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* StuffBlowingUp: The Powder Gangers' WeaponOfChoice is sticks of Dynamite and power charges. The Boomers venerate anything that goes... well, ''[[ShapedLikeItself boom]]''.

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* StuffBlowingUp: The Powder Gangers' WeaponOfChoice is weapons are sticks of Dynamite and power charges. The Boomers venerate anything that goes... well, ''[[ShapedLikeItself boom]]''.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


** [[DeathWorld The Villa]], a decayed husk of a city built near what was supposed to be the greatest casino in the West. Infested by maybe-undead Ghost People who only kill, holograms ridiculously deep into the UncannyValley, polluted by a toxic atmosphere that won't let you ''sleep'' exposed to it, populated by a schizophrenic Super Mutant, a mute surgical experiment, a ghoulified Old World star, and an insane former [=BoS=] Elder, where EverythingTryingToKillYou is taken to 12. Even yourself.

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** [[DeathWorld The Villa]], a decayed husk of a city built near what was supposed to be the greatest casino in the West. Infested by maybe-undead Ghost People who only kill, holograms ridiculously deep into the UncannyValley, creepy holograms, polluted by a toxic atmosphere that won't let you ''sleep'' exposed to it, populated by a schizophrenic Super Mutant, a mute surgical experiment, a ghoulified Old World star, and an insane former [=BoS=] Elder, where EverythingTryingToKillYou is taken to 12. Even yourself.
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* SchoolGradeHacking: A sidequest involves helping a squad dubbed "The Misfits" improve, with one possible solution being to simply hack the camp's computer to make it seem like they're doing better than they are. However this results in them being ill-prepared for actual combat, with their ending stating that the ones who aren't killed in battle end up getting caught and executed for desertion.
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* ThematicSequelLogoChange: The logo is set up like a billboard in order to represent the New Vegas casino strip.
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** Though the further away you get from Legion or NCR areas the more violence and despair there really is. Most of Utah is considered a horrible place to live, and Raul even says how before the Legion took over Arizona that the the whole state was overrun by raiders and warring towns.

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** Though the further away you get from Legion or NCR areas the more violence and despair there really is. Most of Utah is considered a horrible place to live, and Raul even says how before the Legion took over Arizona that the the whole state was overrun by raiders and warring towns.

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* WhatMeasureIsAMook:
** The final ending to Joshua Graham's path in ''Honest Hearts'' depends solely on how you treat the White Legs captured leader, Salt-Upon-Wounds. If Joshua Graham spares him, then Joshua will become much more merciful and pleasant. Apparently the dozens of White Legs he slaughtered to get to that point don't matter. Or for that matter, the countless people who were killed, maimed, enslaved and crushed by the Legion, of which he was one of the core architects and the right hand Caesar. ''Or'' the many people, including the population of New Canaan, destroyed by Salt-Upon-Wounds. Both are merely {{backstory}} to redeeming one ruthless warlord by sparing another.

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* WhatMeasureIsAMook:
**
WhatMeasureIsAMook: The final ending to Joshua Graham's path in ''Honest Hearts'' depends solely on how you treat the White Legs captured leader, Salt-Upon-Wounds. If Joshua Graham spares him, then Joshua will become much more merciful and pleasant. Apparently the dozens of White Legs he slaughtered to get to that point don't matter. Or for that matter, the countless people who were killed, maimed, enslaved and crushed by the Legion, of which he was one of the core architects and the right hand to Caesar. ''Or'' the many people, including the population of New Canaan, destroyed by Salt-Upon-Wounds. Both are merely {{backstory}} to redeeming one ruthless warlord by sparing another.
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* WellIntentionedExtremist: All three of the main factions qualify to varrying levels of degree. Even a Good Karma Courier going for the Wild Card ending counts as it requires you to murder your employer to take control for yourself and forcibly drive out both the Legion ''and'' NCR with an army of robots just like House planned on doing.

