Dead Money (AKA Mothership Zeta, but lesser)
- You start out stripped and imprisoned. Having to start over to get back to a point of offensive credibility, and unable to move anywhere except in pre-defined locations. [For me, this is bad]
- Before you get to the casino, it's effectively the same stretch of scenery throughout the run of the DLC. [Bad]
- Before the casino, there are only two enemies, rehashed again and again. After the casino, it's those two plus holograms. [Bad]
- With the 1100 SM chips you get every three days, the following items are trivialized: Weapon Repair Kits, Stimpacks, Party Time Mentats (notable amongst many others). [Bad]
- When it's done, it's done. No going back. You must complete everything before going forward (requiring online research, rather than random discovery, if you're a completist). [For me, this is Bad]
To me, this DLC felt more like survival horror and less like New Vegas. Other than clutter, it didn't feel like Fallout to me. NV doesnt relate to it's story/structures, and the reverse is also true. Ergo, while the gameplay is good, it doesn't seem to have anything to do with its parent game. I liked the dark theme, but it wasn't a world that I anonymously stepped into to explore and conquer. I was drawn into it and made the central focus while following a linear path to completion and then evicted. It felt more like an irrelevant repetitive mini-game (to me).
Honest Hearts
- You get to keep your stuff. [Good] Keeping your stuff is important to me because you've built your character to relate to the world, in part, with what you carry. Without your stuff, you must change your entire gameplay dynamic.
- It's a large, open and freely explorable world. [Good]
- Untouched by the war [IMO, Bad]
- Notable religious overtones and mentions. [Depends entirely upon your view. I found it distracting.]
- After completion, there is no mention of the new trade routes or your exploits on Radio New Vegas [Bad, would have tied the DLC to NV at least somewhat].
As I understand it, one of the draws of this DLC was its relation to the "mysterious burned man". I have to ask. How curious were you about the burned man pre-DLC? We knew his entire story, right to his grisly death. Once you go through all his dialogue, you see that very little of it has anything to do with Caesar and his past (5% would probably be generous). Everything else has to do with the Dead Horses and their survival in Zion. All of that is postDLC and irrelevant to NV, meaning there really was no mystery surrounding the burned man. He survived and started a new life somewhere else, irrespective of NV and Caesar.
Another "draw" is the beautiful unscathed scenery. It is for this reason that I believe this would be a good expansion for Oblivion, not NV. This is supposed to be a postApoc world, filled with all the politics, daily traumas and meager existences associated with life in a ruined wasteland. Do you remember that refuge in Fallout 3, up in the mountains, the one unscathed by devastation? That felt so out of place to me. This does too. It's got excellent structure and is well done for replayability and sandbox feel, just not the sandbox I paid for. Hmm. The only content that I felt seriously related to NV was the Survivalist's memoirs, which I very much liked.
To me, the best DLC is going to be one that adds new, directly related content to the existing world. That can be returned to, doesn't trivialize existing achievements, and the impacts of which are going to be felt in the world that you're going to spend virtually all of your time in.
