I agree with this thread. My only other complaint is that hardcoe is a bit TOO hardcoe at the beginning. You're extremely low on resources and you constantly lose health? No thanks. I turned off hardcoe at the start, and I always play on hardcoe, so that's saying something.
To be honest I'd have enjoyed this DLC a lot less if I had to play it on hardcoe, simply because exploring the villa would have had a de facto "timer" due to the constant health loss. And I hate timers (least favorite thing about Dead Rising series, too).
But the levels are very atmospheric, I really felt like I was exploring a lost, dead, legendary casino, a real wasteland ghost story. The Ghost People were cool because they were like a combination of the Dead Space necromorphs (dismembering) and the Snorks from STALKER (hopping, jerky movements, gas masks). I found them interesting and worthy opponents.
The gear is pretty cool, we get some construction hats, the awesome BAR, a bear trap fist, a snubby police pistol, some sweet armor, and cool new chems. And of course the Gold Bars for decoration or profit. The best thing though is that if you get all the holocards you can use the vending machine to vend a lot of the great stuff you find in the DLC, and the dropbox and chemistry set provide an infinite trickle of other items from the DLC that can't be vended.
Where this DLC really shines though, is the writing. The character interactions are quite simply some of the best I've seen in a DLC, and probably top anything from New Vegas or even previous fallouts.
Christine is definitely the best mute character, although I haven't seen too many in games. It was great fun to actually envision her sign language and try to figure it out yourself. Although perception and skill checks factor in, it's not the sum total of your interaction with her, you have the option to interpret her signs in different, possibly incorrect ways. And really, while you could just try to guess the most likely response to move the story forward, it's more fun to choose the response that you think she's trying to say, even if she gets upset at your misunderstandings.
She wasn't as cool when she got her voice back, though. I think a lot of her novelty was her muteness. Still a good character regardless, and it was nice to see
Spoiler Veronica's old lover, though I wish you could get them back together. I guess things will never be the same. (Letting go anyone?)
Dog/God is an amazing character. Schizophrenic and crazy, but not in a "lol so random" way like Tabitha was. He's a dark character, and when he's funny, it's in a dark way. I liked that. There's a propensity to make schizophrenic nightkin into silly characters, like the Chupacabra, Lily, and Tabitha, but Dog/God escapes this- the tone I felt in dealing with him was very serious.
And the dichotomy between the brutish, simple Dog and the intelligent, articulate, yet tortured God was excellent. The metaphor of the "cage" was a great device that really put you inside Dog/God's head. Seriously, this writing is almost on the level of Planescape: Torment.
Dean was kind of a [censored], but even he was well written. Though I couldn't help but notice his voice sounds sort of like Stewie from Family Guy. But still, his detached and rather fatalistic outlook on the whole situation and his history with the Madre, the place he has called home for hundreds of years, was a bit refreshing.
Father Elijah was great too, one could really sense his desperation and the madness he was descending into over his obsession with the Madre. There was a bit of graffiti that illustrated this, saying "The casino is the old man's collar". What he does in this DLC is very illuminating in regards to his behavior at Helios one, how he obsessed trying to get Archimedes II running.
And finally, the voice acting for all these characters was really great. NV had better VA than Fallout 3, but it had some lacking voicework as well. Dead Money has excellent acting all around. It's one thing to have good writing, but if your voice actors deliver those lines flat, it ruins the whole thing. The actors delivered nearly every line with proper emphasis and really made the writing come alive. Cheers to the team!
Despite the DLC's "flaws", which I feel are really design choices that some people just don't enjoy, there is a lot of awesome content to see, especially if you like story and dialogue. Plenty of good combat, puzzles, and exploration too, if you know how to take a crack at it.
The one thing which I think is an objective flaw is the inability to return to the Madre after the DLC. At the very least you get access to the BOS bunker which can give you stuff from the DLC, but I would have really liked the ability to return to the area at a later date to explore it with no collar and no pressure to get the quest done.
It would also have been nice to be able to fight a few ghost people whenever the fancy struck me. Personally I think that they should patch it to let you go back, but we all saw how well begging and petitioning worked in that department when we asked them to let us run through Operation: Anchorage again or go to the sealed off parts of the Ship in Mothership Zeta.
Overall, if one considers this the "Operation: Anchorage" of New Vegas, I think it's already a lot better than its Fallout 3 counterpart- it's definitely less linear, more story centered, and has more of a Fallout Feel. Hopefully, the next DLC will be the "Pitt" of New Vegas, and give us a new area to explore in which we can come and go as we please after completion.
I give this DLC a solid 8.5 out of 10, but reserve the right to lower my score if succeeding DLCs are even better.