The DLCs: -
Recently I purchased the three Fallout: New Vegas DLCs, and I recently finished the last one (technically the first, but i played them in a weird order of Honest Hearts, Old World Blues, and Dead Money), and it was obviously the most difficult out of the three. The DLCs are very much worth the purchase but due to the difficulty, it almost ruined the experience for me, but the end sort of makes it worth it.Summary: -
The DLC sends out a radio broadcast inviting the Courier to the grand opening of the Sierra Madre Casino, and the way-point directs the player to the abandoned BoS bunker on the far eastern side of the Mojave. When the player steps into the bunker after seeing a lone radio in the next room, if the player steps too close, they are knocked out by a knocked out by a few gas sprayers. Next, the player is introduced to the story of the Sierra Madre and how it didn't make it through the war, but still stood and was mostly functioning. After the story, the player is awoken by Father Elijah, a former Brotherhood, that is spoken of by the player companion, Veronica. He tells the player that they need to pull off a heist in the vault of the Sierra Madre with the three other living people in the Villa, Dean Domino (a ghoul who was a pre-war singer and entertainer who was to perform at the Sierra Madre before the war), Dog or God (A super mutant nightkin, both the same person, but God is Dog's subconscious), and Christine (a scarred mute who has been hunting Father Elijah through the Mojave, and the Big Empty, and was trapped in a broken Auto-Doc. later revealed to be Veronica's ex-lover before they were separated). The three of you have to cooperate or have the explosive collars on your necks (or in Dog's case, in his stomach) detonate. Also, scattered around the Sierra Madre, are speakers and radios which will emit a signal that will cause the Courier's collar to beep faster and faster causing the collar to detonate after a short amount of time (slowed down and delayed with Christine's companion perk). The Sierra Madre is also littered with a gaseous substance called the cloud that will poison the player, while they are in it, lowering their HP steadily and by a moderate amount (delayed by the Dean's companion perk). Most of the enemies are Ghost creatures that must be dismembered to be killed permanently (with Dog's companion perk, he devours the foe's limbs when knocked unconscious). The environment is realistic although not very pretty, It fits the bill. The DLC is sort of difficult, but only because it isn't really clear where it is safe to stay without your head being blown off of your shoulders, but once you get the hang of the map, it gets a little easier to navigate and survive. The quests can be confusing at times, particularly the one where you get to Dean Domino's Gala event position and when I had to guide Dog to his, he glitched through the floor and got stuck. The combat is rewarding and by the end, I had 168 pounds of knife spears and throwing spears and plenty of police pistols. The first gun you get, the holorifle, is useful as it does recurring damage for 8 seconds and has gotten me through many a prickly situation. After a bit, if you spent your SM chips on less useful items, the stimpaks become increasingly rare, making you want to add points to sneak. Once you get to the Sierra Madre, There is a grueling security system of indestructible holograms that shoot punishing lasers, so you are best to just avoid them. The path leading up to the vault is pretty difficult, littered with holograms and speakers, some destructible, some shielded, so look out for the blue light to make your journey a little easier. Once you get past all that and get the vault, you must either have a bunch of high stats for the speech checks that the final dialogue brings, or 100 science and an affinity for hacking terminals, or else you will be locked in the vault and get a premature game over, and your save will be reloaded. Also, I may have forgot to mention that you will find 35 or so gold bars worth ~10,000 fucking caps, but at the expense of them being 35 pounds each, making it hard to escape with a lot, along with plenty of pre war money and Sierra Madre chips. Getting out of the Casino is fairly easy, although on your way out, you have at least 1 minute to get out of the place, or your collar will explode. Upon exiting the Casino, your collar will disengage, and you will then have a fuller exploring experience for the lack of danger of exploding around every corner, making it a billion times easier to find the Dean's secret stashes. You are then at your leisure to leave the Sierra Madre, but are forever unable to return, so make up your mind before you leave.
Overall: -
Dead Money is the least fun of the 3 DLCs I played, for the very reason that is was difficult in the sense of that is was excruciatingly confusing, and that the combat got to be too much if fighting in a cloud or if you didn't watch for traps (but if you have the God companion he gives you essentially the light step perk). The atmosphere is right, but the delivery falls a little bit short, but it is sort of worth it in the end, when you receive the treasure. This DLC gets 2 gold bars out of 5
I will be reviewing other games as well, such as the main game, Brink, the Assassin's Creed trilogy provided I finish them in time, and whatever I can get my hands on. Thanks for reading if anyone out there is even reading this. I took a break from it for the sole reason that I thought nobody would read them, but when I was describing the DLCs to my friend, he told me to get it in writing, and came to the deduction that I was too lazy to handwrite them, so I then decided to type them for your reading pleasure. Thanks and I hope you enjoyed the reviews.
Fucking cheers, Jake

No comments:
Post a Comment