NMA Fallout: New Vegas Lonesome Road Review

Brother None

This ghoul has seen it all
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No Mutants Allowed's Brother None reviewed Obsidian's final DLC for Fallout: New Vegas, noting its excellent atmosphere is offset by some serious flaws in narrative and a focus on combat in linear levels.<blockquote>The DLC is also very focused. What I mean by that is that it has no side-quests, just its main quests done in a pre-set order. It has no non-hostile NPCs other than ED-E and Ulysses. It doesn't have a lot of explorable optional areas. So it figures this DLC is pretty short compared to the others, I clocked in at about 5 hours, but it is also much denser than the two preceding DLC, you go from fight to fight and dialog to dialog, with no walking back and forth or searching around in between, as opposed to the main game and the preceding two DLCs.

The DLC's strongest point is atmosphere. Unlike the other DLCs, you're given no background through slideshows or expository opening dialogs, you just wander in and have to discover more yourself. The Divide is by far the most thoroughly destroyed area seen in any Fallout. After the post-post-apocalyptic feel of much of New Vegas, it does a great job of giving us a place more freshly off an apocalyptic event, deadly to travel in, wandering through buildings askew (warning: may cause nausea) and crumbling around you. A “Damnation Alley”-esque atmosphere, as creative director Chris Avellone put it, that book's story happening decades after the apocalypse, rather than centuries. There is a constant feeling of danger, and it is underscored very well by having ED-E around responding to imminent threats with whimpering sounds. There's a lot of little moments, such as the first time you meet the tunnelers, you see a deathclaw in the distance attacking one and promptly getting torn to bits. Moments like those really set up the atmosphere.

(...)

Before this DLC's release, Chris Avellone explained in a developer blog that the narrative of Fallout games comes largely from the players. And he's right, that has always been one of the series' main strengths. How ironic is it, then, that Lonesome Road is the very antithesis of this ideal, with an antagonist who hates you because of events that happened outside of the player's control, and a linear, railroaded path that will play out pretty much the same for everyone, differences in dialog depending on your faction allegiance aside.

Content-wise Lonesome Road is satisfactory, and it's almost worth it just for the pretty amazing atmosphere and look of the Divide. But this linear combat-focused gameplay path will not appeal to everyone, and anyone expecting a satisfactory conclusion to the story arc of Ulysses and the Courier might be in for a let-down. If you reflect on it for a while, there is some appreciation to be found in the clever way Ulysses' arc ties in with lessons the Courier learned over previous DLC, and like Elijah in Dead Money he's an image of the cost of obsessing and failing to let go, but this does not make the main narrative structure any more satisfying in an immediate sense. It's not a bad DLC overall, but it suffers from coming right behind the excellent Old World Blues.</blockquote>
 
Really good review. Finished the DLC, it's good. Not great. I felt that it's so short, because

Maybe the history would've been explained better, if more than 10 notes for Nostalgia achievement would've been put... Ulysses' speeches often come out not as "vague", but as "ramblings", which they kind of should be, [spoiler:da742d39a3]considering he went somewhat mad due to Divide disaster trauma[/spoiler:da742d39a3] but it makes the story's more difficult to comprehend than it has any way to be, with lack of explanations etc.

Also, the ending's [spoiler:da742d39a3]cliche, with ED-E's heroic sacrifice and epix battel. Oh well.[/spoiler:da742d39a3]

The environment's great, but I liked toxic Villa streets and Overlook Hotel-esque Sierra Madre much more. Liked the scripting, though, because it yields mostly good results (except for Tunnelers battles)

6 or 7 out of 10. Dead Money was the best DLC.
 
Long story short, the DLC did not live up to the hype. Ulysses is a cardboard patriot stereotype - using big words like nation or country, without actually talking about anything specific. The only lesson that he seemed to learn is that nuking the shit out of a country can break the nation living in it. Also, the way he speaks get freaking annoying half-way through the DLC.

Would enjoy it more, had not for the combat - lawd the engine is atrocious. My note - 6/10.
 
Nice review, although just going back to the player agency/Bioshock thing discussed here as well as in a previous thread, I quite appreciated it for what its intentions were. Given that the key moment that caused Ulysses to hunt you was entirely out of the player's control to begin with, I believe the inevitable launch of the Ashton missile matched extremely well to drive home that message of unintended consequences and, particularly, you as the antagonist. Sure there could've been a traditional Fallout-method of preventing that launch via various skill checks and whatnot, but I feel that would have missed the point - in taking away that option it served to highlight the greater world events outside of the player's own choices, as opposed to what you ARE in control of, again going back to the underpinning theme of LR.

I suppose one issue with having the player understand the impact of their actions is to do with timing - specifically in regards to how much the player already knows of the main story of New Vegas, as its likely we've all long completed and decided the fate of Hoover Dam and the region. I feel LR would work more effectively right after you've retrieved the chip, been courted by the major factions (and reputation reset to neutral) and realised its potential, THEN meeting Ulysses to further define your 'responsibilities', if you will, before returning to the Mojave to decide 'who wins'.

