO are that you cannot revisit the Sierra Madre area to farm/grind ghosts. A permanent DLC area with challenging and respawnning opponents would have been nice. In terms of long term value however, you do get an abandoned BOS bunker as an extra "safehouse" (though no "well rested bonus" beds) with a working Sierra Madre Vending machine and a replenishing supply of SM chips delivered every 3 days. The raised level cap to 35 and the extra perks are also a welcome bonus for me at least.
- Another "pet peeve" for me is that there are no codes to buy Pre-War Clothing from the SM Vending Machines, especially considering there's no place in the Mojave to get any of that gear other than uncharacteristically reverse pickpocketing/pickpocketing gear on NPCs or just killing them outright. Theme wise it would have made sense since the vending machine "technology" actually manufactures the items on the spot.
- Yet another semi-related pet peeve is that an entire DLC was made patches and all, yet the Grimy Pre-War Buisness suit STILL has the incorrect skin (has the same off-white/tan suit color as the Dirty Pre-War Buisness Suit instead of the dark gray colored one). Please bring back my favorite pre-war attire from FO3 in the next patch. (I play on the PS3 so there's no way to mod this, unfortunately).
Mixed
- As great as the DLC companions are, you can't take them back to the Mojave and even within the DLC you only get to work with them and their useful perks as traveling companions for less than half of the DLC in my estimation.
- For those that are in it for the exclusive DLC Gear it's a bit of a mixed bag. For those who like wearing light armor, the best light armors in the game, stat wise at least are here. The Assassin Suit from the DLC has a better DT and stealth bonus than the FONV version of the Chinese Stealth Armor, plus you can wear a helmet with it and it doesn't have the annoying "stolen" tag that gets it taken away from you when you get caught stealing from NPCs.
- The Reinforced Sierra Madre Security Armor, is simply the best DT Light Armor in the game stat wise, surpassing most the non Power Armor, Medium weight Combat Armors and even some of the Heavy Armor types. Maybe I'm nitpicking here, but I really don't like how the SM Armor or helmet looks. The Vault 34 Armor/Helmet just looks better.
- In terms of DLC weapons, The Holographic Rifle + with all the mods is a decent weapon for EW builds. The Automatic Rifle + is a great match for those who primarily use the Sniper or Gobi Sniper in hardcoe since you have a full auto alternative for the mid/close range to shoot .308 ammo. Basically won't have to worry about carrying a heavy full auto like the LMG or the Minigun and the extra ammo on top of that. I guess I've been spoiled with the "epic" gear of the FO3 DLCs.