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Dead Money


Cylano

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I absolutely hated it, the characters were interesting but I couldn't stand the annoyances, the bleeping collar, the mist, the enemies that have to be decapitated, indestructible holograms and the key hunts. It wouldn't be so bad if any of the annoyances made sense but they didn't, the contrived way they were explained was laughable. To be honest I wasn't impressed with any of the DLC, none of it was near the standard of the game itself, I do wonder if it was done by a different team. OWB LR and HH were OK but Obsidian are capable of doing a lot better.
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Jim's take is pretty much mine; it's not so much that Dead Money is difficult or taking, it's that the difficulties are just... arbitrary. Illogical. TBH, I didn't really adore any of the DLCs either, although OWB has a nifty story and LR has AMAZING level design - In LR I can use the terrain advantageously, something that just doesn't happen anywhere else in the game, or in almost ANY other game that's not a strategy game, actually.

 

But DM? Oh, arbitrary instakill to make it 'harder'. Uh, no.

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I just replayed it the other day. I always have the same rules when I play. Play it at night with headphones on Very Hard.

 

I didn't find it annoying, more frustrating. But I still love it. It was unique, I found it to be a challenge. In the Mojave you constantly deal with the same problems and enemies and fights. Going into Dead Money with that mind set really throws you off.

 

You have to change your strategy. At least it was that way for me. The ghost people were tough, not just raiders where you could take on a whole gang. I would always try and take on one alone, but then there were times when I just ran through whole groups.

 

 

The reward at the end was fun too. I googled a few strategies to figure out how you could escape with the gold. I know it kind of takes away from the experience, but whatever. Anyway, the problems in Dead Money weren't just kill able enemies, but also the cloud and speakers. A problem you couldn't just kill off.

 

Anyway, I really enjoyed it, and I enjoyed learning more about the characters in later DLC but also changing my dialogue with the characters and ending up with new endings. But Old World Blues is my favorite.

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The bomb collar being linked to your companions's, the radio transmitters, having to dismember the ghost people - these aren't 'annoyances.'

 

It's how you play the game. Those are the rules, as the developers wanted to set them up and for you to be challenged by them. I feel like a very concerted effort was made to craft a specific kind of survival horror experience in Dead Money, or any gameplay for that matter which was not seen in any of the other DLCs.

 

You don't call falling damage an 'annoyance.' It's not stupid, it's a rule. Same thing, radio transmitters which make your collar beep aren't annoying, you just shouldn't be that stupid to be killed by them. Lest we forget, games should allow you to fail.

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