The REAL prize of Dead Money

Wintermind said:
Well, the vending machines could only create junk food, ammo, and stimpacks, it's not like they could've made oil.

If they can make edible food from little scraps of metal then it's likely that they could create oil or at least some kind of artificial fuel. The only reason they needed oil in the first place was because in the Fallout universe synthetic oil had never been discovered.
 
I just finished a second playthrough of Dead Money and I gotta say that I really enjoy it. If we take it at a straight story/companion interaction level then it's really top-notch stuff. The companions are extremely well-written and also very well acted. Dead Domino in particular is just very nicely realized, his voiceactor totally nailed it.

Furthermore, the theme of letting go is really nicely woven into the game. It's a rare thing for games (even story-heavy RPGs) to try for a running theme like that, and like someone mentioned, it tied really nicely into the gold bars of the casino. It's actually pretty clever, playing on the greed of RPG players. In my game, I had resources so that I could *easily* make it through the Mojave but even so, seeing the gold bars and that little value number makes the looting finger itch.

I also enjoy the gameplay of Dead Money. I think it works well for the DLC even though it's not something I would like in a full-on game. I didn't have a huge difficulty problem though I really tend to take it slow in RPGs anyways. Gotta love some of the dick-moves the designers put in though... Going through a cloud, collar beeping from some radio that makes you a bit more careless, bear traps on the ground chew your legs up and then a Ghost People waiting on the other side of the cloud.

On the other hand, as well written as I find the story, I also find the elements more tied to the immediate gameplay to be not so well-written. The Ghost People are sorta explained (their origins at least) but in the game, they are just a faceless enemy. There is no real depth there, you don't get a sense of their "culture" or anything. They feel like they exist solely to be disposed of by the player (though I did enjoy fighting them).

The holograms and vending machines have already been mentioned. They work well for the gameplay segments but I think the tech level feels overdone. I can sorta buy the holograms because they are still very limited. I find the vending machines harder to swallow. The cloud is also a mysterious entity... But yeah, like someone said, perhaps the origins and working of these things will be explained, or at least explored, further in another DLC. The Big Empty seems like it could hold some answers.

But yeah, one of the greatest victories of Dead Money is that it doesn't feel like a "lightweight" experience at all. It doesn't feel like a quick snack, or just throwing some bones to the players. It feels uncompromised and demands a bit of attention from the player, which is great.
 
I was able to keep all 38 bars... took a while but I did it. In the end it wasnt worth all the time I spent doing it, I already had enough caps to buy anything or everything in the wasteland.
 
Plautus said:
I remember talking to a Fallout 3 fan right after Dead Money came out. He warned me, "Don't get Dead Money, it's stupid and it crashes, and you don't even get to keep the reward at the end!" Two months later, I boguht Dead Money and loved every second of it. That said, so much of the criticism of Dead Money seems to be centered around the "lack of rewards" and seems to come from the lowest common denominator of Fallout 3 fans, entitled brats who can't appreciate anything. I would like to begin by addressing the "lack of rewards" claim and explaining how incredibly false that claim is.

First off, the gold at the end of Dead Money isn't the real reward of the content pack. In reality there are three rewards, two material and one immaterial. The first material reward is, obviously, the Sierra Madre Vending Machine located in Father Elijah's Bunker. This machine, provided the player searched the Villa and Casino thoroughly, will provide NEARLY EVERYTHING THE PLAYER NEEDS TO SURVIVE. When one considers that 1,100 chips are awarded to the player twice a week in-game, and that the player should already have a few thousand chips from gambling at the Sierra Madre Casino, that means he or she will have a never ending supply of Stimpacks, super Stimpacks, rad-x, rad-away, food, alcohol, weapon repair kits, and even .357/.308 rounds at their disposal. This reward is far more valuable than caps, considering that it all but eliminates much of the survival aspect of New Vegas: by the time I left the Sierra Madre, I had 450 Stimpacks, 25 Super Stimpacks, 25 Weapon Repair Kits, 25 Rad Away and 25 Rad-X. Additionally, the armor and weapons found in the Sierra Madre are incredibly powerful. The Assassin Suit provides a +10 Bonus to sneak, and the Sierra Madre Armor, Reinforced is easily the best light armor in the game, and is on par with regular Combat Armor, except about eight pounds lighter! Of course, we need also mention that the Police Pistol is the strongest concealable weapon in the game, and the Holo-Rifle, if maintained properly, is a doomsday device of incredible proportions. To this effect, I have no idea why people were complaining about the equipment in Dead Money. Sure, it's no unbreakable Power Armor and electrocution sword, but it's still some of the best equipment New Vegas has to offer when used as a complement to vanilla equipment.

