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I remember having to pick between stopping the Taiwanese president from being assassinated by convincing him to wear a bulletproof vest or stopping political riots that get a bunch of civilians you never see killed. The former was obviously the better option, and it was a silly and contrived dilemma. How the fuck does letting the CCP assassinate Taiwan's leader cause less violent political instability than saving him?
The game is based off of the Siege of Sarajevo, and a lot of the events were apparently based off of survivor's accounts of what they came across during the siege and what they had to do to survive. The whole point of the game is that war is hell for everyone, and it's really good at making you weigh every single decision you make and struggle with the instinct to survive at all costs vs morality and whether what you're doing is the right thing in the long run or not. It's a brutal game, but a very good one. 10/10 would recommend.This War Of Mine, in the normal mode and in the Stories mode, has you make a lot of choices, mostly around managing your resources - whether you'll steal from people who are desperate or kill good people for their stuff or let your characters die if their skills are no use to you. A lot of it's very clear-cut good vs bad, but some of the choices are better or more nuanced, things like the museum story: do you sacrifice historical artifacts and proof of war crimes that people in years past have died to protect, in order to save lives (by burning them as fuel to heat an orphanage) or to bribe a soldier to smuggle the rest of the collection out? The characters all have different opinions on what to do, and they each make a good case for it.
You dont kill in thief because your character is weak as shit and youre gonna die if you try. Later splinter cells gave scores for not killing but double agent tried the whole morality thing. Instead you get a kill button or knock out button when gabbing people. And oh mam og deus ex is so hard full stealth. What i do like in deus ex is jc reacts in dialog based on your actions and not on any convoluted conversation tree. Fuck shitty dialog treesThief, Splinter Cell and Deus Ex
I'd say the one time it is used for morality in Metal Gear is the scene in MGS3 during the fight with the Sorrow. The Sorrow brings back the ghosts of everyone you ever killed throughout the game, and the game remembers how you killed them. It's a fascinating scene in that the emotional response comes from seeing how much of a body count you've accumulated throughout the game, and not so much the game trying to make you feel like an asshole.The best games that balance the stealth vs kill in terms of skill are the metal gear games but again its in service of some score not morality.
This War Of Mine, in the normal mode and in the Stories mode, has you make a lot of choices, mostly around managing your resources - whether you'll steal from people who are desperate or kill good people for their stuff or let your characters die if their skills are no use to you. A lot of it's very clear-cut good vs bad, but some of the choices are better or more nuanced, things like the museum story: do you sacrifice historical artifacts and proof of war crimes that people in years past have died to protect, in order to save lives (by burning them as fuel to heat an orphanage) or to bribe a soldier to smuggle the rest of the collection out? The characters all have different opinions on what to do, and they each make a good case for it.
Planescape Torment easily.
Most games have a very narrow view of alignment.
Good - oh dearie me! I do so love all living creatures and wish no one any harm!
Evil - MWUHAHAHAHAHA!!!!! Kill em all!!!
Neutral - I'm bipolar!
Torment goes much deeper in alignment, as that plays an integral role in the overall story. You will not be able to play a good aligned character without having to make some rough decisions and truly question your actual motives. You will not be able to play evil without actually feeling like a sociopath. It's a great game I love to sperg about.
I think Assasin Creed Odyssey had some interesting choices in some of the quests and had some cool dialogue options with Socrates. There is a quest where you have to decide on euthanasia. There were mostly no gameplay consequences, but rather emotional ones.