What a disappointment.

Post » Fri May 27, 2011 3:11 am

My problem wasn't really the difficulty that made it a disappointment for me..

yah it svcks to be attempting to escape a cloud of gas while trying to shoot a barely seen ghost person in the limbs with your limited ammo.. only to have your neck start beeping, then scrambling to not only get out of the cloud but to do so in the right direction - away from a speaker you can't see in the dark or take the time to shoot even if you could because you're suffocating in the fumes.. then to end up dying because your health was too low from the gas and you ended up stepping on a bear trap..

It's just one big annoying, frustrating, clusterf... really.. and it didn't feel like Fallout.. and that's what made it disappointing.. I felt like I was playing some survival horror game.. and I guess it's ok if you like to be constantly on edge and a wound up ball of stress..

I think my main problem with it is it felt unnatural.. you should be able to get through a game in one swoop and without dying very much or at all if you work hard enough and try.. and there is no way to do that in this DLC IMO - even with being level 30, numerous implants and 100 skills in guns/EW/lockpick/science.. saving, dying and reloading becomes an expected technique.. and that seems unfair and shouldn't be a process assumed into the mechanics of a game like this..

The whole vault escape is one big trial and error.. I don't see how you can escape the vault before your collar blows your head off without trying again and again and learning the route.. it completely disrupts the fluidity of it all and makes it hard to get immersed in the story..

It's not a challenge for the right reasons.. even doing it one time I don't think I could go back through and have it feel fluid.. It'd still probably be a lot of dying and do overs..
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Anne marie
 
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Post » Fri May 27, 2011 6:33 am

My problem wasn't really the difficulty that made it a disappointment for me..

yah it svcks to be attempting to escape a cloud of gas while trying to shoot a barely seen ghost person in the limbs with your limited ammo.. only to have your neck start beeping, then scrambling to not only get out of the cloud but to do so in the right direction - away from a speaker you can't see in the dark or take the time to shoot even if you could because you're suffocating in the fumes.. then to end up dying because your health was too low from the gas and you ended up stepping on a bear trap..

It's just one big annoying, frustrating, clusterf... really.. and it didn't feel like Fallout.. and that's what made it disappointing.. I felt like I was playing some survival horror game.. and I guess it's ok if you like to be constantly on edge and a wound up ball of stress..

I think my main problem with it is it felt unnatural.. you should be able to get through a game in one swoop and without dying very much or at all if you work hard enough.. and there is no way to do that in this DLC IMO.. saving, dying and reloading becomes an expected technique.. and that seems unfair and shouldn't be a process assumed into the mechanics of a game..

The whole vault escape is one big trial and error.. I don't see how you can escape the vault before your collar blows your head off without trying again and again and learning the route.. it completely disrupts the fluidity of it all and makes it hard to get immersed in the story..

It's not a challenge for the right reasons.. even doing it one time I don't think I could go back through and have it feel fluid.. It'd still probably be a lot of dying and do overs..



I didn't experience much saving and reloading until the Kitchen with Dog and confronting Dean. At that point I was pissed.. I didn't really have to save and reload much, I used stealth and was careful. I was also playing hardcoe on Hard difficulty. I had absolutely no trouble with Christine's, I just switched the holograms off with the computer.

I also agree 100% with the survival horror comparison. Unlike what you said, though, I enjoyed it and thought it was alot of fun.
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i grind hard
 
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Post » Fri May 27, 2011 2:05 am

My problem wasn't really the difficulty that made it a disappointment for me..

yah it svcks to be attempting to escape a cloud of gas while trying to shoot a barely seen ghost person in the limbs with your limited ammo.. only to have your neck start beeping, then scrambling to not only get out of the cloud but to do so in the right direction - away from a speaker you can't see in the dark or take the time to shoot even if you could because you're suffocating in the fumes.. then to end up dying because your health was too low from the gas and you ended up stepping on a bear trap..

It's just one big annoying, frustrating, clusterf...

Escaping death gas while shooting a ghost with limited ammo and having the collar beeping at the same time?
Not like that happens every turn.
Happened to me maybe twice.
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meg knight
 
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Post » Fri May 27, 2011 8:48 am

I think the trouble with this DLC is one, it gives you little-no options like fallout 3 where you HAD to work with the brotherhood. And 2, it closes you in, is alot more claustrophobic that any other fallout game i have played. There are many bits where you are simply frustrated and it dosnt help that you cannot leave the DLC and go back into the wasteland until you finish it. It dosnt really feel like fallout more like dead space or saw
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Stephy Beck
 
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Post » Fri May 27, 2011 7:46 am

I didn't experience much saving and reloading until the Kitchen with Dog and confronting Dean. At that point I was pissed.. I didn't really have to save and reload much, I used stealth and was careful. I was also playing hardcoe on Hard difficulty. I had absolutely no trouble with Christine's, I just switched the holograms off with the computer.

I also agree 100% with the survival horror comparison. Unlike what you said, though, I enjoyed it and thought it was alot of fun.