Of course, there is another reward attached to Dead Money: the experience itself. Dead Money brings a whole new environment and gameplay mechanic to Fallout: New Vegas. The Sierra Madre Villa and Casino together have just as many, if not more, new resources as/than any given Fallout 3 DLC, and there is a clear level of love and care put into the production of this content wholly lacking from any content pack in Fallout 3. From the design to the ambiance to the writing, it is clear that Dead Money was made because the developers wanted to make it, and weren't going to dumb it down for anybody. There is the key to Dead Money, and indeed all of New Vegas. The developers were passionate about the source material, and demonstrated a deep interest and understanding of the material with which they work. While the purpose of any DLC is to make money, it is obvious that the developers cared more about making a complete and thought-provoking experience than about turning out a half-baked product to make a quick buck. Dead Money had a great atmosphere and a clever, multilateral story that tied the history of the Sierra Madre Casino to its present. The premise and plot were far, far deeper than "kill Chinese Communists to get some weapons", and for that reason, the experience of Dead Money is just as valuable as rewards taken from it.

First off, let me make one thing perfectly clear. I despise Dead Money. The idea is cool, having the player explore a death-trap city to unlock it's secrets, reminiscent of The Pitt in Fallout 3. You are unfortunatly reduced to little more than a slave and have to earn your freedom and kill your master.

In execution it was a chore to play through. The traps I could deal with, the place has been booby-trapped by the greedy wastelanders that came before you and now they pass their misery onto you. The mist was a good idea, it made getting lost in the Villa the equivilent to a death sentance, and at first it gave the villa an errie feeling, but at the end I was sick of it. I never died from it and it gave nearly the entire DLC this bland red filter colour scheme. The ghost people were an alright choice, like the troggs they would always know where you were and hunt your unmutanted *** down and tear you to shreds, but then they get up after taking a clip of ammo from a machine gun just because you didn't take a limb off. Are these guys made of friggin' metal? Nothing is that durable in a construction suit. The only thing I recall fondly from this DLC are the holograms, you can't fight them, you can only avoid them and mess with their path sometimes.

But the worst of the worst is the god **** collar. It starts out simple enough, don't piss off Elijha. Then they decide to add in about 3 dozen radios that will activate the collar because unkillable robots, toxic gas, tough as **** enemies and crap weapons didn't make Dead Money frustrating enough. To add on to that, some of the radios are indestructable, because even construction workers in 2077 want you dead.

Add to that a condescending, smug overgrown smurf on steroids with another personality that is as dumb as a post, that thankfully can be saved, along with an egotistical ******* and you have some of the worst companions in videogame history. The one I liked was the freaking mute! The others seemed to forget that if one of us dies it's game over. Just because they have flaws and don't fit the norm doesen't make them good characters.

It's no surprise that people felt ripped off at the end of it. You have one mash-up of Nintendo Hard BS, unlikable characters, instant kill death-traps and an old fart threatening you all the way and you get a slapped on moral at the end of it. You also get a supply vender to make medical supplies stupifiyingly easy to come by, at reskinned grenade launcher that shoots blue plasma (I'll post a comparisson below), some decent clothing that doesn't beat the best armor you can get in vanilla and an automatic weapon that seems to be held together with duct-tape for how fast it degrades.