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* WellIntentionedExtremist: All three of the main factions qualify to varrying varying levels of degree. Even a Good Karma Courier going for the Wild Card ending counts as it requires you to murder your employer to take control for yourself and forcibly drive out both the Legion ''and'' NCR with an army of robots just like House planned on doing.
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"[[RuleofThree Patrolling the Mojave almost makes you wish for a Nuclear Winter]]."

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"[[RuleofThree "[[RuleOfThree Patrolling the Mojave almost makes you wish for a Nuclear Winter]]."
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Up To Eleven is a defunct trope


* StuffBlowingUp: The Powder Gangers' WeaponOfChoice is sticks of Dynamite and power charges. Cranked UpToEleven with the Boomers, who venerate anything that goes... well, ''[[ShapedLikeItself boom]]''.

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* StuffBlowingUp: The Powder Gangers' WeaponOfChoice is sticks of Dynamite and power charges. Cranked UpToEleven with the Boomers, who The Boomers venerate anything that goes... well, ''[[ShapedLikeItself boom]]''.
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* UnstoppableMailman: Again, The Courier, the fandom even jokes that the game can be summed up with the phrase "local mailman becomes too angry to die".
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** Any of a number of [[StupidEvil female characters in the game who openly support]] [[StayInTheKitchen Caesar's Legion]]. [[NoWomansLand It's not as if it's a secret what they do to women]]. Though at least one of said characters was lied to.

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** Any of a number of [[StupidEvil female characters characters]] in the game who openly support]] support [[StayInTheKitchen Caesar's Legion]]. [[NoWomansLand It's not as if it's a secret what they do to women]]. Though at least one of said characters was lied to.



** During the final assault on Legate Lanius' camp, two NCR rangers arrive before the player and head up the climb toward the Legion's military leader. NCR rangers are famed sharpshooters, while Lanius is the greatest hand-to-hand combatant in an army that specializes in hand-to-hand combat. Naturally, the NCR rangers decide to run at Lanius with knives.

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** During the final assault on Legate Lanius' camp, two NCR rangers Rangers arrive before the player and head up the climb toward the Legion's military leader. NCR rangers Rangers are famed sharpshooters, while Lanius is the greatest hand-to-hand combatant in an army that specializes in hand-to-hand combat. Naturally, the NCR rangers decide to run at Lanius with knives.knives and are taken out in short order.
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** During the final assault on Legate Lanius' camp, two NCR rangers arrive before the player and head up the climb toward the Legion's military leader. NCR rangers are famed sharpshooters, while Lanius is the greatest hand-to-hand combatant in an army that specializes in hand-to-hand combat. Naturally, the NCR rangers decide to run at Lanius with knives.
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* SurprisinglyRealisticOutcome: Wearing the gear of a particular faction will make members of opposing factions hostile to the player -- you're wearing the other guy's armor, after all. And similarly, a faction's armor is not a get-out-of-jail-free card -- if you repeatedly commit crimes against a faction while wearing their gear, they'll still turn hostile to you.

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And some more cleaning


* ScarsAreForever[=/=]WoundThatWillNotHeal: The Marked Men get their skin ripped straight off of their flesh by the searing winds of The Divide, but because The Divide is so full of radiation, the Ghoulified soldiers are kept alive through it all, [[AndIMustScream and are unable to die as their skinless bodies are put through mind-breaking agony year after year after year]].
** Averted with the [[PlayerCharacter Courier]], who despite having been shot twice in the face and undergone surgery to remove the bullets and heal has absolutely no scar nor wound to show after recovering for a few days.

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* ScarsAreForever[=/=]WoundThatWillNotHeal: ScarsAreForever: The Marked Men get their skin ripped straight off of their flesh by the searing winds of The Divide, but because The Divide is so full of radiation, the Ghoulified soldiers are kept alive through it all, [[AndIMustScream and are unable to die as their skinless bodies are put through mind-breaking agony year after year after year]].
** Averted with the [[PlayerCharacter Courier]], who despite having been shot twice in the face and undergone surgery to remove the bullets and heal has absolutely no scar nor wound to show after recovering for a few days.
year]].


