However, it's worth it in the end to give more options to allow us to role play the character based on our own values. That's why a majority of my favorite RPG's are all around bug fests and janky. There are a million different ways to deal with a situation and I understand that it is really hard to allow for more than 1 or 2 options. Leaving a kid as a hostage is not an acceptable option for me personally. The fact that the kid is important to NAR is irrelevant to me. He could get to base the same way he got to the village. I wouldn't go to Chernobyl after 30 years looking for my girlfriend :D How would you like to take him to base? Igor clearly states that the boy will not survive the passage through the portal.Īnyway, you can always say that you would do something other than a character in a game / movie / book. From the conversation with him, you can conclude that the boy is particularly important to the NAR and that it is not about experimenting. Given the option, I'd have brought him back to base to keep him safe. I didn't like having to send him to the village either, especially, not even escorting him. But no way in hell would I leave a kid locked in a jail cell run by drunken mercenaries who work for an organisation that experiments on people. Originally posted by Oblivious Maximus:Haha. I actually enjoy the game the most when speaking with the characters back at base. The game is at it's best when they're writing their own characters and giving me some cool backstory on the USSR and Chernobyl. Off topic here, but, also this game does rely a bit too much on references, which I pretty much know every single one. I complain about it a lot while playing but in the end, this developer has a huge amount of potential. My hope is that the developer will see enough of these types of comments and posts to try a bit harder in the future when creating scenarios in the future. See Fallout New Vegas for a game that respects player choices and consequences. I pause before every decision in this game because the options are both ♥♥♥♥. I love a good decision in a game where I have to scratch my head wondering if I made the right call. My point is essentially that many of these decisions read to me as the developer wanting to create conflict, but they did so poorly. Olga feels that Glyeb is at least safer inside the cell than out there. Well, NAR's prisons are ♥♥♥♥♥♥♥♥♥, but the world outside meanwhile is full of radiation and monsters. It'd probably get to Sashko sooner or later that you didn't just blow up everything. Tarakan's research - there's not exactly a lot of privacy around there. Originally posted by Daliena:Won't comment on the helicopter bit, but
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