These are all a decent reward but for people like me who got a head-ache from the bloody thing it seems like a rip off for the effort put into it. If Honest Hearts is anything like Dead Money I will be pissed.

As promised, the holorifle to grenade launcher comparisson.

http://images.wikia.com/fallout/images/1/18/Holorifle.png

http://images.wikia.com/fallout/images/c/c2/Grenade_launcher.png

As you can see, they continue to screw over people who prefer energy weapons in favor of cowboy wanna-be's. They barely put any effort into creating an original energy weapon.
 
Unlikable characters? In a DLC where even the the people most upset with it's diffculty conceded it was well written? Ooook.

Also, no need to censor yourself. We enjoy typing expletives frequently here.
 
OakTable said:
Unlikable characters? In a DLC where even the the people most upset with it's diffculty conceded it was well written? Ooook.

Also, no need to censor yourself. We enjoy typing expletives frequently here.

It is well written, but it's just not fun to play with all the tacked on fake difficulty and game lengthening. Dean Domino is a prick, he tries to kill you not once but twice, one time was the first time you meet him, the second time he sics holograms at you. He was a jackass and I enjoyed putting a bullet in his smug face. Dog/God was annoying for how he plotted your demise when you weren't there, had to looked after constantly and continues to belittle you for being greedy when he has even worse problems and that's if he's in God mode. In Dog mode he's apparently submissive but stupid. Elijha is your standard evil mastermind/fanatic with no other personality other than being an evil bastard. Christine was the only likable one because she went about things like a normal person would, she tried to get out of there with you and kill Elijha. She never tried to kill you or insulted you unless you did something to provoke it. That and she didn't add to my headache by babbling away like the other blowhards in the DLC.

The backstory to the Sierra Madre is great, with a grand hiest and a love triangle. But the actual story told is pretty underwhelming, the only good parts were learning the backstory of the place and even then little is explained. Which is odd that you guys are giving Obsidian some slack when you would have attacked Bethesda for leaving out a small detail. The only backstory we get for the ghost people is apparently they were construction workers before the gas got them, we have no idea how an eccentric billionaire got his hands on such powerful tech when an all out war with China was being fought and the military didn't have that kind of hard-ware. And what would a resort be doing with a toxic cloud around it? How did it even get there?
 
First off, let me make one thing perfectly clear. I despise Dead Money. The idea is cool, having the player explore a death-trap city to unlock it's secrets, reminiscent of The Pitt in Fallout 3. You are unfortunatly reduced to little more than a slave and have to earn your freedom and kill your master.

In execution it was a chore to play through. The traps I could deal with, the place has been booby-trapped by the greedy wastelanders that came before you and now they pass their misery onto you. The mist was a good idea, it made getting lost in the Villa the equivilent to a death sentance, and at first it gave the villa an errie feeling, but at the end I was sick of it. I never died from it and it gave nearly the entire DLC this bland red filter colour scheme. The ghost people were an alright choice, like the troggs they would always know where you were and hunt your unmutanted *** down and tear you to shreds, but then they get up after taking a clip of ammo from a machine gun just because you didn't take a limb off. Are these guys made of friggin' metal? Nothing is that durable in a construction suit. The only thing I recall fondly from this DLC are the holograms, you can't fight them, you can only avoid them and mess with their path sometimes

But the worst of the worst is the god **** collar. It starts out simple enough, don't piss off Elijha. Then they decide to add in about 3 dozen radios that will activate the collar because unkillable robots, toxic gas, tough as **** enemies and crap weapons didn't make Dead Money frustrating enough. To add on to that, some of the radios are indestructable, because even construction workers in 2077 want you dead.

Add to that a condescending, smug overgrown smurf on steroids with another personality that is as dumb as a post, that thankfully can be saved, along with an egotistical ******* and you have some of the worst companions in videogame history. The one I liked was the freaking mute! The others seemed to forget that if one of us dies it's game over. Just because they have flaws and don't fit the norm doesen't make them good characters.

