The REAL prize of Dead Money

Plautus

Angry Preacher
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.
 
Don't forget the best reward: Learning to let go. :>

Leaving the gold behind was really hard for me. But it was the only way to get out. And in the end, it didn't affect me negative- it was positive, because I have been able to return to the mojave wasteland and not ending up locked in the vault. :>
 
I wanted the gold, but mostly just so I can put it on a shelf and have it look pretty and unique. Even though I certainly didn't need the caps, I found the need to take them for how utterly invaluable they were.
 
Meh, as I said before; unlike the FO3 DLCs Dead Money did not feel like shoot'n loot experiences.
Sure there was new stuff to pick up for use during the DLC and the main game, but like DM's developers said on their blogs; DM was also sort of like a chapter in a mini series that add to the main game.

A nice self contained story that tied in to some of NV's main campaign like finding out what happened to Father Elijah and what his cryptic message of saving the Brotherhood and making the Mojave as it should have been, was all about.

And at the end it gave us plugs for the next stories as well as another tie in to the NV main campaign; the identity of the mysterious seventh courier and that he has some kind of connection to the Courier that might surprise the player.

That beats additional combat missions against the Enclave any day.
Can't wait for Honest Hearts, Old World Blues, and Lonesome Road.
 
Plautus said:
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.

You know, this reminded me a discussion I've seen on The Vault Forums. People were actually complaining that you aren't forced to kill the enemies, you can talk to them. They were refering exactly by the quests in Fresside, but for example, High Times can be completed by killing, bribing or talking with the drug dealer (you don't fail the quest if you kill Dixon).

This stunned me, honest. So now having choices is wrong? 90% of the quests that involve factions and NPCs can be completed by bribe, conversation or simply blowing people's heads. But the choice belongs to the player.
And this is a bad thing? :facepalm:

As for Dead Money I've found the story very engaging.
Merging Dog/God for the first time make me really "choke up and don't say nothing", what a fantastic end.
For those complaining, you can kill him too.

A-hole. :|
 
I loved how dead money started off like a survival horror! Also, it took forever to earn that voucher, but it was worth it! I now have an unlimited supply of stimpacks and thanks to the repair kits, I no longer have to relay on merchants to repair my weapons.

As for the Holorifle, I never thought I'd find a weapon as reliable and powerful as the Ballistic Fist!

Also, I picked up a gold bar just so I could put it on a table in my lucky 38 suite. :3

All in all, Dead Money was a great experience and gave great rewards. People who were expecting a Fallout 3 dlc really need to up their standards.
 
WelcomeToNewReno said:
Also, I picked up a gold bar just so I could put it on a table in my lucky 38 suite. :3

The one bar I picked up is acting as a doorstop in my Novac suite. Staying classy. :V
 
WelcomeToNewReno said:
People who were expecting a Fallout 3 dlc really need to up their standards.

Well it did give us the Vending Machine, to balance what the Enclave losing in F3 was too sense. Seriously, I know you can just not use the damn things but from a canonical perspective am I the only one who finds them fucking ridiculous?
 
Faceless Stranger said:
What? The vending machines?

Yes, the vending machines, at a casino, which can turn metal chips into food, ammo and medical supplies. The machine which rendered all kinds of arms, food and pharmacuetical industries obselete.
 
The Enclave 86 said:
Faceless Stranger said:
What? The vending machines?

Yes, the vending machines, at a casino, which can turn metal chips into food, ammo and medical supplies. The machine which rendered all kinds of arms, food and pharmacuetical industries obselete.

Of course, if you really think about it, you'll become obselete because you will focus only in one product, not because of the vending machines.
Or every weapon uses only .308 cartridges? :roll:

One of the things I like in FNV is that you don't have only one way to do things. You can pick the Jury Rigging perk or you can go to Sierra Madre and be able to have many WRK as you like for achieving the same end; you can earn the Voucher at the casino or you can make "slugs", as my 1 luck character learned (or you can try gaining money in a casino with 1 point in luck. Good luck with that :P); you can be a stealth sniper or use the AMR, wich don't require stealth snipping; or you can be a total jerk the whole game or a total saint.
This apply to your character too, you can make a melee build relying on critical hits or one relying in pure damage (that Heavy Hand perk surelly makes unarmed and melee powerfull).

