Fallout : New Vegas Dead Money

Review

posted 1/28/2011 by John Yan
other articles by John Yan
One Page Platforms: 360
It’s time for the first DLC to appear for Fallout: New Vegas, and I was kind of excited to get back into the Fallout world after being away for a while. Titled Dead Money, the DLC follows the familiar formula of most Fallout 3 DLCs where you are stripped of your equipment and companions before you embark on the quest.

Traveling to an area on the map that’s designated by a radio signal once you download the DLC, you’re greeted with an abandoned Brotherhood of Steel bunker where you are soon captured by a mysterious person named Elijah and whisked away to the Villa, which leads to the Sierra Madre hotel. You’re tasked to enter the Sierra Madre, steal what’s in the vault, and return it to the stranger.


To keep you in line, you’re outfitted with an explosive collar that will blow your head off should you disobey or try to run away. The first mission is to recruit three more companions to help you on your quest. A mute woman, Nightkin, and ghoul comprise the rest of your team and after braving through the Villa, you’re off to the hotel to complete the heist.

Now, the Sierra Madre’s sort of stuck in time as the grand opening of the hotel was interrupted by the atom bombs being dropped around the States, Afterwards, a mysterious red cloud descended on the area and this cloud has kept the area in and around the Sierra Madre in confinement.

Inside you’ll find some a tough cast of monsters to deal with. The DLC suggests you should be at least level 20 to partake and you really do need to be an experienced adventure to survive. The new enemies in Dead Money can really pack a punch and some are indestructible. The Ghost People are people that are wearing haz-mat suits and are always hostile to the player. The unique thing about these folks is if you don’t decapitate, dismember, or decimate these guys, they pop back up with full heath. They are the first enemies you’ll encounter in various types with different weapons and they offer a good deal of resistance.




The other main enemies you’ll encounter are holograms. They’re just like the name implies and they’re pretty much immune to gunfire. The only way to get rid of them is to find the emitter and destroy that. It’s also best to avoid them as they can really do a great deal of damage when they attack. The holograms were enemies that I didn’t really care for since you can’t really kill them without finding the emitter and it doesn’t take much from them to bring you down. Thankfully, they have a limited field of vision and it takes a little bit of time for them to turn hostile but of the two new enemies, these guys are ones that I could’ve done without.

Besides having enemies wanting to end your life, your collar actually can be fatal due to radios in the Villa and Sierra Madre emitting a frequency that can set them off prematurely. Thankfully, you get a good deal of warning as your collar will start beeping and you’ll feel the pulsating of your controller at the same time. If you don’t disable the radio that’s on or run to an area that’s away from the radio in time, boom goes the dynamite. Some radios can’t be destroyed by gunfire so you’re either going to have find a way to disable them or avoid them all together. Let me say, this is probably the most annoying aspect of Dead Money. Certain situations that you’re put into make it artificially difficult at times since you’re trying to find a way to disable the radio or get around it. I’ve died many times just trying to hunt for the radio that’s setting my collar off. The last part of the DLC in getting into the vault of the Sierra Madre really made for a frustrating time and I spent more effort in making sure my collar didn’t explode than dealing with the holograms or the damaging cloud.
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