It's no surprise that people felt ripped off at the end of it. You have one mash-up of Nintendo Hard BS, unlikable characters, instant kill death-traps and an old fart threatening you all the way and you get a slapped on moral at the end of it. You also get a supply vender to make medical supplies stupifiyingly easy to come by, at reskinned grenade launcher that shoots blue plasma (I'll post a comparisson below), some decent clothing that doesn't beat the best armor you can get in vanilla and an automatic weapon that seems to be held together with duct-tape for how fast it degrades.

These are all a decent reward but for people like me who got a head-ache from the bloody thing it seems like a rip off for the effort put into it. If Honest Hearts is anything like Dead Money I will be pissed.

As promised, the holorifle to grenade launcher comparisson.

http://images.wikia.com/fallout/images/1/18/Holorifle.png

http://images.wikia.com/fallout/images/c/c2/Grenade_launcher.png

As you can see, they continue to screw over people who prefer energy weapons in favor of cowboy wanna-be's. They barely put any effort into creating an original energy weapon.

My first point is that if you read the terminals with entries by some of the construction workers, they say that the suits were extremely durable, managing to lock their users inside the suit, and the only thing that could cut through the material were cosmic knives. This and the fact that the workers have been mutated by the cloud explain why the ghost people are need to be disembered.

It has been said in the DLC that the speakers were shielded to prevent vandalism. Some of the shields have been weakened by the cloud, and some haven't.
 
White Knight said:
First off, let me make one thing perfectly clear. I despise Dead Money. The idea is cool, having the player explore a death-trap city to unlock it's secrets, reminiscent of The Pitt in Fallout 3. You are unfortunatly reduced to little more than a slave and have to earn your freedom and kill your master.

In execution it was a chore to play through. The traps I could deal with, the place has been booby-trapped by the greedy wastelanders that came before you and now they pass their misery onto you. The mist was a good idea, it made getting lost in the Villa the equivilent to a death sentance, and at first it gave the villa an errie feeling, but at the end I was sick of it. I never died from it and it gave nearly the entire DLC this bland red filter colour scheme. The ghost people were an alright choice, like the troggs they would always know where you were and hunt your unmutanted *** down and tear you to shreds, but then they get up after taking a clip of ammo from a machine gun just because you didn't take a limb off. Are these guys made of friggin' metal? Nothing is that durable in a construction suit. The only thing I recall fondly from this DLC are the holograms, you can't fight them, you can only avoid them and mess with their path sometimes

But the worst of the worst is the god **** collar. It starts out simple enough, don't piss off Elijha. Then they decide to add in about 3 dozen radios that will activate the collar because unkillable robots, toxic gas, tough as **** enemies and crap weapons didn't make Dead Money frustrating enough. To add on to that, some of the radios are indestructable, because even construction workers in 2077 want you dead.

Add to that a condescending, smug overgrown smurf on steroids with another personality that is as dumb as a post, that thankfully can be saved, along with an egotistical ******* and you have some of the worst companions in videogame history. The one I liked was the freaking mute! The others seemed to forget that if one of us dies it's game over. Just because they have flaws and don't fit the norm doesen't make them good characters.

It's no surprise that people felt ripped off at the end of it. You have one mash-up of Nintendo Hard BS, unlikable characters, instant kill death-traps and an old fart threatening you all the way and you get a slapped on moral at the end of it. You also get a supply vender to make medical supplies stupifiyingly easy to come by, at reskinned grenade launcher that shoots blue plasma (I'll post a comparisson below), some decent clothing that doesn't beat the best armor you can get in vanilla and an automatic weapon that seems to be held together with duct-tape for how fast it degrades.

These are all a decent reward but for people like me who got a head-ache from the bloody thing it seems like a rip off for the effort put into it. If Honest Hearts is anything like Dead Money I will be pissed.

