Steam punk magical-realist world-building at its finest.
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721h

Non-lethal also means avoidance rather than conflict. But ultimately, “bad ending” is subjective. You still save the princess, it’s just a more murdery vibe.

Also you get to kill the baddies yourself, it’s the good ending where most are killed for you right?

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215h

There’s also a lot of stuff throughout the game about how the city gets more corrupted, more rats everywhere, that sort of thing. Some of this makes some stuff harder, some of it is just vibes. But all of it is the designers very noticeably wagging their finger under your nose for engaging with the mechanics they made and actively encouraged you to engage with.

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7h

To me it feels more about consistency. The world aligns with your expressed ideology.

If you’re using the sneaking and non-lethal tools the world becomes a place that believes in the value of life, if you murder indiscriminately the world becomes a place of punishment, where nobody is innocent and the only way forward is to let a plague descend on the land.

Plus, arguably, the parts that get harder when you go lethal are balanced by the inherently more difficult nature of the non-lethal approach.

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220h

I guess it’s personal preference. I prefer for choices I make in the story to affect the outcome. If my gameplay has an affect, I feel like I’m being forced into a playstyle. I know it’s stupid, but I have trouble getting out of that thought process. For me it’s similar to why I can never get into bayonetta or devil may cry, the scoring system for each encounter stresses me out. I just want to have fun

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419h

Interesting, I’ve never considered choices and gameplay as separate things. Isn’t it more, I don’t know, immersive if gameplay and story are unified?

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118h

I’m not gonna disagree with you there, but personally sacrificing a bit of immersion here would be IMO more fun. I’m too extrinsicly motivated.

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