If your style is to run and gun, you will get plenty killed playing though this DLC. You have to move slowly, be aware of your environment and not only look out for the conventional traps, but watch/listen for radios which will explode your slave collar if you get too close, stay away from large areas of thick red and toxic smoke called "the cloud" which will slowly kill you if you are outside and kill you quickly if you are in the middle of a thick cloud.
Even if you do go slow enough to avoid/disarm the various traps/radios and cloud banks, you still have to worry about tackling and/or stealthily avoiding the hard to kill "ghosts". I like taking my time, cleaning out every location and planning my attack, but I can see how someone who wants to go in guns blazing may be turned off by the whole experience.
Also, during the earlier parts of the DLC, you basically start with nothing, so a series of missteps like not disarming an armed frag mine on time or failing to see a tripwire as you trip it can leave you crippled for a good portion of the game and hardcoe mode becomes much more serious even at high levels due to the scarcity of healing aids early on.
Although I'm only part of the way through, I would have to say that thus far, the dialog with the companions is easily the best part of the game. Even Christine, the one who can't speak is interesting to communicate with. The weakness of DM would have to be the lackluster "unique" items that you have a chance to walk away with. You basically have a few new Armors, a knife, spear, unarmed weapon, a "WWII BAR" looking automatic rifle and an energy weapon (The Holorifle is not bad actually if you have an EW build). I think I like the AR the best, since it compliments my "Guns" character well since it uses .308 it makes a great secondary to my Suppressed Sniper Rifle.
But on the plus the new perks and raise in level cap for those who don't mind the perk and stat boost.