As promised, the holorifle to grenade launcher comparisson.

http://images.wikia.com/fallout/images/1/18/Holorifle.png

http://images.wikia.com/fallout/images/c/c2/Grenade_launcher.png

As you can see, they continue to screw over people who prefer energy weapons in favor of cowboy wanna-be's. They barely put any effort into creating an original energy weapon.

My first point is that if you read the terminals with entries by some of the construction workers, they say that the suits were extremely durable, managing to lock their users inside the suit, and the only thing that could cut through the material were cosmic knives. This and the fact that the workers have been mutated by the cloud explain why the ghost people are need to be disembered.

It has been said in the DLC that the speakers were shielded to prevent vandalism. Some of the shields have been weakened by the cloud, and some haven't.

I don't have to cut apart a super-mutant to kill it and they are fairly durable. But how the hell can a normal human mutated by a toxic cloud be so indestructable?

Also your point about the speakers. How many fancy restauraunts that you know of have vandalism in the bathroom? The Sierra Madre was meant to attract rich customers, those kinds of people usually don't pointlessly wreck things. Besides some of those radios could only be destroyed via gunshot because they were out of reach. I doubt the Sierra Madre allowed guests to have fire arms.
 
Blatherscythe said:
White Knight said:
First off, let me make one thing perfectly clear. I despise Dead Money. The idea is cool, having the player explore a death-trap city to unlock it's secrets, reminiscent of The Pitt in Fallout 3. You are unfortunatly reduced to little more than a slave and have to earn your freedom and kill your master.

In execution it was a chore to play through. The traps I could deal with, the place has been booby-trapped by the greedy wastelanders that came before you and now they pass their misery onto you. The mist was a good idea, it made getting lost in the Villa the equivilent to a death sentance, and at first it gave the villa an errie feeling, but at the end I was sick of it. I never died from it and it gave nearly the entire DLC this bland red filter colour scheme. The ghost people were an alright choice, like the troggs they would always know where you were and hunt your unmutanted *** down and tear you to shreds, but then they get up after taking a clip of ammo from a machine gun just because you didn't take a limb off. Are these guys made of friggin' metal? Nothing is that durable in a construction suit. The only thing I recall fondly from this DLC are the holograms, you can't fight them, you can only avoid them and mess with their path sometimes

But the worst of the worst is the god **** collar. It starts out simple enough, don't piss off Elijha. Then they decide to add in about 3 dozen radios that will activate the collar because unkillable robots, toxic gas, tough as **** enemies and crap weapons didn't make Dead Money frustrating enough. To add on to that, some of the radios are indestructable, because even construction workers in 2077 want you dead.

Add to that a condescending, smug overgrown smurf on steroids with another personality that is as dumb as a post, that thankfully can be saved, along with an egotistical ******* and you have some of the worst companions in videogame history. The one I liked was the freaking mute! The others seemed to forget that if one of us dies it's game over. Just because they have flaws and don't fit the norm doesen't make them good characters.

It's no surprise that people felt ripped off at the end of it. You have one mash-up of Nintendo Hard BS, unlikable characters, instant kill death-traps and an old fart threatening you all the way and you get a slapped on moral at the end of it. You also get a supply vender to make medical supplies stupifiyingly easy to come by, at reskinned grenade launcher that shoots blue plasma (I'll post a comparisson below), some decent clothing that doesn't beat the best armor you can get in vanilla and an automatic weapon that seems to be held together with duct-tape for how fast it degrades.

These are all a decent reward but for people like me who got a head-ache from the bloody thing it seems like a rip off for the effort put into it. If Honest Hearts is anything like Dead Money I will be pissed.

As promised, the holorifle to grenade launcher comparisson.

http://images.wikia.com/fallout/images/1/18/Holorifle.png

http://images.wikia.com/fallout/images/c/c2/Grenade_launcher.png

As you can see, they continue to screw over people who prefer energy weapons in favor of cowboy wanna-be's. They barely put any effort into creating an original energy weapon.

