Dead Money Pros and Cons

Post » Sun Aug 15, 2010 2:09 am

I cant believe people are moaning about people moaning about the collar. The point is we did not like this change to the style of the game. Its not that i wasn't able to complete the dlc it just was not fun because its the opposite of what i like about the game. Its way to restrictive and canned for my tastes.

It's a simple puzzle, just stop and look around. I had no problem and it shouldn't even be close to a problem until you get inside the casino seeing as all speakers outside of it are destructible and easy to find. There are markings on the wall with words like "boom" and an arrow pointing directly to the speaker. Once inside the casino, it just becomes a simple game of: hear collar go off, step back, run in and look around for speaker, go back, make a plan to avoid it (minus the ???), profit!
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Sherry Speakman
 
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Post » Sat Aug 14, 2010 2:17 pm

For some areas the armored speakers could of been armored because the areas were industrial in nature. without the armor they would have to replace or repair the speakers, which wouldn't be cost effective. Also the collar was annoying, but easily worked around.
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Wane Peters
 
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Post » Sat Aug 14, 2010 2:14 pm

Pros;
I enjoyed it it was definately different a delightful change of pace. One had to be methodical in thier approach to every aspect, travel, items, the companions or the price was a restart. The companions were excellent all though other than just doing the mission and getting them to thier locations as assigned there was little interaction with them. Sure i understand it is a heist job, little time to talk and such, but with the different pace because of the collar, the ghost people and the cloud, there should have been a bit more interaction or uses for them other than getting them to thier assigned areas. It was ok in that the conversation choices dictated what thier final disposition was going to be dead or alive, happy or angry with the PC, but i would have liked to have been able to deliver on the promises i made, namely to Christine who i felt was really the only loose end.

Cons;
Being honest i have not alot to say here but for me this was a miss of stellar proportions. I played FONV in HC mode so i never travel anywhere with out, doctors bags, weapon repair kits, food items i cooked, water and a few different types of ammo for specific purposes like JHP and armor piercing. I did not like and it is something that i felt was missing from the original game and it was most apparent in the DLC and that was the absence of designated player home or safe room. I would have liked a few items conviently placed for the player, a bed, a hot plate, a work bench and most importanlty a designated player storage item. I felt this was missing in both the original game but it was painfull absent in the DLC. If you are going to take all my gear, and health supplies i do think it behooves Elijah (staying in character) that if he wants a successful ending he should have SOME infrastructure to facilitate the players progress. A major hook with hardcoe mode is the necessity of crafting, in order to suvrive and prosper the player MUST craft and be smart about it. Hell i just got wet thinking about cranking out some ammo when i get home from work tonite, yes i am that anol detail oriented kind of player lolz. Adding the vending machines was a neat idea to introduce some supplies into the game in a limited way but with out access to convient crafting aparatus they became a flashy hamster feeder for lack of better words.

Other than the one con area which really goes for both the original FONV and the DLC i really enjoyed it. Sure it was a pain in the ass that is the charm of it. I would have hoped that i would not have to get a mod to include a PC safe house or a convient crafting location but with the prolific mod community and the ease with which they are added i guess i can not complain to loudly. Nice job guys, but as interesting as the idea is it has been done so lets not have a repeat of the mechanic in the next DLC. I know reinventing the puzzle is tricky but that is why you guys make the big bucks and i am just a bridge troll who moonlights as forum troll on occasion.

Asai
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Sunny Under
 
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Post » Sat Aug 14, 2010 11:24 pm

It'd be nice if, just for once, the developers of DLC didn't feel the need to over-compensate for what might be lacking in the main game.
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Big mike
 
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Post » Sat Aug 14, 2010 2:10 pm

If not for the collar it would change the whole DLC itself.
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lilmissparty
 
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Post » Sat Aug 14, 2010 5:17 pm

I
Con's
Spoiler
My biggest complaint is the Gap from exiting the vault area via the lift/elevator and suddenly appearing at the Fountain. It left a gap for me and I felt a lack of closure with the Christine character. After my Dialog choices I was meant to go look for her, and she new this. Roleplaying my character I would have not have left the sierra Madre until I found some evidence of what happened to her. And I did spend a good hour looking.....then very sadly went to the wiki to find you cant find her. Christine's Ending monologue does not justify this gap in anyway. Even a note at the top of the elevator or at the fountain would have been more plausible and would have let me LET GO. :shrug:


More references and dialog from companions after I returned to the Mohave. I felt like I had a story to tell, talk about.