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* ShopFodder:
** Much of the Misc Item category is this. None are immediately useful like ammo, weapons, apparel, or aid items. Many can be used as crafting items. You can even make your own vendor trash in the form of tanned hides, which makes them much more valuable (especially the tanned golden gecko hide).
** The ''Old World Blues'' DLC does its level best to subvert this. The personality constructs in the Sink can break down completely worthless items and turn them into incredibly useful crafting material. The Book Chute can turn pencils and clipboards into scrap metal and duct tape weighing ''twice'' as much as the materials you recycled, Muggy turns worthless dishes into valuable gun materials, and the Biological Research Station turns plants you don't use into a generic slop which can be converted into the kinds of plants you do. The whole place is a hoarder's wet dream.

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Renamed per TRS


* VendorTrash:
** Much of the Misc Item category is this. None are immediately useful like ammo, weapons, apparel, or aid items. Many can be used as crafting items. You can even make your own vendor trash in the form of tanned hides, which makes them much more valuable (especially the tanned golden gecko hide).
** The ''Old World Blues'' DLC does its level best to subvert this. The personality constructs in the Sink can break down completely worthless items and turn them into incredibly useful crafting material. The Book Chute can turn pencils and clipboards into scrap metal and duct tape weighing ''twice'' as much as the materials you recycled, Muggy turns worthless dishes into valuable gun materials, and the Biological Research Station turns plants you don't use into a generic slop which can be converted into the kinds of plants you do. The whole place is a hoarder's wet dream.
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Removing flamebait.


-->'''[[spoiler:General Oliver]]:''' If our situations were reversed, [[WhatAnIdiot I'd see you hang.]]\\

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-->'''[[spoiler:General Oliver]]:''' If our situations were reversed, [[WhatAnIdiot I'd see you hang.]]\\\\
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* SwapFighter: In the "Dead Money" DLC, [[PlayerCharacter The Courier]] is given a companion called Dog and God, a nightkin mutant with split personality disorder, and the ability to decide which personality is in control of their body by playing recordings through their Pip-Boy. The Dog personality is DumbMuscle and the more brutal fighter of the two, able to kill [[RevivingEnemy Ghost People]] in a way that prevents them from respawning, while God is a well-spoken ControlFreak, granting a companion perk that makes The Courier stealthier and less likely to set off traps when in control.
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* ViolationOfCommonSense: The couple who stole Vance's 9mm submachine gun from the display in Nipton tell you about their plans to go on a robbing spree similar to Vikki & Vance (who themselves are {{exp|y}}ies of Bonnie and Clyde). To talk them out of it you first have to pass a speech check telling them ''it sounds like a great idea''. This will cause them to voice their doubts about it, and have second thoughts and drop it.

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* ViolationOfCommonSense: The couple who stole Vance's 9mm submachine gun from the display in Nipton Primm tell you about their plans to go on a robbing spree similar to Vikki & Vance (who themselves are {{exp|y}}ies of Bonnie and Clyde). To talk them out of it you first have to pass a speech check telling them ''it sounds like a great idea''. This will cause them to voice their doubts about it, and have second thoughts and drop it.
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* UnreliableExpositor: Major Knight of the Mojave Outpost and Jimmy from Westside are both this in terms of the Legion's policies concerning homosexuality. Jimmy says that Caesar [[BuryYourGays punishes homosexuality by death,]] (Experience from being a former slave) but Knight says the Legion is more tolerant of same-sex relationships than some parts of the NCR. (Though the player has to activate a Confirmed Bachelor check with Knight to even hear that.) Companion Cass's dialogue implies it (in a rather disparaging way) to be a common practice, directly contradicting Jimmy's story.