My first point is that if you read the terminals with entries by some of the construction workers, they say that the suits were extremely durable, managing to lock their users inside the suit, and the only thing that could cut through the material were cosmic knives. This and the fact that the workers have been mutated by the cloud explain why the ghost people are need to be disembered.

It has been said in the DLC that the speakers were shielded to prevent vandalism. Some of the shields have been weakened by the cloud, and some haven't.

I don't have to cut apart a super-mutant to kill it and they are fairly durable. But how the hell can a normal human mutated by a toxic cloud be so indestructable?

Also your point about the speakers. How many fancy restauraunts that you know of have vandalism in the bathroom? The Sierra Madre was meant to attract rich customers, those kinds of people usually don't pointlessly wreck things. Besides some of those radios could only be destroyed via gunshot because they were out of reach. I doubt the Sierra Madre allowed guests to have fire arms.

You have a fair point about the ghost people, but with your comment on the speakers I have to disagree. Celebrities are rich, but that dosen't stop some of them creating scandals and embarassing themselves. Sinclair had the gift of foresight, and knew that some of the residents of the villas were bound to get drunk or in Veras case take drugs , and to prevent them from damaging anything, he shielded certain objects. Its also why he had a police station in the Villa as well as a surgery.
 
White Knight said:
Blatherscythe said:
White Knight said:
First off, let me make one thing perfectly clear. I despise Dead Money. The idea is cool, having the player explore a death-trap city to unlock it's secrets, reminiscent of The Pitt in Fallout 3. You are unfortunatly reduced to little more than a slave and have to earn your freedom and kill your master.

In execution it was a chore to play through. The traps I could deal with, the place has been booby-trapped by the greedy wastelanders that came before you and now they pass their misery onto you. The mist was a good idea, it made getting lost in the Villa the equivilent to a death sentance, and at first it gave the villa an errie feeling, but at the end I was sick of it. I never died from it and it gave nearly the entire DLC this bland red filter colour scheme. The ghost people were an alright choice, like the troggs they would always know where you were and hunt your unmutanted *** down and tear you to shreds, but then they get up after taking a clip of ammo from a machine gun just because you didn't take a limb off. Are these guys made of friggin' metal? Nothing is that durable in a construction suit. The only thing I recall fondly from this DLC are the holograms, you can't fight them, you can only avoid them and mess with their path sometimes

But the worst of the worst is the god **** collar. It starts out simple enough, don't piss off Elijha. Then they decide to add in about 3 dozen radios that will activate the collar because unkillable robots, toxic gas, tough as **** enemies and crap weapons didn't make Dead Money frustrating enough. To add on to that, some of the radios are indestructable, because even construction workers in 2077 want you dead.

Add to that a condescending, smug overgrown smurf on steroids with another personality that is as dumb as a post, that thankfully can be saved, along with an egotistical ******* and you have some of the worst companions in videogame history. The one I liked was the freaking mute! The others seemed to forget that if one of us dies it's game over. Just because they have flaws and don't fit the norm doesen't make them good characters.

It's no surprise that people felt ripped off at the end of it. You have one mash-up of Nintendo Hard BS, unlikable characters, instant kill death-traps and an old fart threatening you all the way and you get a slapped on moral at the end of it. You also get a supply vender to make medical supplies stupifiyingly easy to come by, at reskinned grenade launcher that shoots blue plasma (I'll post a comparisson below), some decent clothing that doesn't beat the best armor you can get in vanilla and an automatic weapon that seems to be held together with duct-tape for how fast it degrades.

These are all a decent reward but for people like me who got a head-ache from the bloody thing it seems like a rip off for the effort put into it. If Honest Hearts is anything like Dead Money I will be pissed.

As promised, the holorifle to grenade launcher comparisson.

http://images.wikia.com/fallout/images/1/18/Holorifle.png

http://images.wikia.com/fallout/images/c/c2/Grenade_launcher.png

As you can see, they continue to screw over people who prefer energy weapons in favor of cowboy wanna-be's. They barely put any effort into creating an original energy weapon.

