QUOTE(SubRosa @ Jul 1 2015, 09:48 PM)

Dead Money was my least favorite of the dlcs. I don't think I would ever want to do it again. Let me see if I can find my review on it from the winter:
First off, it does not feel at all like a Fallout game. Instead it seemed more like a Silent Hill game. You start out losing all of your gear and being thrown into a hostile environment with an explosive collar around your neck, and a madman with his finger on the switch. Making this worse, radios and speakers will make your collar explode. Some you can shoot out, many (read in the important areas) you cannot. You only have a few seconds to get through those areas, or your head explodes. Needless to say, I reloaded the game a lot playing this dlc.
The enemies come in two types. Ghosts are the first, most plentiful type. They are basically people in long black coats, gasmasks, and helmets, who jump and stagger around in a most inhuman fashion (I did mention Silent Hill right?). Killing them does not kill them. They just get back up after a minute or so. Unless you dismember them. This makes finding a knife very important. The second bad guys are holograms, which cannot be injured by anything. You have to either sneak past them, or shoot out their emitters. Said emitters are often placed somewhere that you cannot see, much less reach, without using the TCL cheat code to fly/walk through walls. That is all you face for the entire dlc, and they become very tedious, especially the invulnerable holograms (which are thankfully few).
On the plus side, the new spanish villa meshes and textures are just gorgeous, even in their post-war state. The interior of the Sierra Madre casino is even more lush and extravagant. But the best thing of all is that once more Serana takes a turn voice-acting some of the parts. Laura Bailey does the voice for Vera Keyes, a pre-war starlet whose hologram is also the spokesperson for the casino. She also does the voice for one of your companions, a BOS scribe who is initially mute, but later restores her voice. Or at least gets Vera's voice after a medical bot fixes her up.
We also get to meet Dean Domino, whom we have all seen on pre-war posters around the Mojave. He's a ghoul now, the only survivor of the Sierra Madre's grand opening, which also coincided with the nuclear war. There is a neat backstory between Dean, Vera, and the casino's owner - Sinclair. I won't give away spoilers, except it is about love, betrayal, and money.
One other nice touch I am noticing in the dlcs is that the characters within are linked together. The BOS scribe in Dead Money is referred to by Ulysees from Lonesome Road. She refers to Ulysees in Dead Money. Both were previously at The Big MT, the site of Old World Blues. Ulysees is the one who sent the White Leg tribe from Honest Hearts on the warpath, precipitating the events of that dlc. So obviously Obsidian had these all planned out in advance, for them to have linked the characters and events together so. That is a very good touch.
All in all, I did not really like Dead Money much though. I don't think I will ever want to do it again. I did not mind losing all my gear. But what drove me nuts was the bomb collar that was constantly being set off all the time by radios you cannot see, destroy, or ever find (I think they place some between the walls). Combined with that the town outside of the casino is a maze of twists and turns and multi-story buildings, all of which look exactly the same. So you wind up going through the same places over and over again, and constantly reloading because the invisible or invulnerable speakers are blowing you up. Oh, and lets not forget the clouds of poison gas that start killing you after seconds of exposure. In the end it just became very frustrating, and I couldn't wait to get it over with.
One other point of note, is that once you start the dlc, you cannot leave the Sierra Madre and go back to the Mojave until you have finished its main quest. After you finish the main quest, you can still explore around the casino and surrounding town all you like. But once you leave for the Mojave, you can never go back. This is similar to Honest Hearts, where once you journey to Zion, you cannot go back to the Mojave until you finish its main quest. But with Honest Hearts you can still return to Zion at any later time. Lonesome Road OTOH, you can leave any time, and go back any time.
I was afraid this was the same one, lol. Urk.
QUOTE(Lopov @ Jul 2 2015, 08:19 AM)

QUOTE
Oh, if you know any tips to give on getting through the exploding collar area, I'm all ears!
I didn't find speakers or radios that problematic, from my experience most of them can be destroyed or turned off remotely. Elijah, your captor, gives some good tips at the beginning of the DLC, how to deal with them - scout the area you're in and try moving e.g. left - if it starts beeping, try moving right until it stops etc. It doesn't work always, though.
If you see red speakers, don't bother with them, you can't destroy them with any weapons, you can only turn them off, though not all of them. If you see blue speakers, you can destroy them with any long-ranged weapons. Radios can be both destroyed from afar or turned off manually. As I said before, I had problems with only one speaker close to the end of the DLC, because it's hidden behind some pipes.
One of the companions in the DLC, I can't remember which one, gives you a Signal interference perk so your collar doesn't start beeping automatically, instead there are a few seconds of delay which often allows you to find the speaker or run through the area until the collar stops beeping.
I recommend searching for holograms behind doors and counters, most of them aren't in the plain sight and can be either destroyed by force or turned off with high enough Repair skill.
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Jumping to another topic, I did some reading today on the FO wiki regarding Joe's weapon - the rebar club. Not counting the unique Nuka Breaker, the rebar club is a melee weapon with the highest strength requirement, it can be effectively handled if your STR is 9, so fortunately Joe can wield it easily. However, it is one of the most durable weapons, according to the wiki, it can strike about 1245 times from full condition before breaking, which is a lot! I got curious of this when I noticed that the weapon's condition almost hasn't changed ever since Joe wields it.
For a comparison, Nuka Breaker, which is a unique rebar club, can strike 995 times from full condition before breaking and Oh, Baby, the most powerful melee weapon in the game regarding the damage, can strike 495 times before breaking.
Oh boy, hints !!! Thank you, Lopov !!!