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* UnreliableExpositor: Major Knight of the Mojave Outpost and Jimmy from Westside are both this in terms of the Legion's policies concerning homosexuality. Jimmy says that Caesar [[BuryYourGays punishes homosexuality by death,]] (Experience (experience from being a former slave) but Knight says the Legion is more tolerant of same-sex relationships than some parts of the NCR. (Though the player has to activate a Confirmed Bachelor check with Knight to even hear that.) Companion Cass's dialogue implies it (in a rather disparaging way) to be a common practice, directly contradicting Jimmy's story.
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* ScarpiaUltimatum: The residents of Vault 11 were told that they had to sacrifice one of their own every year, or else they would all die. The residents decided to send their overseer as revenge for springing this on them, and thus began a tradition of their overseer being in charge of the vault for one year before being sent to die. To help stay safe, the residents all formed voting blocs. Prior to the events of the game, the members of the Justice Bloc threatened to nominate Nathan Stone, husband of Katherine Stone, to become the overseer if she did not agree to have sex with them. She agreed. They nominated him anyway.
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->**Courier:** But the girl is sick. With classic symptoms of, uh... Vagina Dentata?
->**Canyon Runner:** I think my Latin is better than yours.

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->**Courier:** ->'''Courier:''' But the girl is sick. With classic symptoms of, uh... Vagina Dentata?
->**Canyon Runner:** ->'''Canyon Runner:''' I think my Latin is better than yours.
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* VaginaDentata: Played with. At Cottonwood Cove, there are three people, the Weathers family, imprisoned by the Legion to be sold as slaves. The Courier can buy the Weathers off of Canyon Runner for 300 caps, or they can try to negotiate the price down by claiming they're *clearly* showing signs of a deadly disease. If, however, your speech isn't high enough...
->**Courier:** But the girl is sick. With classic symptoms of, uh... Vagina Dentata?
->**Canyon Runner:** I think my Latin is better than yours.
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** This trope is especially noticable in relation to ''Honest Hearts''. No matter how imminent the Second Battle of Hoover Dam is, no one takes any notice if the Courier leaves the Mojave for almost a month.

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** This trope is especially noticable noticeable in relation to ''Honest Hearts''. No matter how imminent the Second Battle of Hoover Dam is, no one takes any notice if the Courier leaves the Mojave for almost a month.



** Diplomacy (and judicious use of seductive perks like Black Widow or Confirmed Bachelor) can open as many doors for you as a lock pick or a hacked computer terminal. The speech stat still reigns king, however -- if you're lucky, you can pass a speech check that doesn't require speech ''or'' barter, such as using your intelligence, explosives, et cetera rating instead. Passing speech checks is no longer percentive, either.

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** Diplomacy (and judicious use of seductive perks like Black Widow or Confirmed Bachelor) can open as many doors for you as a lock pick or a hacked computer terminal. The speech stat still reigns king, however -- if you're lucky, you can pass a speech check that doesn't require speech ''or'' barter, such as using your intelligence, explosives, et cetera rating instead. Passing speech checks is no longer percentive, percentile, either.
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* SequelHook: ED-E logs, both in the main game and in ''Lonesome Road'', mentions an Enclave outpost in Chicago, which indicates that they may have not been completely wiped out.
** Chief Hanlon mentions that the NCR rangers have been "fighting ghosts" in Baja California, Mexico. What those "ghosts" are is never specified.

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--->[[spoiler:'''Allen Marks''' (on recording): "Prolly shoulda stayed at home... and taken care of my ma. She... always used to say people who... murder and steal... die bad in the end."]]

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--->[[spoiler:'''Allen -->[[spoiler:'''Allen Marks''' (on recording): "Prolly shoulda stayed at home... and taken care of my ma. She... always used to say people who... murder and steal... die bad in the end."]]



** The most valuable (currency-wise) item in the game are gold bars from the ''Dead Money'' DLC. However, they weigh 35 pounds and most vendors don't have over 10000 caps on them at a time. On the plus side, if you can manage to drag out the entire set, you could purchase the entire inventories of the Gun Runners and Van Graffs and still have leftover change.

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** The most valuable (currency-wise) item in the game are gold bars from the ''Dead Money'' DLC. DLC are the single-most valuable type of item in the game at 10,000 caps. However, they weigh each bar weights 35 pounds and most vendors don't have over 10000 10,000 caps on them at a time. On time, so their value is balanced by portability and practically, in that you'll have to buy enough each time to offset the plus side, loss. Furthermore, there are several items in the game (ammunition, high-end weaponry in good repair, and certain medical supplies) which are worth significantly more per weight than the gold from the Sierra Madre and thus worth more than their weight in gold. The gold certainly isn't ''worthless'', especially if you can manage to drag out steal all of it, but the entire set, you could purchase the entire inventories of the Gun Runners and Van Graffs and still have leftover change.value-to-weight ratio is far lower than expected.



