Fallout series

I have one DLC for New Vegas: Old World Blues. I loved it, in fact it's the only fun I really had in my short time with New Vegas.
 
I am playing through New Vegas again with a shittons of mods. When it comes to DLC, I love Honest Heart the most. Graham design, backstory and everything about him is great. The other DLC are also good (With dead money being the weakest of the bunch).
 
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.
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.
The thing that really grabbed me about Dead Money is how the atmosphere is just there from the start. You speak with the holographic projection of a clearly insane Elijah with the Sierra Madre in the background. The entire Villa feels like it's dead. The only friendly inhabitants of the place are holographic projections. They don't speak, they barely move. They stare at you with no expression, waiting for your commands. The other inhabitants are the Ghost People. I don't think you ever find out what they truly are, but they are scary as shit. Their movement is jittery and unnatural, like they're not even in control of their own bodies. They don't speak, only growl in distorted voices. I can't help, but love how Obsidian built the Sierra Madre. It's unfriendly and gives off a feeling of sadness.

Easily my favorite part of Dead Money is the casino itself. Almost perfectly preserved with holograms spread throughout the building. Going through the building and helping out your companions with their own personal struggles was fantastic. Bringing Dog and God together was a really great moment as was exploring the theatre and discovering what a real douchebag Dean Domino was. And then there was the Hotel Suites. Brilliant. Hologram Vera walking around everywhere, begging for help, begging for Sinclair. Made me get chills.

And just the story behind the Sierra Madre is great. Built as an opportunity for people to begin anew in the face of nuclear war. The Casino was supposed to be a fortress, the broadcast was to be a rescue call, the Villa was going to be a thriving city. But Vera and Dean's betrayal lead to the Sierra Madre being converted into a death trap. The broadcast that was supposed to lead to their rescue malfunctioned and was replaced by the advertisement for the casino. The Villa was poorly constructed due to Sinclair's fading fortune and fell into ruin. And the cloud swept over the city after the ventilation system fell into disrepair.
Sorry for writing all of that. I'm pretty sure I wrote something along the lines of that awhile ago, but I just love that DLC. Everything about it just connects with me and I always got the feeling that the people who worked on this DLC poured their hearts into it (Which is something that I really appreciate in a game and I think it's hard to find a game/DLC that gives off that feeling).
 
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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.
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?
 
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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 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.
 
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 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.
 
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?
Pretty sure it does, but I can't recall quite where.

And yes, the suits are from the Big MT. Explains why they were so unbelievably shitty.
 
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?
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.
 
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 >_>;
 
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 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).

Part of the lore that could be interesting for some, if it were to ever happen, was the lore of the world in Fallout. By that, I mean with other countries and regions. No doubt European countries went to war against the Middle East. That sort of thing would make one like to see how those lands fare in the post-apocalyptic world (oddly enough, there was a Fallout game that would have players go through a part of Europe though that would only be part of Russia but it never gotten a development team). We at least would know part of it is still around considering there were some NPCs from 3 such as Dukov and Alistair Tenpenny.
 
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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.
 
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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.
 
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.
Seems like it fails to capture the true essence of a vault: fucking up in an unimaginable way, leading to everyone's death.
 
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