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[–] 108 points 3 months ago (3 children)

It's even stupider when the game railroads you into it. If I left a trail of bodies in my wake then obviously I intend to kill the main baddie too.

Fuck games that make you let the baddie go.

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  • [–] 41 points 3 months ago (1 child)

    If I left a trail of bodies in my wake then obviously I intend to kill the main baddie too.

    Fuck games that make you let the baddie go.

    I think one of the reasons people like FNV so much is kinda this. If you want to, you can tell the final boss to go away. Or you can kill them. I made a character that was speech focused. I didn't want to reassure the end boss that "oh, logistics is hard, don't worry, my faction will collapse eventually because of logistics" and I got to cave their head in.

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  • [–] 8 points 3 months ago (1 child)

    Contrast Deus Ex: Human Revolution, where you're railroaded into a conversation with the final bad guy, and the entire fucking time I'm just fixated on how I'm going to shoot him in the face the instant the dialog tree ends.

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  • [–] 6 points 3 months ago

    That's kind of a lot of conversations with bosses in Deus Ex tbh. Notable exception being the terrorist leader in the first game where by the end of it you're like wait actually he has a point

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  • [–] 10 points 3 months ago (2 children)
  • [–] 6 points 3 months ago* (last edited 3 months ago) (1 child)

    The first game is one of the cases where it makes sense, cause you're playing as a guy with a very lenient policy on murdering

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  • [–] 3 points 3 months ago (1 child)

    Wait, who let's who go in TLOU?

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  • [–] 6 points 3 months ago (1 child)

    Theyre talking about the second one

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  • [–] 3 points 3 months ago (1 child)

    Oh, well that made perfect sense.

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