** There are several items in the game (ammunition, high-end weaponry in good repair, and certain medical supplies) which are worth significantly more per weight than the gold from the Sierra Madre and thus worth more than their weight in gold.
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** The Fatman, which has less than 20 mini nukes to use in the ENTIRE game, at least until GRA came out and added more to purchase and new variants. The three Holy Frag Grenades which are even more powerful than the Fatman can only be obtained in a special encounter. And the Alien Blaster, a ridiculously powerful energy pistol that comes with a limited supply of ammo that you only get once.

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** The Fatman, Fat Man, which has less than 20 mini nukes to use in the ENTIRE '''entire''' game, at least until GRA came out and added more to purchase and new variants. The three Holy Frag Grenades which are even more powerful than the Fatman Fat Man can only be obtained in a special encounter. Wild Wasteland encounter, replacing two mini nukes. And the Alien Blaster, a ridiculously powerful Wild Wasteland-exclusive energy pistol with zero spread guaranteed to CriticalHit which will disintegrate nearly any target with a headshot that comes with a limited supply of ammo that you only get once.



** Mister [=RADical=], who found himself a radiation suit and assumed it made him totally immune to radiation because he couldn't "feel" any radiation in a highly radioactive area. Just in case you don't know how radiation works, you typically ''don't'' feel it, only its after-effects, and by the time radiation levels get high enough that you ''can'' feel them, you're as good as dead several times over. Radiation poisoning takes time to develop fully, which incidentally it did for Mister Radical, who passed it off as food poisoning. You find the idiot dead near a radioactive dump site, probably either been killed by his radiation poisoning or by the Golden Geckos inhabiting the place, and according to a log he had on him, he was preparing to drench himself in a fluid that was so horribly radioactive that, had he done so, it would have killed him and turned everything within a hundred feet of him nightmarishly radioactive in seconds.

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** Mister [=RADical=], who found himself a radiation suit and assumed it made him totally immune to radiation because he couldn't "feel" any radiation in a highly radioactive area. Just in case you don't know how radiation works, you typically ''don't'' feel it, only its after-effects, and by the time radiation levels get high enough that you ''can'' feel them, you're as good as dead several times over. Radiation poisoning takes time to develop fully, which incidentally it did for Mister Radical, [=RADical=], who passed it off as food poisoning. You find the idiot dead near a radioactive dump site, probably either been killed by his radiation poisoning or by the Golden Geckos inhabiting the place, and according to a log he had on him, he was preparing to drench himself in a fluid that was so horribly radioactive that, had he done so, it would have killed him and turned everything within a hundred feet of him nightmarishly radioactive in seconds.
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Doesn't fit the definition of "surprisingly" realistic outcome


