Dead Money. Operation: Anchorage and Mothership Zeta were bad, boring, and repetitive, but they didn't make me as furious as Dead Money did.
My biggest complaint about it is the Cloud, the idea of a toxic gas that you have to avoid/briefly expose yourself to is good for putting an emphasis on survival, dousing the entire area with a blood red, eye-straining filter is not. The Cloud makes the entire villa look the same, making the already maze like streets a pain in the ass to navigate, it's not hard, it's just annoying. The thick Cloud pockets just made you pick up that asshole Dean for a bit or just run through, sure you could take another route, but that requires navigating this dreary maze some more.
The collar was another good idea gone wrong, it could ramp up tension at a moments notice, unfortunately most people ended up saving and proceeding to hunt down the radios. Radios which apparently run on the same power cells the T-51b does, because they are still working and it seems every jackass had his radio on at the same time before the bombs fell. And apparently the construction crews had something against you as well, because more than once you will say to yourself "who the hell puts a speaker there?" before dying. What could have been a dreaded sound became a signal to save and prepare for some more trial and error gameplay.
However the worst part is the fucking vending machines. Almost all the users on NMA who bashed on Fallout 3 for having food and meds in convenient locations, yet last time I checked they all loved Dead Money and it's miracle machines. We really have no explanation aside from Dean saying "they were common back in my day" WHAT? these fucking machines that dispense a neigh infinite supply of food and medication were common before the war which was started over scarce resources? And this shit comes from the guys who made the first two fucking games. These machines take away the feeling of survival horror the DLC was going for because the chips needed to get the items from them are scattered about in large quantities. I never ran out of stimpacks or ammo because you visit the hospital and police station early on.
Then we have the Ghost People. The Cloud makes everything look the same, Ghost people enforce this. Aside from the holograms, which I will add are a good addition because you have to think before proceeding, are the only enemies you face aside from some crazy old fuck (no, it's not George Carlin) at the end. They are all the same brown suited, green eyed, melee orientated bastards you will fight for the whole DLC, at least Anchorage and Zeta had more than one enemy type, and no I'm not counting the holograms because you can't kill them. Thanks to Sinclair's miracle machines they offer no real challenge after the first 3 introductory quests. You'll be fighting the same damn enemies on what appears to be the same red fogged street for about 8 hours in this DLC.
And finally we have the items gained. If you don't use light armor, guns, or melee weapons, than you get the shaft. Your holorifle has too slow a shot to beat the gauss rifle as an energy sniper, and the explosives you get are beat by the vanilla game explosives, and they won't hurt you in the process of using them.
Anchorage and Zeta were boring slogfests, but they at least had the courtesy of being short. Dead Money is an 8-12 hour DLC who's only redeeming qualities are the back story and the characters.
I'm sorry for turning this into a rant, but I hope I conveyed just how much I loathe this DLC. It is the main reason why I don't want to play Fallout New Vegas anymore, because I am a completionist when it comes to games like this and I don't want to go through Dead Money for the 4th time.