Fallout: New Vegas Lonesome Road DLC Review
Fallout: New Vegas — Lonesome Road (PC, PS3, Xbox 360)
Reviewed on Xbox 360
Release Date: September 20, 2011
One of the big reasons I enjoy Western RPGs is because I love conversations. Just love ‘em. But they can get out of hand, if developers aren’t careful, and Obsidian clearly wasn’t careful when they were putting together the Lonesome Road.
Old World Blues had it’s share of long conversations, but those were funny. Lonesome Road isn’t the least bit funny, and so long conversations can really wear on you if they aren’t engrossing. And they aren’t engrossing, either.
In Lonesome Road, you travel to the Divide, a place ravaged by earthquakes and nuclear fallout, at the behest of a former courier who refused to carry the Chip that is the catalyst for your adventures in New Vegas. You’ll find an eyebot there, and this former courier will talk to you through it. And he’ll talk to you a lot.
He’ll speak cryptically, for the most part, leaking bits of information about your past involvement with the community in the Divide. It takes a ton of prying on your part to get any real information out of him, and after about ten minutes of listening to him spout philosophy at me, I felt like I was ready to give up on this DLC altogether, because I really just didn’t give a damn about what he had to say.
He like the TV show Lost in NPC form, creating mysteries that aren’t really that interesting only to offer reveals that are ultimately boring. And that’s when he even bothers to explain himself. You’ll hear him rant plenty about the Chip and how Vegas is a corrupt vestige of the Old World, and you’ll never really learn why he gives a damn about those things.
The description for this DLC offered up by Obsidian says this: In Lonesome Road you are contacted by the original Courier Six, a man by the name of Ulysses who refused to deliver the Platinum Chip at the start of Fallout: New Vegas. Ulysses promises the answer as to why he didn’t take the job, but only if you make one last journey into the hurricane-swept canyons of the Divide, a landscape torn apart by earthquakes and violent storms.
Don’t worry to hard about the Chip, though, because he’s not going to tell you why he wouldn’t carry it. Or maybe he did, and I just zoned out during that part. The point is you’ll talk to him for an hour over the course of the quest — which should take you a solid four to five hours to complete — and it gets old fast, and he won’t tell you anything you care about.
But it’s not all talking, on the Lonesome Road you’ll explore what is probably the most interesting environments found in a Fallout game to date. Really, I can’t understate the triumph of the design team here. The Divide is ravaged far more than other places in the Mojave Wasteland; the terrain itself has been altered, and so you’ll walk through buildings that are tilted at an angle or that are comely toppled, and at one point I found myself wandering through a cave that was made from buildings falling against each other. It’s was exhilarating.
It’s a shame, then, that exploration is hardly encouraged, as for the most part the Lonesome Road is a very linear experience. But that’s OK, because the journey is for the most part very interesting. Now, if only that one guy would have shut up.