Fallout: New Vegas Lonesome Road DLC Review
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There are no side quests, no supporting characters, few secrets and no sense that this is a real place you've been brought to. Achievements and Trophies are handed out for such mundane meta-tasks as finding abandoned warheads, upgrades for ED-E or buying weapon upgrades. Ongoing environmental challenges simply require you to find posters or journals dotted around the generic landscape. Fetch quests, one and all: there's about as much exploration here as you'd find in Gears of War 3.
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There's a bus containing a useful ammo stash on an elevated highway section. As soon as you go near the ammunition boxes, the Deathclaw spawns on top of the bus. Every. Single. Time. 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.
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Fans angry that they need to fork out more money to see the "real" ending of the game can rest easy. The events of Lonesome Road build to a suitably apocalyptic climax, but it has none of the depth, pace or meaning of the face-off between House, Caesar and the NCR that rounded out the original storyline. Completists will want to see it through, just to say they did, but it's a shame to see such an epic atomic age narrative go out with a whimper rather than a bang.