Dead Money out, screenshots on Marketplace

I thought enemies (both type and level) were adjusted according to your own level, so why would it matter what level you are when you start the mission? If they've forced the encounters to have a certain level and difficulty no matter how high up you are yourself, I'll be very disappoint. I rarely climb higher than level 10 with my preferred settings.
 
Starwars said:
So I guess this means there's a lot of forced fighting in the DLC? I expected some of course but I read some reports which likened it to Operation Anchorage only with really good writing... Which is rather worrying.

How is the gameplay? Skill checks? Combat or ways to avoid it? Any exploration?

Its nothing like Anchorage. Most of it is hyperbole anyway.

There are stealth sections, puzzels to figure out how to get somewhere, you have to interact with your companions. And, and, and. It's a lot varied, some things really may a minute or two to figure out how to progress.
 
OakTable said:
[spoiler:ab4ce6706e]A place called the Big Empty. It's filled with pre-war tech and other things.[/spoiler:ab4ce6706e]

Well fuck me.

Tibbets.

FUCKING TIBBETS.

:D
 
Don't forget that in Avellone's initial PnP the Big Empty was a lot different from what ended up in the Sawyer-led version of Van Buren, we don't know what it would be in FNV.
 
Not sure how you're making the [spoiler:f561d03804]Big Empty = Tibbets[/spoiler:f561d03804] leap Tag.

EDIT: Unless I'm missing something about the original plans for Van Buren.
 
Ausir said:
Don't forget that in Avellone's initial PnP the Big Empty was a lot different from what ended up in the Sawyer-led version of Van Buren, we don't know what it would be in FNV.

Both versions were fantastic to me.

Although I'd love to see TGGG's take on it.
 
Wuzzat about the Big Empty and Tibbets?

Anyway, someone asked how combat based this is. It's really difficult combat wise, so it's preferable to sneak. Ghost People have hard hitting weapons and Security Holograms are invincible due to being just light and can only be turned off by hacking security terminals or smashing an emitter.

The Cloud, that reddish stuff you see everywhere, is poisonous and takes health over time. Cloud residue makes deadly poison, Nightvision, and a awesome but addictive martini. Another enviromental obstacle is that the radios and speakers around the Sierra Madre, due to being in decay for so long, now emit a frequency almost exactly like the one Elijah uses to make your collar explode. So you have to turn off or smash speakers before the collar detonates. There's also conventional traps everywhere.

Each companion has their own perk that deals with each of these threats. Dog will finish Ghost People for you, God makes traps not trigger, Christine can block radio signals for a time, and Dean can block the Cloud from hurting you for a time.
 
WorstUsernameEver said:
That actually sounds pretty cool. It also feels like you're rubbing salt into my PC gamer wounds though. :(
You guys get this:
[youtube]http://www.youtube.com/watch?v=juMWKWR_BCo&hd=1[/youtube]

So we are even.
 
OakTable said:
Wuzzat about the Big Empty and Tibbets?

Anyway, someone asked how combat based this is. It's really difficult combat wise, so it's preferable to sneak. Ghost People have hard hitting weapons and Security Holograms are invincible due to being just light and can only be turned off by hacking security terminals or smashing an emitter.

The Cloud, that reddish stuff you see everywhere, is poisonous and takes health over time. Cloud residue makes deadly poison, Nightvision, and a awesome but addictive martini. Another enviromental obstacle is that the radios and speakers around the Sierra Madre, due to being in decay for so long, now emit a frequency almost exactly like the one Elijah uses to make your collar explode. So you have to turn off or smash speakers before the collar detonates. There's also conventional traps everywhere.

Each companion has their own perk that deals with each of these threats. Dog will finish Ghost People for you, God makes traps not trigger, Christine can block radio signals for a time, and Dean can block the Cloud from hurting you for a time.

It does indeed sound pretty nifty. Despite the premise and how the basic idea sounds on paper - especially considering how non-Fallouty it might seem - it at least sounds like it's a well-designed little adventure (unlike Bethesda's creations).
 
Forgot something when mentioning the gameplay. There's these vending machines around the area. They run on the Sierra Madre's chips. You have to find codes for things like ammo and chems to unlock them at the machines. You can return cigarette packs and cartons or clothing to get more chips. Also, once you get inside the Casino, you can gamble and trade in Pre-War dollars to get chips.

Voice-acting is pretty good. Dog/God sounds like the guy who did the Master, Elijah sounds like the Colonel from Metal Gear, Christine sounds like Female Shepherd from Mass Effect. Only one I can't figure out is Dean.

Anyway starting up a new run of Dead Money. I'll take my time and try to find more foreshadowy stuff.
 
Thanks for the impressions guys. Was afraid that it'd be just a corridor shooter with a nice story grafted onto it but it sounds pretty well-designed, challenging and fun all in all.
 
WorstUsernameEver said:
Not sure how you're making the [spoiler:ed66ed3a9b]Big Empty = Tibbets[/spoiler:ed66ed3a9b] leap Tag.

EDIT: Unless I'm missing something about the original plans for Van Buren.

[spoiler:ed66ed3a9b]Tibbets is also called Big Empty. Though I cannot remember right now, what exactly the difference between old Big Empty and new Big Empty versions have been.[/spoiler:ed66ed3a9b]
 
Tagaziel said:
No, you fall into bitching and whining instead. You're mistaking skepticism (which is healthy) with hatred (which is stupid). Lexx was assuming that it's non-Fallout instead of waiting and analyzing it.

I wouldn't call it hatred. I would call it dogmatism. That's really the biggest problem on forums like this one.
 
Ultimately, while Dead Money is a pretty fun affair, it doesn’t really have the “wow” factor a few of the DLC packs did in Fallout 3. While the three hours it took to complete is on the longer side for downloadable content, I’m not really sure Dead Money is worth the full $10 asking price.

Yeah, I'm not so sure that reviewer cares about depth.


@LittleRobot

Remember the descriptions in Planescape and other games that described what people were doing? For the most part its similiar. And its brilliantly written.

Its really a unique experience.
 
Sounds good to me. So there will be at least no new super weapons.
 
C2B said:
Yeah, I'm not so sure that reviewer cares about depth.

That was my take too. Although he started strong by mentioning he favoured The Pitt over Mothership Zeta, he than concluded by putting a little too much emphasis on the lack of 'mad loot' and complaining about game mechanics that have been broken since FO3 (Local Map).

Not really anything mentioned about the quality of the atmosphere or how well the writing & story is presented.
 
Hey Innawerkz - this is the author of the Gamer Limit article.

Thanks for the feedback! For whatever reason, a few paragraphs regarding the quality of the writing/narrative weren't added into the full review (server rollback or what have you) - additionally, due to your comment, I clarified my position on "super loot", stating that it doesn't make or break a package for me, but others may have come to expect it, considering the pedigree of Fallout 3's various packs and gadgets.

My overall take on Dead Money is that it feels a lot like The Pitt, but the locales aren't as inspiring or original, and it doesn't contain enough "wow" moments like The Pitt did (such as the arena fight). I reviewed every bit of Fallout 3 DLC, and I gave The Pitt an 8.5.
 
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