

So Lonesome Road has already squandered most of what made New Vegas so much fun by the time it reaches its rather garbled conclusion, which leaves the loot to tip the balance. This content is hosted on an external platform, which will only display it if you accept targeting cookies. It's more Call of Duty than Fallour and, inevitably, beating such clockwork foes becomes a question of knowing when and where they'll spawn and planning accordingly, rather than actually using any of the RPG skills you've accrued over however many dozens of hours of gameplay. As soon as you go near the ammunition boxes, the Deathclaw spawns on top of the bus. There's a bus containing a useful ammo stash on an elevated highway section. Crude monster closets are another, as enemies appear magically whenever you cross certain invisible boundaries.

Having the right weapons appear just before they're needed is but one of the FPS traits that has leaked into the game via Lonesome Road. Like the Deathclaws, they're used as obstacles in your one-way path rather than free-roaming fauna, their arrival often heralded by convenient caches of flamer fuel and flare guns, as fire is the only way to scare them off. They don't hit quite as hard as Deathclaws, and look worryingly like Sleestaks from Land of the Lost, but they travel in packs and can easily rip you to shreds. Tunnellers, the only new monster type introduced, are much the same. If you spent the main game studiously avoiding Deathclaws, then you're out of luck here this DLC has a charming habit of dropping three or four of those two-hit-kill bastards right in your path, and the narrow design means there's often no safe way past them without judicious use of Stealth Boys. What's gonna physically stop them either narratively or gameplay wise? If you are smart enough to beat the enemies several levels over your own that's not a weakness of the game neccesarily.Lonesome Road compensates for this disappointing corridor construction by ramping up the difficulty. There are still unique weapons and many of them are locked behind being a higher level.Īs for narratively stopping people from exploring the wasteland. And though I understand some of the dislike of the random legendary loot. The places that weren't totally destroyed would have more loot. It makes sense that the difficulty should be rewardless.

Even if it's supposed to be hard and difficult. Where most useful things have been destroyed by atomic annihilation or time. Where only crazy or desperate people hide away from the rest of the world and monsters roam. It's a bad place, the result of a bad time. I think that it adds to the impact of the story of how bad the glowing sea is narratively. Is there any reason to wander off into death valley in real life? Some places are just desolate.