* SurprisinglyRealisticOutcome:
** Hardcore Mode, which requires you to eat, drink, and sleep regularly, and keep track of your ammo and money's weights. Crippled Limbs must be healed by either a trip to the doctor or using a Doctor's Bag or Hydra item rather than just pumping stimpacks into it, and companion deaths are permanent.
** The NCR and the First Battle of Hoover Dam served as a reality check for the Legion. Conquering a bunch of disorganized tribes one by one is quite different from trying to take on an actual country that has a (comparatively) well-trained and well-equipped professional army. Also, human wave tactics worked very well in the past against tribals who focus on close combat, but against people with access to semi-automatic firearms and explosives, [[CurbStompBattle not so much]].
** The Mojave chapter of the Brotherhood of Steel got a similar lesson during the battle for the HELIOS One Solar Power Plant. The NCR was able to wipe out most of their forces simply because they had the ability to trade blows and replace lost manpower, while the technologically superior, but far smaller, Brotherhood could not. The fact that the Brotherhood's Elder and commander was a scientist who had no knowledge of military tactics, and a [[ControlFreak personality]] that made him [[GeneralFailure completely unfit for command]] certainly did not help.
** With the [[SillinessSwitch Wild Wasteland trait]], you will get [[WhenEldersAttack attacked by murderous grannies]] wielding rolling pins coming straight from a Monty Python sketch at one point. They last roughly as long as you'd expect violent grannies with improvised weapons would when attacking (without provocation even) a wastelander with a body count numbering in the hundreds wielding anything from a BoringButPractical {{Handgun}} or [[KnifeNut combat knife]] to a GatlingGood or [[EnergyWeapon Frickin' Laser Beams]] whom WouldHarmASenior (even if only in self-defense) and probably is a CombatPragmatist to boot.
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* SurprisinglyRealisticOutcome:
** Hardcore Mode, which requires you to eat, drink, and sleep regularly, and keep track of your ammo and money's weights. Crippled Limbs must be healed by either a trip to the doctor or using a Doctor's Bag or Hydra item rather than just pumping stimpacks into it, and companion deaths are permanent.
** The NCR and the First Battle of Hoover Dam served as a reality check for the Legion. Conquering a bunch of disorganized tribes one by one is quite different from trying to take on an actual country that has a (comparatively) well-trained and well-equipped professional army. Also, human wave tactics worked very well in the past against tribals who focus on close combat, but against people with access to semi-automatic firearms and explosives, [[CurbStompBattle not so much]].
** The Mojave chapter of the Brotherhood of Steel got a similar lesson during the battle for the HELIOS One Solar Power Plant. The NCR was able to wipe out most of their forces simply because they had the ability to trade blows and replace lost manpower, while the technologically superior, but far smaller, Brotherhood could not. The fact that the Brotherhood's Elder and commander was a scientist who had no knowledge of military tactics, and a [[ControlFreak personality]] that made him [[GeneralFailure completely unfit for command]] certainly did not help.
** With the [[SillinessSwitch Wild Wasteland trait]], you will get [[WhenEldersAttack attacked by murderous grannies]] wielding rolling pins coming straight from a Monty Python sketch at one point. They last roughly as long as you'd expect violent grannies with improvised weapons would when attacking (without provocation even) a wastelander with a body count numbering in the hundreds wielding anything from a BoringButPractical {{Handgun}} or [[KnifeNut combat knife]] to a GatlingGood or [[EnergyWeapon Frickin' Laser Beams]] whom WouldHarmASenior (even if only in self-defense) and probably is a CombatPragmatist to boot.
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Disambiguation of the two Houses


** [[spoiler:Mr. House, more specifically the Mr. House that is the half-brother to the one in the Lucky 38, during his reign at H&H Tools.]]

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** [[spoiler:Mr. [[spoiler: Anthony House, more specifically the Mr. House that is the elder half-brother to the one in the Lucky 38, 38's Robert E. House, during his reign at H&H Tools.]]
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* SinisterSouthwest: ''New Vegas'' adds some Western flavor to the series' normal post-apocalyptic wasteland. But the Dead Money DLC steers firmly into this trope: you get roped into a heist of the legendary Sierra Madre casino that's been bottled-up since pre-War times. Along the way you have to deal with a poisonous fog, creepy Ghost People, backstabbing companions, and ghostly (but still quite deadly) holograms that populate the casino and surrounding villa. [[spoiler:And then you find out the whole thing was built as a trap for a rival of the owner, who just so happens to be one of those backstabbing companions]]. As the narrator says, getting to the casino is not the hard part.

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* SinisterSouthwest: ''New Vegas'' adds some Western flavor to the series' normal post-apocalyptic wasteland. But the Dead Money ''Dead Money'' DLC steers firmly into this trope: you get roped into a heist of the legendary Sierra Madre casino that's been bottled-up since pre-War times. Along the way you have to deal with a poisonous fog, creepy Ghost People, backstabbing companions, and ghostly (but still quite deadly) holograms that populate the casino and surrounding villa. [[spoiler:And then you find out the whole thing was built as a trap for a rival of the owner, who just so happens to be one of those backstabbing companions]]. As the narrator says, getting to the casino is not the hard part.

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