Do you like it when games try to make you feel bad for killing an enemy? Bonus points for when the game railroads you into doing it.
Do you like it when games try to make you feel bad for killing an enemy...
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Unless the game blames me directly as the player without me actually having a choice in the matter of killing or not, I don't get mad because I don't correlate criticism of my character with criticism of myself.
Though it can make me either sympathize or hate my character depending on the situation.
>my character kills an enemy unnecessarily and is later reprimanded (or not) for it
makes me dislike my character and sympathize with the dead one
>my character JUSTLY kills an enemy and is blamed or criticized by other characters for it
makes me dislike the other characters and sympathize with mine more
In games where it's a choice, they usually "punish" the player by giving them bad endings (Dishonored, Fallout, and Arcanum for instance). I think Spec Ops was the only one which attacked the player while mostly railroading them into murder.
i can't think of any. I guess the koopas in super mario bros aren't very evil looking. just tortoises. but i don't really feel sorry for them.
then again i think miyamoto just wanter tortoise enemy there. not because it would feel bad to kill it but just because he liked the idea of tortoise
I don't think you even kill em, just knock them out. And koopas are based on kappas, who are pretty bad.
if only you could just pick 1 elise and eliminate the others.
then it's all okay
Man, to get the good ending in Dishonored you'll have to be a master in stealth, get behind people a lot to incapacitate them...and invest a fortune in sleeping darts.
Elise was too far gone to save. It's sad, but she was a slave to her stronger self(s).
On the flip side, GV would be practically immortal if he was able to save her and also had Lumen.
So basically every Drakengard/Nier game's bullshit.
It was really boring though. I much prefer Dishonored 2 where nonlethal combat was an option.
Stop picking the edgelord characters then.
And the worst part? The infected that constantly try to murder you on sight? They too count towards the ending while really it would be pretty much a mercy kill for them if you end their suffering and leaving them alive is beyond cruel. BUT NOOOOO...Fucking Arkane.
It's the same way with the bloodfly nest keepers in D2. They shouldn't count towards kills but they do.
Depends.
Something like Metal Gear Solid 3 where you have to go through the slow as fuck river of tears is annoying, but it's more annoying in 4 when you are actively punished for being lethal. Especially when they give you a fuckton of lethal toys to play with and barely anything other than your dinky handgun for non-lethal.
Dishonored was also pretty retarded towards it however. The logic that everything goes to shit because you kill a lot of people which makes more rats show up and increase the plague only made sense up until it's fucking illustrated that the plague if artificial. Hell the idea that Corvo killing 20 extra dudes or not could turn the entirety of the city into a spiral of destruction and plagues is absolutely retarded in its own.
Specially hilarious that all NPCs, including - you know - the ones that hired you for the express purpose of killing give you shit about it.
The whole game was a serious case of go full chaos and just look up the endings on YT.
Why do devs do this? It's like they like to fuck us here hard.
The city is on the precipice of ruin. All it takes is just one little breeze to send it teetering over the edge. So yeah, 20 guards here, 20 people there, it adds up.
Mighty Gunvolt's universe isn't as hardcore as straight GV's. Here's what would happen if he captured them, they would have been brought to Quill, and either executed there anyways, or meet a fate worse than death where they are experimented on until they'd prefer to be dead.
Would make more sense if most of the enemies in the game weren't trigger-happy corrupt fucks, or literally already plagued people that are effectively spreading the plague already.
I think that the temptation is the point. I remember an older game, Iji, where the merciful route was purposefully tedious as fuck because good = hard and evil = easy.
It is undoubtedly their point, though it would help it "hard" didn't mean "kill me this tedious shit is worse than working my actual job".
Just so they can fill their pretentiousness quota, but also continue making the game fun, I mean.
It's interesting that the adepts in Luminous Avenger all have quills (or feathers) as their glaives/grimoires and recycle a lot of QUILLS motifs, despite being enslaved by Sumeragi.
Dat final boss though:
Quill wouldn't execute Elise. Her resurrection ability is too useful and she'd be pretty easy to manipulate.
Not really.