- Joined
- Apr 1, 2014
lmao whoopsYou got the names mixed up.
This isn't the first time I've done this.
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
lmao whoopsYou got the names mixed up.
Dead Money is something I can't help, but sperg about. It's simply amazing. I didn't appreciate it at all the first playthrough because I am a complete pussy and shit my pants whenever I saw a Ghost Person. But the second time I played it, I went in with a beefy character and just explored. I was mesmerized.I finished Dead Money for the second time just now.
It's a very dividing DLC for sure, but I personally love it. It left me so drained, there's few video games that did that to me. Powerful stuff.
Oh yeah, I got that part. But I don't think why they turned into Ghost People was explained really. Maybe the Hazmat Suits used the same technology as the Harness suits in Old World Blues? I don't know whether I missed that explanation in OWB or DM.It was explained who the ghost people were: ordinary maintenance workers of the Sierra Madre trapped in their suits and horribly mutated by the Cloud.
But yes, you've summed up very well why Dead Money is so good.
I always figured they were like ghouls, perpetually undead people healed by radiation and the various chemicals of the cloud. Could also be harnesses, which would make a lot of sense.Oh yeah, I got that part. But I don't think why they turned into Ghost People was explained really. Maybe the Hazmat Suits used the same technology as the Harness suits in Old World Blues? I don't know whether I missed that explanation in OWB or DM.
I really liked the ghost people because to me they were like the perfect representation of how fucked up that world is. Like you said, they were just innocent workers who ended up in a shitty deal that left them trapped inside of their suits and were eventually turned into immortal monsters. Plus I just like how theyre such a stark contrast to the setting. Like you have big bright casino town full of gadgets and holograms, but you have these eerie looking guys in gasmasks stalking the streets of the town. And then you make the depressing realization that these creepy as shit guys are the only actual living things in the place aside from the survivors at the casino, and that the streets are otherwise completely empty. They just do a great job of showing how tragic the situation with the Sierra Madre is.It was explained who the ghost people were: ordinary maintenance workers of the Sierra Madre trapped in their suits and horribly mutated by the Cloud.
But yes, you've summed up very well why Dead Money is so good.
Pretty sure it does, but I can't recall quite where.Missed the part where you said they were mutated. I thought the Cloud was corrosive though and just kills what it touches. Does it say anywhere that they're mutated?
I think it actually says somewhere that their suits were so faulty that not only could they not be taken off, but the air tanks in their masks malfunctioned and basically pumped the suits full of cloud. I think it said that somehow instead of just killing them it mutated their internal organs and caused them to reform in some weird way so that their body is just one giant major organ. It also mutated their bodies so that they can survive what would normally be fatal wounds and they just go into a "fake death" while their bodies focus on healing, which means they're basically immortal. The only real catch is that since their whole body is a major organ if they lose any of their limbs they lose their healing and they die instantly.Oh yeah, I got that part. But I don't think why they turned into Ghost People was explained really. Maybe the Hazmat Suits used the same technology as the Harness suits in Old World Blues? I don't know whether I missed that explanation in OWB or DM.
Edit: Missed the part where you said they were mutated. I thought the Cloud was corrosive though and just kills what it touches. Does it say anywhere that they're mutated?
The vaults themselves do have interesting backstories since another user mentioned them all being part of an unethical social experiment (that was mean't to be used for a space program that the Enclave would of went with when it came to trying to find a suitable planet, all before deciding to go with a "plan B"). Aside from the vaults already mentioned, some noteworthy vaults include 68 and 69 (respectively, lets just say you have 1000 people, 1 female and the rest all male and vice versa for the other. Now imagine how bad that can go in many ways), 12 (All vault dwellers suffer a certain condition from radiation because the door doesn't close all the way.), and vault 15 (Where the founders of NCR, along with the raiders such as the Khans, came from. It housed people of different ideologies and cultures).I love how the lore builds up in this game. From the more 'humble' roots of the less-bureaucratic NCR, to the new laws of the land and discovery of more morbid Vault-Tec experiments, to how one man/woman that cheated death took advantage of being a Cleric of Justice/Anarchy.
I'm making my own Vault stories >_>;
The best vault is obviously 77.I love how the lore builds up in this game. From the more 'humble' roots of the less-bureaucratic NCR, to the new laws of the land and discovery of more morbid Vault-Tec experiments, to how one man/woman that cheated death took advantage of being a Cleric of Justice/Anarchy.
I'm making my own Vault stories >_>;
The best vault is obviously 77.
Ugh. I'm still waiting for the android release.Has anyone tried fallout shelter? Is it any good?
Seems like it fails to capture the true essence of a vault: fucking up in an unimaginable way, leading to everyone's death.I have, it's entertaining to have but I feel like there aren't many risks from the outside and from the inside. Aside from raiders and radroaches, the only danger your dwellers face are dying from you fucking up in making enough water, food and electricity rooms (which is difficult to mess up). What I was hoping is that depeding on the number of certain rooms, it could lead to complications within your vault dwellers.
Too many garden rooms? Good job, some spore plants have sprouted and are turning your dwellers into spore carriers. Better make a research bay to find a cure.
You have an armory! But without the proper mental stimulation that a classroom or an arcade provides now your vault dwellers are begining to become aggresive and antsy! A coup may be underway!
Etc.