Let's discuss Dead Money. Was it that bad?



Here are the noises they make, it would appear some of them sound like the Ghost Person is moving very large quantities of air.

EDIT: There is a sound where it appears a Ghost Person "lost his pressure" when he got damaged
 
They are sinister and dangerous enemies, not xp on legs.

There is a Fun mod called Bloody Money that let you play only this DLC. There's no VATS in this mod, so hit them with weapons are hard, they jump like frogs for all the screen.
 
Though "Dead Money" was an interesting concept, I think it would have been better presented as a flashback to the past, where you play as an unnamed member of the Ocean's 11 style robbery crew. Could have been an interesting adventure in 2077.
 
Though "Dead Money" was an interesting concept, I think it would have been better presented as a flashback to the past, where you play as an unnamed member of the Ocean's 11 style robbery crew. Could have been an interesting adventure in 2077.
I would’ve preferred that to the pre-war parts we got in 4, that’s for sure.
 
Though "Dead Money" was an interesting concept, I think it would have been better presented as a flashback to the past, where you play as an unnamed member of the Ocean's 11 style robbery crew. Could have been an interesting adventure in 2077.
I disagree, if that were the case then the DLCs would be less connected, and the 4 characters in the DLC wouldn't be able to be in it. Aside from maybe Dean Domino but that's it. Imagine a Dead Money without Father Elijah, or Dog/God, or Christine, or God forbid Dean Domino.
 
I’d argue that the main themes of Dead Money and the DLC’s don’t require the presence of the Courier to be moving, or effective.
 
Though "Dead Money" was an interesting concept, I think it would have been better presented as a flashback to the past, where you play as an unnamed member of the Ocean's 11 style robbery crew. Could have been an interesting adventure in 2077.
That's exactly the opposite of what the DLC message is.
 
Yeah, having a DLC that is all about letting go of the past being played during the past would be the most narrative-gameplay clashing i ever seen.
 
I’d argue that the main themes of Dead Money and the DLC’s don’t require the presence of the Courier to be moving, or effective.

I'd say it does. The Courier plays a critical role in influencing each member of the "Crew" who are all deeply trapped by the Madre in some psychological form. The Courier is the perfect outsider for that and the players investment of getting "their" character out of there drives that outsider narrative.

Same thing for the discomfort Dead Money imparts on you. When you wake up in Dead Money, you're violated. Or at least I felt that way. I went from being a customized well-armed vagabond with total agency to a prisoner that's effectively naked and an attack dog for a lunatic. It colours the entire context and presence of the DLC, the idea that you're a hostage and connected to that experience because you're attached to what your character was before they were violated. If you're following a different, new character, you are going to have a worse or at the least, different investment to the situation of the story beginning with them being taken captive and stripped down.
 
No. It gets boring quick being able to just shoot your way through everything. Jesus, all I have to do in a normal playthrough is get to Freeside, clean out the Wrangler, gain entry to New Vegas, clean out the OTHER casinos, then buy the Battle Rifle from GRA and then I tear through everything. Stats be damned!
Dead Money did a good job at making you feel truly helpless. It gave off a true "not all are meant for this" vibe. Some characters are going to have a bad time, some aren't. I feel it represents the entirety of the wasteland in an odd way - I like that.
 
Dead Money is without a doubt my favorite DLC thanks in no small part to Dean Domino, who I think may be one of the best written villains in the entire Fallout franchise.
 
I might as well add my two cents, sorry for the necro.

Personally? I love Dead Money for it's characters, atmosphere and writing.

And after playing it recently I would argue there is only one area I despise, the damn vault.

Previous areas were spaced out, had dead zones for speakers and were fairly easy to notice. It was challenging, but fun.

However, the vault itself was terrible. Between speakers being horribly spaced out and three holograms guarding the final area it was annoying more than anything else.

In fact, I would argue that this DLC makes Implant GRX invaluable. I tried playing it without it and the window of time you have got in the final zone is too small.

There are no computers you can hack, no wires, nothing. There is only a sequence of events that you must do to survive.

Other than that, the dlc is great.
 
I might as well add my two cents, sorry for the necro.

Personally? I love Dead Money for it's characters, atmosphere and writing.

And after playing it recently I would argue there is only one area I despise, the damn vault.

Previous areas were spaced out, had dead zones for speakers and were fairly easy to notice. It was challenging, but fun.

However, the vault itself was terrible. Between speakers being horribly spaced out and three holograms guarding the final area it was annoying more than anything else.

In fact, I would argue that this DLC makes Implant GRX invaluable. I tried playing it without it and the window of time you have got in the final zone is too small.

There are no computers you can hack, no wires, nothing. There is only a sequence of events that you must do to survive.

Other than that, the dlc is great.

>Personally I Love Dead for it's characters, atmosphere and writing
I agree.

>Previous areas were spaced out had dead zones for speakers and were fairly easy to notice, it was challenging but fun
I agree

>However vault itself was terrible between speakers and being horribly spaced and three holograms guarding the final area it was annoying more than anything else

I still don't know how that final area is supposed to go. I usually dart for the first terminal on my left change the direction of the hologram then when they move toward where you first came from i dart across the room toward the area with the radio shielded in that little room with the final terminal. then i remove the speakers and shields, etc from there, then i mess with the 2nd terminal in other little room beside it to move the last hologram guarding that door. it seems about right too me though it's pretty tricky getting passed that hologram as i believe they are supposed to move towards where you're at. so you got to go the other direction to avoid his gaze to reach the vault. again seems about right for me.

though this was before i found out on the new vegas subreddit you can shoot the hologram things that make them appear (the little thing on the wall or whatever) to make them go away. but you still have to maneuver a bit to get to shooting range of it probably would of made it a whole lot easier getting passed if i knew it was that easy. lol.
 
"Letting Go" is a very well done theme.

Notice how many players can not let go of the huge gold bars? How many mods focus on bring that outside?
 
"Letting Go" is a very well done theme.

Notice how many players can not let go of the huge gold bars? How many mods focus on bring that outside?

Especially when, I'm playing hardmode on medium or whatever, and I have tens of thousands of caps. You can't even sell a bar properly, it just becomes a medium of barter. Maybe three or so bars will set a courier for a good damn while at level...I tend to do Dead Money at...35 or so, yea, HH, DM, OWB, LR, 30, 35, 40, 45.... and by that point I'm mostly set in weapons, caps, and consumables.

There's no reason to try to hog two dozen (IIRC) bars, other than some sense of greed or vanity. Yet players try and try.
 
I love the atmosphere so much. There is not a single paranormal element to the story, and yet, it all feels so haunted...like some kind of higher power is at play.
 
I love the atmosphere so much. There is not a single paranormal element to the story, and yet, it all feels so haunted...like some kind of higher power is at play.

Oh yea the atmosphere is g r e a t. You feel like you're in a horror movie.
 
I love the atmosphere so much. There is not a single paranormal element to the story, and yet, it all feels so haunted...like some kind of higher power is at play.
To quote Preacher’s Saint of Killers origin:

“Could it be the hand that guided that cursed path was not God’s?”
 
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