Dissapointed to the end of my soul.

Post » Fri May 27, 2011 12:30 pm

The PITT was easily my favorite DLC from FO3 and Dead Money shares some similarities that IMO made the PITT a great game. Both The PITT and DM are geographically secluded locations with their own "ecosystem" and both games force you to start with no gear and make due with whatever you find in your journey there. I have to say though, DM is definitely towards the difficult side.

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.
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Amy Gibson
 
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Post » Fri May 27, 2011 11:37 pm

@ Derragorn

Dialogues are great indeed! Shame I couldn't bring back with me certain companion.
The plot is very good too. It's not run and gun DLC at all. Good for me because I play always in 3 person view and rarely shoot from FPS. Always take my time to ponder the situation and to prepare, then I go with VATS.

The only downside for me is that at the end it gets too much on my nerves with the holograms and radios all over the last levels. Get tedious and make me crave to finish it faster.

As Sportnlife said " I wouldn't want another DLC like it, but it was still fun." Well spend 10 euros, good job Devs.
Now lets hope the other DLCs would be different, but very fun too. :)
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matt white
 
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Post » Sat May 28, 2011 12:23 am

Am I the only person who found this DLC to be easy as pie? Even on hardcoe?


Nope. I'm in that boat. The only times I was even in danger of dying was when I either stayed too long in the cloud in order to loot stuff because I'm crazy like that, or at the end when there's a whole lot of holograms and speakers hidden in odd places.

Really, there's enough time to zip in and out of dead zones that you really shouldn't have any trouble dying from the collar unless you're trying to, or unless you get caught on terrain. Especially if you've got Christine with you, for that perk of hers.

Can someone tell me whether they put the new guns in the Mojave? Do we keep everything when we leave the hole? This is just putting me to sleep and I'm about to reload an old save to get back out to the fun. Yawn! I had to quit the game to come here and post... that is how horrific this Dead Money is!


The new guns aren't anywhere in the Mojave as far as I can see, but you can bring them with you when you leave. And the fun definitely picks up when you get to the hotel/casino itself. The Villa wasn't very fun to run around in, but the sheer atmosphere in the casino makes up for it IMO.

Edit: Anyway, one decision I disagree with is taking your gear. Mainly because the primary threats are ones that all the power armor and plasma rifles in the world wouldn't help you defeat. Ghost people are only remotely threatening in packs of five or more; the real threats are the cloud, the holograms, and the exploding collar, none of which having all your gear would help you defeat.
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Nick Pryce
 
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Post » Sat May 28, 2011 2:45 am

Ghost people are only remotely threatening in packs of five or more; the real threats are the cloud, the holograms, and the exploding collar, none of which having all your gear would help you defeat.

The Space Suit may help against the Cloud :)
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Chantel Hopkin
 
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Post » Fri May 27, 2011 10:29 pm

The Space Suit may help against the Cloud :)

Spoiler
they take all your stuff when you enter and it won't since it's not in the G.E.C.K

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Captian Caveman
 
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Post » Sat May 28, 2011 3:47 am

The Space Suit may help against the Cloud :)


The cloud isn't just poisonous, it's corrosive as well. There's a terminal entry in the switching station where you take Christine describing how the workers got locked into the suits when the buckles melted after exposure to the cloud.

So you'd put the spacesuit on only to find "my suit! It's meeeeeellllltiiing!" :P
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Jordan Fletcher
 
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