Mostly pros for me, I really like this DLC. Though there's some minor cons...

Cons
Spoiler
* My biggest con is already perfectly described by Kaldhore:

* Also didn't like just reappearing in the BOS bunker without seeing just how you got to the Sierra Madre in the first place. In Fallout 3 DLC you traveled by train tunnel or boat, I would have preferred to see something like that.
* Not being able to return after leaving.



Overall, I very much liked Dead Money, as far as it went. Kaldhore and Gelmir pretty much sum up what my biggest gripes with Dead Money were, but to add to that which has already been stated...
Spoiler

Beyond that, for me, was the fact that there were absolutely no references to Veronica in any discussions with Father Elijah. I mean... Hello!! The main antagonist is (almost certainly) Veronica's old mentor. Assuming that "the Courier" had completed Veronica's side quest, I can't fathom how she never came up in conversation. I also fail to understand the same in regards to Christine. It's heavily implied that Christine is (most likely) Veronica's lost love. Some dialog option with Christine regarding Veronica, in my opinion, would have been appropriate to the situation. A couple of new dialog options with Veronica, post-completion, regarding Elijah and Christine would also have been nice.

EDIT: After doing a bit of digging on the web, it seems that there were a couple dialog options added for Elijah and Veronica, but they're so badly implemented, that if you didn't talk to Veronica about Father Elijah just before being gassed (even if you had already exhasted EVERY dialog option with Veronica prior to enabling Dead Money), you're S.O.L. You won't get the new dialog options (at least I didn't, even after finding Elijah's holgraphic note for Veronica). Now I need to decide if I really want to replay the whole DLC over from the beginning. :swear:

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Marion Geneste
 
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Post » Sat Aug 14, 2010 9:48 pm

I have to agree with Kaldhore, it's just that that makes it imperfected.
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Anthony Santillan
 
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Post » Sun Aug 15, 2010 1:06 am

Pros:-
It a challenge for a change.
The collar keeps you honest.
It fun in hardcoe even on level 30.
Red. All I can see is red. Red everywhere. red Red RED.
NPC's hard to kill.
Companions not as wooden.

Cons:-
Speaker are a pain in rear to find. I know this is cheating, if I cannot find one I go into console and type tfc and I find the buggers. When I do I get out of tfc.
Cannot take one of the companions with me.
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michael flanigan
 
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Post » Sat Aug 14, 2010 4:16 pm

Bumpalicious.
Anyway, I'd rather not create a new thread and none on the first page seemed good for this post so that's my reason for humping da bump.

I got another pro actually.
See, we can finish the game 5 ways atm.
House, NCR, Yes Man, Caesar or Lanius.
With Dead Money, we got a sixth and seventh ending.

Sure we need a lot of requirements for the "team up with Elijah" to work but still, on one of my characters that's going to be the finish line.
She's not going to want to team up with any of those and feels that the entire Mojave is crap, so Elijah is her way to "fix" it.

And the seventh is the greed route.
With it I'm going to use a greedy character that doesn't give a damn about the Mojave or it's factions and then have him search the Sierra Madre for the grand treasure.
He'd stab his own mother for cash.
So with him, I'm going to end him by trapping him inside the vault.
No happy ending, he's been a dike and now he'll die alone with his precious gold.
A fit ending.

So yeah, we actually have 7 endings now.
Sure the Elijah and Suicide one does not go into grand detail of every faction/character in the Mojave.
But I still see it as a big plus.

Thank you Obsidian for the greed and "wipe slate clean" endings! :D
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Dragonz Dancer
 
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Post » Sun Aug 15, 2010 2:02 am

I honestly can't find anything bad to say about DM, outside of the no return kick. I even like the vendor machine and it's story behind it. Think about it, humanity was on the cusp of the greatest achievement in human history. The tech behind the machine would have solved the entire world's "reasource war" almost overnight. Yet humanity was just to hard bent towards self destruction. If the Great War was held off for just one more year, who knows where humanity would be by 2281. The vendor machine also allowed me to RP a reason why my character wouldn't ever return, even if he was allowed. The tech behind it would have gripped the wasteland into a whole new level of war if the word got out. If my character was ever to leave the mojave, he would leave the location and vendor codes to but one person.... Julie Farkas; but only under her solemn word she would never divulge the information except on her death bed (or hidden memoirs to a worthy successor.)