That's the point where it started going downhill for me.. I didn't like the survival gameplay style and feeling like I was in a constant obstacle course or a Fallout version of a Saw movie to begin with - my fault for not waiting for reviews and buying it right off - but I didn't really struggle that much and it didn't fall apart until Dog (my sneak is like 15) and the vault.. that's when I had to rely on dying, reloading, trial and error, and all that feels unnatural and almost like cheating in a game like this, and it got frustrating..

I guess in hindsight I'd probably have had an easier time getting out of the vault if I had taken out more speakers and holograms on the way in.. but even then the vault seemed a bit much on top of everything else.. and is what left a bad taste for everything..
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No Name
 
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Post » Fri May 27, 2011 3:59 pm

Escaping death gas while shooting a ghost with limited ammo and having the collar beeping at the same time?
Not like that happens every turn.
Happened to me maybe twice.


Yah.. it only happened once or twice, which is why I said the difficulty wasn't really what disappointed me.. the DLC wasn't that hard in general.. it was the frustration and mulligan mentality that comes later that made it disappointing..
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CORY
 
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Post » Fri May 27, 2011 3:53 pm

I love how people wine the MQ is to easy but the DLC is to hard. svck it up buttercup Fo3 was like this in the DC ruins.


Huh? FO3 was easy everywhere.
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Louise Andrew
 
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Post » Fri May 27, 2011 5:15 am

If you go to the mall early in the game it's a pain. Like the DLC you start with nothing and have to take on badasses with small weaponry.
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LittleMiss
 
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Post » Fri May 27, 2011 6:58 am

They skip the dialouge then [censored] about the collar, then run into all the traps, then they finally get to the end and kill themselves. If they werent so annyoing complaining about things thier fault this would be funny.


Just like the scores of people that ignored the "final warning" were crying their eyes out about the game ending with the main quest.

If you go to the mall early in the game it's a pain. Like the DLC you start with nothing and have to take on badasses with small weaponry.


That's fair enough. Of course most if not all RPG's probably will kick your ass if you go somewhere you shouldn't early on. Don't think I'd do too great in Old Olney on level 1 with a 10mm pistol. :lol:
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Isaac Saetern
 
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Post » Fri May 27, 2011 3:15 am

If you go to the mall early in the game it's a pain. Like the DLC you start with nothing and have to take on badasses with small weaponry.




The mall wasnt as bad as that. You could go back to megaton and re arm yourself whenever you wanted. Youre enemies dropped stinpacks or food. Youre enemies were alot weaker than ghosts. You had plenty of bullets. You had options. Like you could sneak past super mutants, or go in with a minigun and mow them down. You wernt stuck in tight places with a explosive collar and there was no gas slowly killing you
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Natalie Taylor
 
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Post » Fri May 27, 2011 5:17 pm

Just like the scores of people that ignored the "final warning" were crying their eyes out about the game ending with the main quest.


I think they are the same people, tbh.
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Cartoon
 
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Post » Fri May 27, 2011 6:54 am

God gave us twice as many ears as he did mouths.
Some of you need to take that to good heart.



In other words, listen more than you talk. Instead of running to type so many words on an internet forum complaining about things you could've avoided only by listening in-game..


Read
Patience
Self-Control
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Ownie Zuliana
 
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Post » Fri May 27, 2011 9:40 am

God gave us twice as many ears as he did mouths.
Some of you need to take that to good heart.



In other words, listen more than you talk. Instead of running to type so many words on an internet forum complaining about things you could've avoided only by listening in-game..


Read
Patience
Self-Control


There are some legit claims being shared here. As an example, the sierra madre cocktail (cloud dust and tin can) is suppose to give you 75hp, end, and str. I tried up to 3 of them and never got a drop of hp from them.
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Charlotte Lloyd-Jones
 
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Post » Fri May 27, 2011 4:17 am

There are some legit claims being shared here. As an example, the sierra madre cocktail (cloud dust and tin can) is suppose to give you 75hp, end, and str. I tried up to 3 of them and never got a drop of hp from them.

I think it's cause it's a fixed instant value.
The +hp works on Casual Mode.
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Britney Lopez
 
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Post » Fri May 27, 2011 10:58 am

Its the first game I have ever played where I didnt finish it, and I have played alot of games. I cant even force myself to continue to play it, its just that bad, imho.

And I bought 1400 MSP, what is $20.

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Victor Oropeza
 
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Post » Fri May 27, 2011 12:09 pm

Actually, yes it does.


I just finished it, what a bad ending, even more disappointing. I LEFT WITH NOTHING GOOD :(


svcks to be you....I staggered out of there with half a dozen BARs, 15-20 Police Revolvers, a bunch of armor, 70,000 caps worth of pre-war money and half a ton of gold and various melee weapons and misc. junk. I even have 6000 casino chips left for the vending machine. Sadly, I didn't find the mods for the BAR or the snow globe but I think I did rather well.