Every choice is available to the player, but I see a lot of complain because the choices brings consequences, unlike FO3.

[ ]'s
 
They were ridiculous. They made a lot of sense from a gameplay perspective and that was enough for me to ignore them while playing it. They should've had you go and find out more about how they worked, or atleast let you find out, so you can learn about the crazy pre-war tech that powered them, creating items out of fucking nothing like it's the goddamned diamond age.
 
Don't forget invincible holograms that are able to fire deadly lasers. I know the world of Fallout has impressive tech, but even the military didn't manage to create that sort of doomsday stuff, and Science! only goes so far. Yes, from a gameplay perspective it was fine, but why make it so the machines created the item, rather than just having them in store? It's not like ammunition and weapon mods in vending machines are out of place in crazy pre-apocalyspe America.

Anyway, I really liked the ''learn to let go'' theme. Very unusual for a video game where the PC is encouraged to min-max and grab everything that's not nailed down and then some. And true, the Holo-Rifle is a Gauss weapon with 4 shots and integrated night vision, as if sniping wasn't do damn overpowered in this game already. Stop encouraging me Obsidian!

I still brought back 2 bars for decoration. Yay for backpack mods :D
 
Ilosar said:
Don't forget invincible holograms that are able to fire deadly lasers. I know the world of Fallout has impressive tech, but even the military didn't manage to create that sort of doomsday stuff, and Science! only goes so far.

first off it is spelled SCIENCE!

And you can't put limits on SCIENCE! That is like trying to punch out a Train or piss out the SUN, it can't be done.

If SCIENCE! says it can be done.....that it can be done. even if they don't tell you how it works(Shh it's a secret)

Quagmire69 said:
Fallout 3 fans, entitled brats
Cause we like a linear story rather than mindless fluff.

I think it should read "Cause we like a linear mindless story rather than that thinking stuff"

I get that allot from FO3 fans I know. Some people just don't like thinking and just want the doggie treats right now.
 
Its pretty obvious the origins and the hows of the tecnology in the Sierra Madre will be explained in Old Wolrd Blues- So maybe they have a very good backstory for them? I think the Vending Machines weren't so widely used because they caused all that nasty polution that coul eat flesh away? I was not able to get all the logs on my first PT of Dead Money, do they explain where the Cloud came from? Side effects of tapping into the primal nature of matter itself? Did the Holograms needed some sort of chemical to take form? Its obvious the holograms wouldn't be so useful in the Batlefield in the resource wars, a well palced emp grenade would destroy the holgorams, they don't have such a long radio of action and it seems even a bullet from a 9mm can destroy the generators. Just especulation.

And I mostly agree on the first post, Dead Money was more than some phat loot and killing fest it was a compelte experience, in both gameplay and story.
 
I thought the vending machines were more symbolic, they were there to show how far mankind could have risen before the war. Not to mention that if the vending machines had become widespread the resource wars wouldn't have needed to be fought in the first place. :?
 
Well, the vending machines could only create junk food, ammo, and stimpacks, it's not like they could've made oil.

As for the holograms, they maybe should've stunned you, knocking you out whereupon a robot would show up and put you in jail. This would be fine until you get to the casino, whereupon you can't get out, so there would have to be a jail in there too.

That or you've gotta apply the 'Let it go" feeling to all your issues; just let it go.
 
I think that's a pretty good idea. There should have been a small "prison" cell in the casino, where troublemakers are taken to temporary, until the police shows up. So if the player would do something that makes the holograms aggressive, they will knock him out and something carries the player to the cell, where he now has to try to break out. If you do trouble again, holograms knock you out again and you awake in the cell again, etc. (just this time you simply walk out of the cell, as you broke out once already).
 
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