My first point is that if you read the terminals with entries by some of the construction workers, they say that the suits were extremely durable, managing to lock their users inside the suit, and the only thing that could cut through the material were cosmic knives. This and the fact that the workers have been mutated by the cloud explain why the ghost people are need to be disembered.

It has been said in the DLC that the speakers were shielded to prevent vandalism. Some of the shields have been weakened by the cloud, and some haven't.

I don't have to cut apart a super-mutant to kill it and they are fairly durable. But how the hell can a normal human mutated by a toxic cloud be so indestructable?

Also your point about the speakers. How many fancy restauraunts that you know of have vandalism in the bathroom? The Sierra Madre was meant to attract rich customers, those kinds of people usually don't pointlessly wreck things. Besides some of those radios could only be destroyed via gunshot because they were out of reach. I doubt the Sierra Madre allowed guests to have fire arms.

You have a fair point about the ghost people, but with your comment on the speakers I have to disagree. Celebrities are rich, but that dosen't stop some of them creating scandals and embarassing themselves. Sinclair had the gift of foresight, and knew that some of the residents of the villas were bound to get drunk or in Veras case take drugs , and to prevent them from damaging anything, he shielded certain objects. Its also why he had a police station in the Villa as well as a surgery.

Still doesen't explain why he needs to shield the ones that are out of reach.
 
The only reason they are out of the palyers reach is beause they make your head explode, a lot of the speakers are also present in zones where contruction and movement of heavy objects was regular, you don't want the only way to comunicate evacuations in case of emergency to be easy damaged by the activities being carried on there.
 
Walpknut said:
The only reason they are out of the palyers reach is beause they make your head explode, a lot of the speakers are also present in zones where contruction and movement of heavy objects was regular, you don't want the only way to comunicate evacuations in case of emergency to be easy damaged by the activities being carried on there.

Wouldn't workers have radios on them?
 
So? speaker to comunicate everyone at the same time arem ore useful and fuctional than having to call person by perosn over radios and Risking the situation of people giving false announcements of emergencies over private radios.
 
Walpknut said:
So? speaker to comunicate everyone at the same time arem ore useful and fuctional than having to call person by perosn over radios and Risking the situation of people giving false announcements of emergencies over private radios.

Wouldn't there be a feature for the workers to all receive an important message?
 
Walpknut said:
Yes, it was the Speakers in the improtant areas transmiting the emrgency call.....

Well if the speakers got damaged from a collapsing building or something along those lines would the workers even need a call to get out of there? And if it was a gas leak they had those suits.
 
Anchorage: Say, will you enter a simulation for us? We'll give uber power armor and a cool looking energy weapon.

The Pitt: Go to pittsburg (Huh, I thought it was already a hellhole) and free the slaves! Oh wait, they still do hard labor afterward.

Broken Steel: Damn, the Lone Wanderer is like a Cockroach. How do you kill this prick cannonically?

Point Lookout: Eh, this one was pretty good and had a decent story.

Mothership Zeta: Fallout. IN SPAAAAAAACEEEE!

Dead Money: HolyshitIwillneverquestionfalloutdlcagainthisissofuckingcool.
 
For me, the greatest part of Dead Money was that we finally got a little bit of honest to goodness sci-fi in New Vegas and that it was really well done. Poignant story, great characters, cool technology, and all the great promises of the old world thrice dashed by human greed, hurt feelings and insanity all in one little vault.

The worst part of Dead Money? I had to compare Honest Hearts to it. That stung. But now I can't wait to check out the Big Empty!
 
[youtube]http://www.youtube.com/watch?v=QJktiGdG8xE[/youtube]

Thats the Dead Money bad ending, I just started my vacations and decided to record this one. it was hard to get all the requirements, turns out my Legion character had WIld Child reputation with the NCR, and turns out, Wild Child doesn't work for this, so I had to build a new character and completed Dead Money for the Third time and I finally got it. I like how Elijah pronounces "Blood Red Cloud", he puts some weird emphasis in some sylables.
 
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