Oh...I found Vera's dress makes a spiffy tux if put on by a male courier. Got two, once for me and one for Veronica.
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Stacy Hope
 
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Post » Fri May 27, 2011 4:21 pm

:brokencomputer: I have to agree,This DLC is just that bad.I not a Quitter,I been close to doing just that ! I am AT the last part of the DLC.I did not have to kill the mute,I was even able to calm dog to eat that damn color !!!!And now im 20 speech points short of dealing with this ghoul,even after taking mentats,and drinking wine.50+ hours doing boring DLC,NOT enough stims,freekin speakers that blow my head off,ghost people that dont stay dead!!! whats fun did I miss something? and no I came on line for help.And i see people feel just frustrated as I do.
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Leanne Molloy
 
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Post » Fri May 27, 2011 1:22 pm

:brokencomputer: I have to agree,This DLC is just that bad.I not a Quitter,I been close to doing just that ! I am AT the last part of the DLC.I did not have to kill the mute,I was even able to calm dog to eat that damn color !!!!And now im 20 speech points short of dealing with this ghoul,even after taking mentats,and drinking wine.50+ hours doing boring DLC,NOT enough stims,freekin speakers that blow my head off,ghost people that dont stay dead!!! whats fun did I miss something? and no I came on line for help.And i see people feel just frustrated as I do.


You do know that to stop the ghost people you need to separate a limb, right? Because it told you that practically at the start. Either that or blow them up/disintegrate them.
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Madison Poo
 
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Post » Fri May 27, 2011 9:58 am

ghost people that dont stay dead!!!


When they go down run up and put a round or two from a Police Revolver in their head and they won't be getting up again.
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Tamara Dost
 
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Post » Fri May 27, 2011 11:07 am

I'm glad personally that my char. which concentrated on the more non-combatant got a bit of a payoff - I like the fact that you can't blast your way through with guns (whatever soecialisation ) - it does say you should be a certain level - telling you how to level would be a bit too much imo. I really don't see speech checks as a downside, any more than investing in any other combat technique which doesn't reap instantaneous rewards.
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Eliza Potter
 
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Post » Fri May 27, 2011 2:34 am

I think it's cause it's a fixed instant value.
The +hp works on Casual Mode.

Also, I think it works like buffout, right? As in the health bonus disappears after it wears off? Or is that because of the END boost?

Actually, does Buffout actually restore the 60 HP as well? I've always wondered if it was just a temporary boost.
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Jonathan Montero
 
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Post » Fri May 27, 2011 4:25 pm

Enjoying the hell out of it so far. The writing I think is fantastic, which I enjoy the most.
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Add Meeh
 
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Post » Fri May 27, 2011 2:17 am

Have a serious question for people that have seen a lot or all that Dead Money has to offer.
OK, I have seven characters, five of which I'm going to take through Dead Money, which will end up getting boring after two or three times of playing. So I'm going for efficiency, which brings me to my inquiry; based on the new and unique items, weapons, attire which character(s) of mine will benefit most from DM...

1. an Alien/ energy weapons and advanced explosives, i.e. plasma grenades
2. a cowboy/gunslinger/ cowboy weaponry 1890 and down
3. all around modern soldier/ modern "army" weapons, guns and explosives
4. hack n' slash barbarian/ uses melee
5. private investigator/ hand to hand and neo noir handguns

Thanks in advance...

spoilers!!
number 4 and 5
a lot of melee weapons and the first moddable one,
police pistols and batons, but it would be hard to do.
the rest of them wouldnt do well because theres no weapons like theirs and you get you weapons stripped
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Sarah MacLeod
 
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Post » Fri May 27, 2011 2:14 am

Add [censored] exploding collars and useless clouds of poison gas and it literally is just a reskin of O:A.



The DLC only took me 3-4 hours (including multiple deaths at the hands of the Collar, bathroom breaks, and a twenty minute snack). I also felt the writing was very unoriginal (really, a heist plot?). The only cool thing they added that was actually helpful was the gold bars, but too bad they weighed 35 pounds a piece AND only got you 5-10k caps.

The weapons were extremely limited, and you would find yourself using melee or unarmed weapons later on once you ran out of .357 bullets or gas bombs. The Ghost people weren't that dangerous either. They used weak weapons and couldn't take too much punishment. The Holograms were interesting at first, but then got annoying and pointless when you could easily slip by them. The collars made little sense in the DLC also, seeing as how every single radio/speaker was tuned into the same exact frequency.

The survival aspect was pretty neat, and would have been better if there weren't so many chips on the ground (I had 15+ stimpacks within forty minutes of starting the DLC). A variaty in enemies would have been nice too. How come there aren't any other humans running around except the Ghost people and your group? Why are there so many traps and Ghost people if there are no others? The Ghost people were just "there" to fight with no purpose.

spoilers!!
the ghost people used to be the workers at the sierra madre, thats why there's no one else and the traps are set up by dean, he says it himself.
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Matthew Warren
 
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Post » Fri May 27, 2011 2:10 am

I levelled up during Dead Money and took the Old World Gourmet perk. It was quite useful throughout the DLC, I thought,. Dead Money has a great story if you take the time to read all of dialogue, terminals and notes you find. The last part frustrated me to no end, but I definitely felt a sense of accomplishment after completion.
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JERMAINE VIDAURRI
 
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