In other words, because Hoover Dam is always the final act in the story the order of events still works to an extent, but if you were still able to choose a side (but now bearing a greater burden of the weight of responsibility), it'd be even better.

All in all, I do feel that it was necessary to explain LR and the player's backstory by utilising player agency the way they did, as un-Fallout as it may have been for those key moments - it then makes the...well, 'yes-Fallout' choices more pertinent.
 
Ravager69 said:
Long story short, the DLC did not live up to the hype...

Of ocurse it didn't lived to his hype, with a few exceptions I've never seen anything so hyped like Ulysses and the relationship with the courier live up much longer.
It was bound to fail.

It's interesting that the dialogs with Ulysses happens in a similar way as with Daniel in HH, you have to go back and forth to trully understand his reasons and once a response is chosen, the dialog doesn't occour again even if you fail, unlike the majority of speech checks in the game.
One thing Brother None didn't spoiled or payed attention is your rep with NCR and Legion make a difference in how the dialogs progress, with Ulysses reasons being more clear when you are alligned with the Legion.
Problem is being hated with NCR and liked by the Legion requires effort, you trully have to work for this to happen and at the same time don't cut the main game contents in half.
No wonder only frumentarii wanders in the Mojave.

Great job warning about the nausea, those buildings askew make my head spin sometimes.
 
Another well written piece, can't really comment further because I haven't played Lonesome Road myself. Thanks to a very generous NMA member I will start playing tomorrow :)

:salute:
 
It's always refreshing to read a review written by someone with a brain. These are such a rarity in the industry now.
 
I'm only a few of hours into Lonesome Road, and this is exploring every corner (which didn't even give me anything good). But from what I've played I agree 100% with the review, it is VERY linear, Ulysses is starting to talk mumbo jumbo on me and I couldn't care less about what he has to say to be quite honest, ED-E's story is more interesting to listen to.

As for the commissary machines giving out bottle caps/things identical to bottle caps. I just thought that was a little bit of conveniently-placed silly humour and wasn't really bothered by it.
 
Hehe, those twisted buildings gave me a slight bit of nausea aswell. :D

I love this DLC. I loved Dead Money and was craving for more in a simila vein, and it delivered. I finished it 1 hour ago and will replay it with a different character this time. Unlike others, I wasn't really bothered with the linearity or the shooteresque moments, the dlc had a nice pacing so that one particular action never lastes too long and gives me a little break after a tense moment etc. The atmosphere was just the bomb (heh) - I always wanted to see such vistas in a Fallout game and it delivered. The level design was *awesome* - give the guy who did that a medal. Loved Ulysses, I really "felt" for him and his obvious inner twist made me pity and care for him. Hell, even the end fight was actually quite ok - first I accidently pissed him off so all hell broke loose - he has quite a punch and uses many different techniques and what not. His medical-eye bots were a nice idea, adding some layer of tactis to it. After the end some new areas were opened for me (the nuked long 15 and that courier's thingy) - loved both of em, the atmosphere there is great, and it was very hard for me to beat all those foes.

I also noticed that many people needed 5-6 hours for it, what? :o I have reached the 13-mark just before I ended it.. Maybe you missed out some content or simply rushed through it? :/

Simply loved it, I am craving for more and I'm sad that this was the last thing on Fallout we'll have for a while. :(
 
OakTable said:
Gotta say, BN, you do an excellent job at reviews. Very well thought out. We're lucky to have you around.

BrotherNone is the owner of the site (I think) We wouldn't be around period if it weren't for him :lol:


OT this review pretty much encapsulates my views on LR. Although I did think it was a bit too hard, but I'm bad at video games so make of that what you will
 
The only time I've turned the difficulty down (from Very Hard) so far was that fucking elevator ride. There was nowhere to run and it annoyed me.

Really glad ED-E in LR can't die even on hardcore, because it would be IMPOSSIBLE if he did die.
 
rehevkor said:
What UI mod is that used in the screen shots?

They're listed under the screenshots, but anyway: DarnUI, primary needs, adjustable hud, immersive hud (lets you hide elements of the hud and make them appear when certain conditions have been met, like making appear action points only when they're used), and that should be it.

As for the review, I would mostly agree with Brother None, although I wasn't really that bothered by the vagueness of the Courier's bits and pieces of backstory, mostly because I never saw this whole story arc as being about my player character, but rather about Ulysses (which I still wish had a more elaborate masterplan, though I guess I can see where it fits in the context of his role as a reinforcement of the DLC story arc themes and counterpoint to the Courier).
 
Sabirah said:
BrotherNone is the owner of the site (I think) We wouldn't be around period if it weren't for him :lol:

I think that's still Odin, and Kharn is merely a ruthless, remorseless dictator that has taken power thanks to his absence.

Still, he writes good reviews. I'm still looking forward to playing this expansion, though, as soon as I can tear myself away from my 5000th game of Jagged Alliance 2...
 
brfritos said:
Of ocurse it didn't lived to his hype, with a few exceptions I've never seen anything so hyped like Ulysses and the relationship with the courier live up much longer.
It was bound to fail.

