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Fallout: New Vegas 5-Years Later Review


Downloadable Content:

I played the DLC in the order they were released and "after" completing the base game. I have to put that in quotes because after you complete the final quest of the base game, you are put back to a save prior to starting that mission. So while I played the DLC after the end, the events of the DLC all happened prior that mission, as far as the NPCs are concerned. This actually relates to one issue I have with the stories of some of these DLC. There are several references to the events of the other DLCs, as if they're being told by someone after all of the events occurred. I have a problem with this because I want to tell the story and not have it told to me. References and suggestions are fine, but effectively spoiling what is coming is a different matter and happened right at the end of the first DLC.


Dead Money:

This DLC traps you at the Sierra Madre resort, which has somehow survived the nuclear apocalypse. The resort, however, is locked down and surrounded by a red cloud that will kill you if you stay in it too long. You are trapped here because a mad man named Father Elijah wants to break into the Sierra Madre and raid its vault. The plan requires multiple people, so he has kidnapped you and others to complete the job, and rigged explosives collars on all of you to ensure compliance.

On its own the campaign and story here is kind of fun and enjoyable, but the map got annoying to me pretty quick. It is just so easy to get lost that it really hurt the experience for me. At times when trying to get somewhere specific that I had been to before, I just turned off clipping, pointed myself in the right direction, and went to it. Not what I would have preferred, but it at least got me there without getting lost between the different alleys, roof tops, and doors I would have needed to use otherwise.

This DLC also gets you the Holorifle, which is an interesting and powerful weapon. I continued to use it for the remainder of the game and DLC as my primary ranged weapon. After completing the DLC, you cannot return to the Sierra Madre. I spent five hours and 11 minutes in this DLC.


Honest Hearts:

This DLC takes you to what remains of Zion National Park, where the New Canaanites were living peacefully until the White Legs tribe showed up to claim the area. You get the opportunity to help the New Canaanites by either defeating the White Legs or helping them escape.

Honest Hearts runs a bit like a condensed version of the base game, with a large area with several places to visit and quests to explore. There are not many side quests, but enough to not complain. Actually the only mentionable issue I have with this DLC is its map. There are so many locations for you to visit and unlock, despite the map actually being fairly small. Some seem to only exist as caches, so they probably do not need their own map markers.

Still, this is a fun and enjoyable DLC, so play it if you have it. I spent three hours and 52 minutes in this DLC.


Old World Blues:

This is my favorite DLC for the game, and I think also my favorite experience from the game. You are teleported to Big MT, which is a think tank facility from before the Great War, and was put together to serve humanity with science. Eventually the scientists at Big MT had their brains removed and transplanted into machines to extend their lives, but are now also trapped at the facility. A radar fence will destroy the machines if they try to leave.

Most of the surviving scientists represent the Think Tank and have some silly personalities. This is part of the reason I so enjoyed the DLC, because these characters are just so ridiculous and entertaining with various old sci-fi references I get. The enemy of the Think Tank is Dr. Mobius, who repeatedly terrorizes them with messages and robo-scorpions. These are not the only threats you will come across, as the lobotomites will also attack you.

Oh, I should probably mention you are a lobotomite as well. When you arrived at the facility, your brain was automatically removed, along with your heart and spine. You got technological replacements, which come with some benefits, but yeah, your organs were removed and are floating in jars you can visit. Except for your brain. You cannot visit your brain because Mobius stole it. What is there to not enjoy about this story?



Two other points I enjoy about this DLC are that its map is not crowded with markers, like in Honest Hearts, and there are several rewarding side-quests that send you across the map to different facilities. These rewards were not just experience, but also useful weapons and armor. Plus, on top of all of that, I never felt an issue with balance, except a couple times when I got surrounded by enemies, but even then I was able to run away and escape, or get into a better position to fight.

In every aspect, I found this to be the best DLC for New Vegas, as it was fun, enjoyable, and amusing. And I have not even mentioned the toaster that wants to start another thermonuclear war! I spent seven hours and 16 minutes in this DLC, and I can return to it when I wish, which could be pretty often if I were still playing the game. Several items that would normally be useless can be converted into useful items here, so I would recommend visiting this DLC earlier than I did to reap the greatest benefit from it.



Lonesome Road:

This DLC attempts to tie up some loose ends from the base game, and answer questions previous DLC brought up. Honestly, I did not really care that much or follow it all that well. Part of that could be because I completed the base game first.

For this DLC you visit The Divide, which you apparently have some history with, as does the antagonist Ulysses. Ulysses is also the courier who was originally supposed to deliver the Chip, but refused, which led to you carrying it and getting shot in the head. Apparently that bullet also robbed you of a lot of your memory, because based on what Ulysses said, The Divide represents a significant part of your past, which makes it awkward to hear about. I mean he is basically telling you a story about your character that could probably fill its own game, but you have to be told because the player does not know any of it, and your character (in)conveniently does not know any of it either.

This lack of memory is also part of why I did not follow the story too well, because Ulysses talks in riddles, saying just half of what happened because your character knows what happened. Except your character does not know what happened, and neither do you. I get how it is supposed to be a significant story about your character's role in the world, but I already completed the base game and had a significant impact with that story. This wraps up a past I never knew I had, and had no involvement in because it predates the start of the game. Like I said above, I want to tell the story, not have the story told to me.

Another issue with this DLC is that some of the enemies you come across are really powerful. They will hit hard, are fast, not that easy to hit (Editor's Note: This is where V.A.T.S. comes in handy if you're using it), have a good amount of health, tend to swarm you, and will appear behind you, so I relied on god mode a few more times here as well.

I spent some four hours and 27 minutes in this DLC, which is very linear by the way, and I can return to it later, but I lack the interest to.


  1. Fallout: New Vegas Review - Introduction
  2. Fallout: New Vegas Review - Graphics
  3. Fallout: New Vegas Review - Story
  4. Fallout: New Vegas Review - Gameplay
  5. Fallout: New Vegas Review - Downloadable Content
  6. Fallout: New Vegas Review - Additional Gameplay Media
  7. Fallout: New Vegas Review - Conclusion
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