Just my opinion.
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Roberta Obrien
 
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Post » Sun Aug 15, 2010 2:46 am

One thing you can do is, the minute you hear the beeping, stop, back up, and look around. Then advance cautiously, darting in and out of the radio zone until you find it.


Yep. And even if I did see a speaker at a glance, before the collar starts beeping, I still would run back to a safe zone just to make that racket stop. I don't know about the rest of you but that collar made me too cautious at times.

Overall, I have no real qualms with Dead Money. The only small issue I had were with the weapons/armor and such. I didn't care to bring any of it with me.
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Richard
 
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Post » Sat Aug 14, 2010 3:53 pm

I liked the loot from dead money and the big plus was that it was challenging u had to take ur time to do it, also new perks and lvl Cap raise.
Disliked how repetitive it was and how most of the areas looked the same, plus limit on weapons and ammo, I went trough dead money with the police pistole and the caravan shotgun pretty much the whole dlc (caravan shotgun svcks in my opinion much rather gave the double barrel from point lookout) same 3 enemies the whole dlc
I just enjoyed the challenge I got out of it, I died more in dead money then I did in all if new Vegas lol
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Naomi Ward
 
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Post » Sat Aug 14, 2010 3:48 pm

PRO

The cloud svcking hp
collar/speakers
great overall story
easy to get lost
NPCs were brilliantly done
good armour that says "security" on back
gold bars
holo enemies with different ways of defeating them besides shooting/stabbing.
good dlc to take our stuff away
Dead Money made me feel in the game again.
answered the the question of where elijah went after helios
new dialog with Veronica to add to the depth of the DM story
feeling in almost constant danger
got wasteland rich

Cons
A little too much Super Mario Bros jumping at the end, but im not really complaining.
I had to go back to nv after it ended
can t go back, but sometimes you just can t go back. So not really complaining.

Dead Money IMHO may have been the best DLC out of fo3 and nv

Only reason Broken Steel edges it out, is because it basically told me what happened in DC. Very little speculation about what really happend there.

I can t say enough about Dead Money........Great job on DM Obsidian........very wel l done on all levels.
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Kelsey Anna Farley
 
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Post » Sat Aug 14, 2010 11:52 pm

I think everything of it was fine, but I did get a bit bored of the rusty darkness and corridors in the long run.
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Jerry Cox
 
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Post » Sat Aug 14, 2010 12:29 pm

Personally I enjoyed the desperation that dead money provided. Put you out of your element so to speak. The companions were well written and compared to some of my past experiences with F3 DLC was fairly bug free for me. Also the speakers were fairly easy to spot, it only took me a good few seconds of surveying my area to find them. The only trouble I had was the speaker/hologram combo while in the vault that was getting me a bit angry.

It's the best Fallout DLC I've played to date.
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BlackaneseB
 
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Post » Sat Aug 14, 2010 12:25 pm

The Pros for the DM are the cons and vice versa. People like their game to be challenging and original some like it to be easy with a lot of exploration. I personally like it all mashed together.
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Tamara Primo
 
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Post » Sat Aug 14, 2010 12:42 pm

Overall I found Dead Money to be a great addition to the main game.The pros for me were the vending machine,the holorifle and the other new items.The main cons for me were the lack of an ability to return and the fact that the vending codes for alcohol dont work in the bunker vending machine.The cloud was never a major health issue for me in dead money as I had the Rad Child perk,which can take care of all your health needs as there is access to irradiated water sources through the dlc areas except the vault itself.
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Liii BLATES
 
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Post » Sun Aug 15, 2010 3:24 am

Loved the whole thing. I'm mostly into Fallout for the story, setting and the quests (obviously) so DM is a great way to flesh out the story. I think that fantastic that all the DLC's are interconnected and related to the main story in some way.
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teeny
 
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Post » Sat Aug 14, 2010 12:15 pm

I thought it was cool dlc. The Villa area got a little tiring by the end (probably due to it being a pretty bleak enviroment with not much variation) but the story, characters and their dialog, and the other features (vending machine in the abandoned BoS bunker, extra 5 levels) more than made up for it I think.

By the time I walked back out into the Mojave, I was glad to see the sun again and be in a more relaxed enviroment but at the same time I was sad for it to have ended after seeing the ending cutscene. Plus I managed to grab all the Holorifle upgrades, I swear it is by far the best energy weapon in the game with all 3 of them attached.
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Craig Martin
 
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