Hmmm, can't say I agree. At least for some people he clearly/seemingly wasn't. Regarding Joshua Graham for example everyone on NMA seemed to agree that he fell short of expectations. Ulysses however is a lot more controversial as seen in the Lonesome Road Thread and on this very page.
 
Well, for Graham to not live up to the hype, that's not really surprising, really. It should have been clear from the very beginning that he just can't be how people imagined and posted about him and how it all was hyped up.

I feel like Ulysses - at least partly - got a similar problem. Not as much as Graham, but the hype still seemed to make him pretty big.

Good thing, that I was prepared for it and so my expectations neither for Graham nor for Ulysses had been this high and in both cases I wasn't disappointed about how they turned out to be.
 
Thanks, guys.

Sabirah said:
BrotherNone is the owner of the site (I think) We wouldn't be around period if it weren't for him :lol:

Nah. Miroslav founded it, Odin took it over and still owns it (and is still available for the tech side of things). Technically Silencer is the designated chief, I just am running things in his absence.

willooi said:
Given that the key moment that caused Ulysses to hunt you was entirely out of the player's control to begin with, I believe the inevitable launch of the Ashton missile matched extremely well to drive home that message of unintended consequences and, particularly, you as the antagonist. Sure there could've been a traditional Fallout-method of preventing that launch via various skill checks and whatnot, but I feel that would have missed the point - in taking away that option it served to highlight the greater world events outside of the player's own choices, as opposed to what you ARE in control of, again going back to the underpinning theme of LR.

As you indicate yourself, that's great taken without context, on a blank slate. It's not on a blank slate, it's in a Fallout game, and it is the very antithesis of some of the core precepts of Fallout. That's as disrespectful to the franchise as Bethesda's ever been.

In that sense it reminds me of New Reno, so it's typical MCA. He writes great RPGs, but he's always struggled with what makes Fallout Fallout.

You're also misinterpreting it. Ulysses stresses time and again that this *is* about choices, and Avellone literally said so himself. Small choices like delivering a parcel or opening a facility having unintended, major consequences. Problem is they're not actually choices, no matter how much Ulysses raves about "you could've just turned back". Bullshit. Make a player choose between two options in response to minor things, have the player know these areas and then make him choose where the rocket goes once its launched, whatever, it's easy enough to add the Fallout element that this is missing (if expensive).

sea said:
Where my opinion really differs is on the narrative side of things - I think Ulysses is a great character, and while his cryptic attitude can get just a little tiresome, overall the vagueness of certain plot elements help to bring out the themes and challenge the player intellectually more than just a straight up "here's exactly what happens" story would. No doubt people will be talking about it for a long while as well, something that a straightfoward story wouldn't have going for it.

All that and the examples you cite just highlight how little substance Ulysses' statements have, and how that lack of substance allows players to implement their own personal thinking. That's not good writing, that's not intelligent or thought-provoking writing, that's just "fill in the blanks" writing. There's a pretty significant gap there. When I think thought-provoking I think of books or sequences where the substance is solid but the truth is for you to determine, like Lem's Solyaris or Dostoevsky's Brothers Karamazov (the conversations with the devil in there) or Hesse's Steppenwolf. This is not that kind of thought-provoking, this is thought-provoking because you have to fill in something where there is nothing.

That's not to say it's horrible or stupid like Bethesda's writing, just that it is too vague to have any meaning in itself, and is pretty anticlimactic considering what one might expect from something with such a strong metanarrative. And I agree with you, the metanarrative is strong, but you shouldn't confuse metanarrative and actual narrative, they're different things.

Surf Solar said:
I also noticed that many people needed 5-6 hours for it, what? :o I have reached the 13-mark just before I ended it.. Maybe you missed out some content or simply rushed through it? :/

No rushing. It probably helped that I was at a very high level and well-equipped so combat didn't take long. Steam said 5 hours when I closed the game a bit after reaching the end, then I went back, hunted down the warheads (achievement!) and some other notes, but there wasn't much more to find. In that 5 hours I had got and fully upgraded the SMMG and Red Glare, found all of ED-E's upgrades, found about half the nostalgia notes and most of Ulysses' holo-tapes, and beaten every unique enemy in the area. You call that rushing through? Hah.

I went back to test more dialog with Ulysses and different endings, explored both post-ending areas and the Courier's Mile fully (that wasn't included in the 5 hours), and got to about 7 hours (8 hours including some travelling back to stash my stuff in my HQ in Big MT and doing some other non-DLC related stuff).

You must walk very slowly.

brfritos said:
One thing Brother None didn't spoiled or payed attention is your rep with NCR and Legion make a difference in how the dialogs progress, with Ulysses reasons being more clear when you are alligned with the Legion.

I mentioned it but couldn't really expand on it. I lost my saves a while ago, and had to make a new char, so now I only had an NCR character.
 
I find it incredibly difficult to stay interested enough to keep the game/DLC on for more than 30-40 minutes a go.

Pretty underwhelming, but whatever.
 
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