Don't see what the big problem is.
Dead Money created unique challenges for the player to overcome and it's suddenly a bad thing?
I guess just running and gunning through a DLC is better than new gameplay features. :rolleyes:
If you get the hang of how the new challenges work then you can pass them with ease.
Only way you can get annoyed as hell because of them is if you refuse to learn them.
No really, if you actually take your time to figure out how to adapt to the new gameplay then it's easy to avoid, destroy, disable or ignore the speakers/radios.
If you never learn from your mistakes and refuse to adapt to the new gameplay then it doesn't mean the DLC is bad, it means it's your own fault for getting pissed off at them.
Just enter Dead Money, figure out what causes the radio signals for the collar, scout the areas, take it piece by piece and study the puzzles and then overcome them, go forward a little, listen to the collar beeping, look across the area, when the beeping is getting too intense take a step back and try to figure out where it could be, try another route, look from a different angle.
It's that easy.
Seriously, the only way I can think of how people can get annoyed at them is that they want to rush the DLC, it's meant to be slow paced.
If you rush it, you aren't going to take the time necessary to study the pattern of the signals which means you'll die a lot and make you angry.
And if you don't like slow paced gameplay then the DLC isn't for you, it's not a bad DLC, it's just not something you'll be able to enjoy.
I love Dead Money, I still think it's too SAW for Fallout but out of every DLC so far it's been the best gameplay wise.
BUT, there is two locations where the placement of the signals are unforgiving and that's in the vault.
I still haven't learned their patterns and die a crapload when I go down there.
So those were badly designed, the rest on the other hand I could handle with ease.
[edit]
Oh and this is specifically for those complaining about the collar and speakers.
Dead money was a chore, which meant that when one of those bugs cropped up you were less willing to suspend your disbelief, and the same can be said for the text dumps. Sure, talking to the characters was good fun, but talk about an exposition dump. 2 long conversations a piece and the rest was messing around in the crappy environ that was the Sierra Madre.
Lots of hidden nodes of information? In Old World Blues I relished the challenge to find everything, because so much personality was dripping from the scenary. Sierra Madre I was just bored. Not worried, scared, fearful, tense or any of the other emotions they failed to invoke, just bored. And utterly unengaged, so each failing was more evident than any other.
And for me it was the opposite, OWB was dull and just felt like a chore whereas Dead Money's environment was intruiging(?) and fun.
The scarce supplies and the deadly enemies made the combat and survival atmosphere very tense and the ghosts scared the crap out of me.
OWB was the worst DLC of them all for me. :mellow: