Wild pines board of directors watching their elite mercenary death squad equiped with millions of réals worth of high-tech weapons and armor get taken out by a schizophrenic drunk and a skrawny halfblind car nerd armed with nothing but flintlocks
Actually like that half life will take charge though and say your wrong when empathy is wrong because there is a stronger emotion of hatred in the people
i listened to the ambience for a few minutes during this part. Its one of my favorite moments. you can hear her sighing too, it sounds like she's on the phone. like when you call her.
"Life gets haaaaaaaaaard, but we go ooooooooooooooon..." is maybe the most important quote *to me* from this game. no matter what happens, you don't stop. even when you get shot in the pelvis defending people who would have shot you in the head just a day ago, you keep going, keep kicking, keep fighting.
What I didn't like was that the game made you defend those people that would have shot you in the head. I wanted to be able to choose what side to take (mercs or dockworkers) but poor game design didn't allow for it. Still feel as though this game is heavily over rated even after beating it. There's so much room for improvement. It deserves a 7/10 at best.
@@johnbloom1109 I can feel that, at the end of the day it is all scripted with interactions between which each side-mission. The reason I think it's good is just the limited choices but the fact that it's got great writing and is actual an rpg, and feels like it reacts to your decisions.
@@johnbloom1109 the game is deceptively linear but it's supposed to be that way, at least to the degree that harry's allegiance to the hardys (although i would actually define his position as opposition to street massacres of civilians) is forced by the nature of his role as an rcm lieutenant and by the realities of the investigation itself.
Incredibly potent that the drunk detective with a long list of mistakes must suddenly step between THREE drunk mercenaries with a LONGER list of mistakes so they don't make another one.
@@boserboser6870 I hate when people forget this, *noone* has such a low killcount among the jamrock cops, especially not one who takes 2 different cases on each week and has worked 18 years in the force
This shit, reading dialogue and throwing dice was the same level of intensity as boss fights from games like bloodborne. My heart almost stopped after I pulled off a 40%ish chance shooting after the failed first attempt. Truly unforgettable experience
Well technically you can get fewer casualties than 6 (all three mercs, and three hardie boys). You can get 4 casualties but it’s Glen, Theo, Angus & Titus that die. There is no outcome where only the mercs die. They will either kill 4 and die, kill 3 of them and die or kill 4 and live Albeit injured. I love the tribunal scene, for that reason. Up until that point I operated under the assumption that I could prevent the tribunal or talk them down. The stakes of the situation only become truly clear during the tribunal. People will die and there’s nothing you can do to stop that. Everything has been building up to this incredibly tense moment and you’re powerless.
I quit playing after trying to save-scum the entire tribunal a least a dozen times. I was so sad to lose any of the hardies. And i later found out its impossible to save certain people, then picked it back up and almost got the moralist coalition ending. I got the achievement, then kim looked super fuckin sad so i climbed down from the statue. Recently i saw the entire game played by PatStaresAt and god damn its wild
>Sees 3 mercs threatening the Hardie Boys >Runs in to intercept the mercs >Throws a Molotov on the first possible chance >Refuses to elaborate >Passes out from a shot to the leg
That's not true though. Shanky (the first and only one to bail) dies if you don't stall for time and just blast at the first opportunity. The best outcome without the logic check is 4 dead.
Oh I just came to check this after finishing the game out of curiosity, I didn't know I almost got the best outcome except for the first dodge check that I failed. Throwing the bottle is the first thing I did so I missed on a lot of dialogue there. Thanks for the video, and great game, will probably play it again every few years
My first play through only 3 of the hardie boys survived. Was super depressed and the only thing that made me feel any better was knowing the mercs would have kept killing civilians if Kim and I didn't step in.
All that the talking aspect does here is potentially save Shanky (by making him run away, otherwise he'll die), potentially let Elizabeth die (if you talk about the hardie boys being innocent and fail the logic check to make Kortenaer miss his shot) and finally, raising the numbers on your chance to succeed in the check to shoot/bomb Kortenaer on the first try.
Don't you get the same outcome by buffing your hand-eye coordination and using the pistol? What were your losses then? Besides Glen, who's unfortunately fated to go poof
@@LS-ny5rc Yeah, unfortunate - I wish you could do more or even resolve it peacefully or give yourself another day -- It would've made it interesting, especially because you get no info of it ( Joyce does tell you if you coordinate with her but you'll never know when it occurs unless you go on the wiki but at that point it's too late ) -- I fucking forgot to bring a gun on the first playthrough so I just had to reset everything and put points in hand-eye and reflexes
Same thing, except you shoot Kortenaer in the mouth (he still dies from it), Glen, Angus, and Theo are impossible to save, if I understand correctly, as is Shanky unless you scare him off while talking about the wild pines rep being angry.
Mmm... I don't think they should've touched Kortenaer's prior VA and lines (same VA as Titus's, right?). To me, they were a perfect mixture of bitter and unhinged. These lines seem flatter for the most part.
I agree that the lines from the prior va sound far more impactful, but they also feel reminiscent of the voice for the sniper at the climax of the game, and can understand wanting to keep that tone reserved so that particular character's interaction feels fresher/impactful
That last roll is always impossible, correct. Although the game doesn't modify your roll, the check is coded in such a way that it will always lead to the same result no matter how high you roll.
Yeah, came here to find out if you could dodge both shots. Kind of a low blow for the game to make it seem like it’s a roll when it’s just a forced outcome.
@@eamonmulholland3159 i wouldn't say a low blow bc it's absolutely in service of the gameplay experience. if such impossible checks were overused it would unravel the purpose of having transparency in all the white and red checks as far as how they are all explicit about difficulty (with both the number you are rolling to beat and the likelihood of success as a percentage) and whether they can be retried after leveling and what skill is associated with each check and what additional modifiers have been applied and from what action or dialogue choices these modifiers originate. that said the only impossible red checks (or white checks for that matter) are that one during the tribunal and then the one to open the unopenable bunker door.
So the first time I went through this, never found my gun. Boy did I look like an idiot when everyone started pulling out guns and I had absolutely no way to defend myself or anyone. Though I could talk people down…
Have to have high starting Inland Empire and never take the horrific necktie off. It is your best friend Also buy spirits from Idiot Doom Spiral’s friend
I reckon it's better than helping Mr Evrart find my gun by evicting a poor family and intimidating a random citizen. The only two quests I didn't do so I never had a gun. Idiot doom spiral and the drinks have some great dialogue and getting the spirit bottle was one of the funniest moments. Also, why would anyone take off the tie!
@@glitchmaster2672 You can take the necktie off, all you need to make the spirit bomb is to obviously have the necktie talk which is irreversibly caused before you leave whirling in rags day 1. Have the necktie on and the spirit in your inventory when you leave Ruby's hideout, and to have the quest hintiing about the spirit, which I think means you would need the tie on when you were talking to Rosemary. You only need the tie on for those few checks, but you can play the game freely without the tie for everything else. The UI is just telling you never to take it off for both RP reasons and also to hint to you not to miss those checks.
@@davidbrumby761You can actually dupe Evrart by having Idiot Doom Spiral and his friends sign the letter instead of the people who were supposed to sign it
It's interesting that the game doesn't give you a chance to actually defuse them, but trying to still gives you points towards the ending with the least civilian deaths.
The gun can be used in place of the Spirit Bomb to achieve the same results. You'll just never have the final conversation with the tie. You should be prompted to make it sometime after you acquire the Blue Medicinal Spirit from Rosemary.
in my playthrough i tried to dodge the killers shot at mc and failed the ~80% check, but i was wearing the merc cuirass so it saved Harry, i wonder what happens if you fail to dodge and not wearing armor
That was what happened for me. If you aren't wearing the cuirass, you get shot in the shoulder, but it doesn't actually make any difference since your leg gets hit no matter what.
@Claymarrows @@DA-ej8vu I honestly had no idea I attributed the wrong person until yesterday, when I found the actual artist's account while browsing Twitter 😅. I've updated the description accordingly.
Yeah last check is impossible. No way Harry can dodge a shot that close. Boots are on the hanged corpse. If you check it when Kim's not around, you can take it off the corpse.
They should have set up the ending so that you could choose to back out and let the mercenary's take care of Titus and his gang. I didn't like the fact that I had to defend Titus after all of the crap talking that he did. If they introduced special items like a better gun that had more ammo that was also very difficult to get that allowed you to save everyone, that would have been interesting as well.
i agree that some option where you can either side against the hardys in the tribunal or at least avoid involvement entirely should have been present, maybe resulting in a nonstandard game over to curtail the need for radically different endgame dialogue that would otherwise need to be recorded.
perhaps there would be a choice to avoid the tribunal but choosing it wouldn't stop kim from attempting to restore order to the situation which would result in his death and harry being reported to the rcm by witnesses for standing idly by and finally getting fired or institutionalized
@@kjmartin815 You have some good ideas I like them. I did not want to side with the Hardy Boy's as I did not like how they spoke to me. The merc was not rude to me up to that point. Would have been interesting to have had the game branch out into even more endings depending on how you approached it. Would have been even more interesting if they added in an extremely difficult to obtain borderline easter egg gun that allowed you to kill all the mercs and save all of the Hardy Boy's if you wanted to. I liked the fact that you could make different choices in the game but they felt limited/less branched out and less open compared to the choices you could make in open world first person RPG's like Kingdom Come Deliverance or even The Witcher. For a game that had no combat and only dialog they under delivered in the choose who you want to play/multiple ways to play multiple endings aspect of the game in my opinion.
This scene was so awesome, though i always struggle to not let the Krenel destroy the commie bastards, particularily Elizabeth. But i can't let Harry and Kim down like that
In a choice between dumbass union thugs and Blackwater war criminals (especially after hearing the story of what they did to that Semenese woman) I'll choose the union every time.
Wild pines board of directors watching their elite mercenary death squad equiped with millions of réals worth of high-tech weapons and armor get taken out by a schizophrenic drunk and a skrawny halfblind car nerd armed with nothing but flintlocks
Strongest Wild Pines mercenaries vs weakest Rewachol policeman's.
You forgot to include one fact, they're two legendary members of the RCM
i mean the PMCs were themselves insanely high and drunk so
Or potentially killed a trained mercenary with a tie in a bottle of medicinal alcohol.
😮
Had a 97% chance on the authority check to save Kim and rolled snake eyes 😢
i would have destroyed my house
I would’ve just started crying dude.
Actually happened to me too. Stuck with it thinking kim was gonna return, he didn't. :(
I don't play this game
But ik the feeling of losing a 90% + chance thanks to Xcom
same, i had like a 90% chance, so glad I did though, the ending with Cuno is so good.
i love how your skills become less useful the more you have because they start contradiction each other and arguing among themselves
The weight of the strong intellect man
Your body, your brain, your emotions and I guess your motorics all see a different perspective of the same elephant 🐘
Like Encyclopedia kickin in, telling you just how hard that rifle is about to tear your shit up.
Thanks for that info NOT HELPFUL
Actually like that half life will take charge though and say your wrong when empathy is wrong because there is a stronger emotion of hatred in the people
@@chaosinsurgency6636Empathy also admits it's wrong if you ask which of the two is right
Turn the volume up very high at 15:11 and you can hear Dora calling for Harry
Oh shit you're right! Nice find
i listened to the ambience for a few minutes during this part. Its one of my favorite moments. you can hear her sighing too, it sounds like she's on the phone. like when you call her.
damn bro you maxed perception IRL
God that's so fucking sad
Very depressing nice spot
"Life gets haaaaaaaaaard, but we go ooooooooooooooon..." is maybe the most important quote *to me* from this game. no matter what happens, you don't stop. even when you get shot in the pelvis defending people who would have shot you in the head just a day ago, you keep going, keep kicking, keep fighting.
btw I played it again and its from the song they mention... what a great comeback of this fragment in a right moment...
You are the engine.
What I didn't like was that the game made you defend those people that would have shot you in the head. I wanted to be able to choose what side to take (mercs or dockworkers) but poor game design didn't allow for it. Still feel as though this game is heavily over rated even after beating it. There's so much room for improvement. It deserves a 7/10 at best.
@@johnbloom1109 I can feel that, at the end of the day it is all scripted with interactions between which each side-mission. The reason I think it's good is just the limited choices but the fact that it's got great writing and is actual an rpg, and feels like it reacts to your decisions.
@@johnbloom1109 the game is deceptively linear but it's supposed to be that way, at least to the degree that harry's allegiance to the hardys (although i would actually define his position as opposition to street massacres of civilians) is forced by the nature of his role as an rcm lieutenant and by the realities of the investigation itself.
The moment of half-light speaking at 4:18 is perfect for an all-skills run
Incredibly potent that the drunk detective with a long list of mistakes must suddenly step between THREE drunk mercenaries with a LONGER list of mistakes so they don't make another one.
or rather. so they dont keep doing the one thing harry never sunk to (3 kills is legendarily low). Killing people
@@boserboser6870 I hate when people forget this, *noone* has such a low killcount among the jamrock cops, especially not one who takes 2 different cases on each week and has worked 18 years in the force
12:44 I love the third line here, I can imagine Harry shouting "Stop shooting at me!" So intensely for whatever reason.
The thing I love about this game is how the personalities interact with each other inside harry’s mind 😂😂
This shit, reading dialogue and throwing dice was the same level of intensity as boss fights from games like bloodborne. My heart almost stopped after I pulled off a 40%ish chance shooting after the failed first attempt. Truly unforgettable experience
Sunrise, parabellum.
Well technically you can get fewer casualties than 6 (all three mercs, and three hardie boys). You can get 4 casualties but it’s Glen, Theo, Angus & Titus that die. There is no outcome where only the mercs die. They will either kill 4 and die, kill 3 of them and die or kill 4 and live Albeit injured.
I love the tribunal scene, for that reason. Up until that point I operated under the assumption that I could prevent the tribunal or talk them down. The stakes of the situation only become truly clear during the tribunal. People will die and there’s nothing you can do to stop that. Everything has been building up to this incredibly tense moment and you’re powerless.
Titus and the two other people survived in my run
I quit playing after trying to save-scum the entire tribunal a least a dozen times. I was so sad to lose any of the hardies. And i later found out its impossible to save certain people, then picked it back up and almost got the moralist coalition ending. I got the achievement, then kim looked super fuckin sad so i climbed down from the statue. Recently i saw the entire game played by PatStaresAt and god damn its wild
Spoiler warning:
Just so you know glen, Angus and theo always die in the tribunal, so don't beat yourself up about it.
@@paradoxicallystupid9665 spoilers, and i know that now but believe me i reloaded probably 15 times before i looked it up
@@samditto Ah my bad your right. Just saw this and edited my comment to have a spoiler warning ontop
tbh you shouldnt save scum, the game plays best when you accept all the failures that happen
@@saulgoodmanactionfigure In general I go by that, but there’s no way I’m going to allow calling Kim a slur happen. Fuck that shit
My friend when playing this just walked up and threw the bomb without saying a word. He got the best possible outcome.
This is the way.
>Sees 3 mercs threatening the Hardie Boys
>Runs in to intercept the mercs
>Throws a Molotov on the first possible chance
>Refuses to elaborate
>Passes out from a shot to the leg
That's not true though. Shanky (the first and only one to bail) dies if you don't stall for time and just blast at the first opportunity. The best outcome without the logic check is 4 dead.
THROW. THE. BOTTLE. TEQUILA SUNSET BABY, HE'S NEVER LIED TO ME BEFORE
Oh I just came to check this after finishing the game out of curiosity, I didn't know I almost got the best outcome except for the first dodge check that I failed. Throwing the bottle is the first thing I did so I missed on a lot of dialogue there. Thanks for the video, and great game, will probably play it again every few years
My first play through only 3 of the hardie boys survived. Was super depressed and the only thing that made me feel any better was knowing the mercs would have kept killing civilians if Kim and I didn't step in.
"Life gets haaaaaaaard, but we go oooooooooooon..."
You're a shark. You stop -- you die.
Conceptualization really went "it's fucken wimdy but so am I"
I was so close to minimal casualties on my first playthrough, but I lost Elizabeth because I failed the logic check :(
me too :c
ngl the only moment in the game that made me save scum. lizzy dying because I was too much of a dumbass to form an argument
Eh don't be so hard on yourself... The union kinda deserved it
@@TheGameDomeGuy no they didn't; say what you want about everart but the hardie boys are all just genuinely interested in protecting their community
@@phiscz But Lizz is annoying as fuck so I didn't really care that much, but Titus made me sad
Oh, I'm surprised you don't need to talk about the hanged man to get minimal casualties.
All that the talking aspect does here is potentially save Shanky (by making him run away, otherwise he'll die), potentially let Elizabeth die (if you talk about the hardie boys being innocent and fail the logic check to make Kortenaer miss his shot) and finally, raising the numbers on your chance to succeed in the check to shoot/bomb Kortenaer on the first try.
harry talking to his necktie in the middle of the tribunal is taking me off omg
Don't you get the same outcome by buffing your hand-eye coordination and using the pistol?
What were your losses then? Besides Glen, who's unfortunately fated to go poof
You get the same outcome with Kortenaer with the gun as well. And aside from Glen, it is also impossible to save Fat Angus and Theo.
@@LS-ny5rc Yeah, unfortunate - I wish you could do more or even resolve it peacefully or give yourself another day -- It would've made it interesting, especially because you get no info of it ( Joyce does tell you if you coordinate with her but you'll never know when it occurs unless you go on the wiki but at that point it's too late ) --
I fucking forgot to bring a gun on the first playthrough so I just had to reset everything and put points in hand-eye and reflexes
@@LS-ny5rc say are there any other weapons that you could pull on Kortenaer or is it just this two instead
This is what I did on my first run. Kim and I managed to kill all three mercs. I did not use the spirit bomb. Shanky ran away, the three also died.
Same thing, except you shoot Kortenaer in the mouth (he still dies from it), Glen, Angus, and Theo are impossible to save, if I understand correctly, as is Shanky unless you scare him off while talking about the wild pines rep being angry.
Mmm... I don't think they should've touched Kortenaer's prior VA and lines (same VA as Titus's, right?). To me, they were a perfect mixture of bitter and unhinged. These lines seem flatter for the most part.
I agree that the lines from the prior va sound far more impactful, but they also feel reminiscent of the voice for the sniper at the climax of the game, and can understand wanting to keep that tone reserved so that particular character's interaction feels fresher/impactful
Sunrise, Parabellum.
Noooo, necktie
"Let it happen"
I put a 6 into motorics so I passed most the checks, although Harry is pretty slow in the head despite being fast with his feet.
"No, you're going to be mowed down by gunfire from the other two remaining mercs. So not forever." made me wheeze.
I dressed my Harry exactly like yours!
well it gives all the stats needed to shoot korty and dodge the first shot
I think I rolled the luckiest I ever did during the tribunal, until I didn’t right at the end.
whatever you do the last roll will always be impossible.... ok
i guess this game really does make you roll low numbers.
That last roll is always impossible, correct. Although the game doesn't modify your roll, the check is coded in such a way that it will always lead to the same result no matter how high you roll.
It's intended to require a 20 and nothing else. But it's hard coded and an essential part of the plot, unfortunately.
Yeah, came here to find out if you could dodge both shots. Kind of a low blow for the game to make it seem like it’s a roll when it’s just a forced outcome.
@@eamonmulholland3159 i wouldn't say a low blow bc it's absolutely in service of the gameplay experience. if such impossible checks were overused it would unravel the purpose of having transparency in all the white and red checks as far as how they are all explicit about difficulty (with both the number you are rolling to beat and the likelihood of success as a percentage) and whether they can be retried after leveling and what skill is associated with each check and what additional modifiers have been applied and from what action or dialogue choices these modifiers originate. that said the only impossible red checks (or white checks for that matter) are that one during the tribunal and then the one to open the unopenable bunker door.
If you understand the game, you understand why that is the case.
Kortenaer and his men saw Harry burning the molotov but no one take the shot
So the first time I went through this, never found my gun. Boy did I look like an idiot when everyone started pulling out guns and I had absolutely no way to defend myself or anyone.
Though I could talk people down…
It was * him *. * He * is the infernal engine. He never stops. He only gets worse.
I had no idea tha you can make yhe spirit bomb out of a necktie. This game keeps surprising me
Have to have high starting Inland Empire and never take the horrific necktie off. It is your best friend
Also buy spirits from Idiot Doom Spiral’s friend
I reckon it's better than helping Mr Evrart find my gun by evicting a poor family and intimidating a random citizen. The only two quests I didn't do so I never had a gun. Idiot doom spiral and the drinks have some great dialogue and getting the spirit bottle was one of the funniest moments. Also, why would anyone take off the tie!
@@glitchmaster2672 You can take the necktie off, all you need to make the spirit bomb is to obviously have the necktie talk which is irreversibly caused before you leave whirling in rags day 1. Have the necktie on and the spirit in your inventory when you leave Ruby's hideout, and to have the quest hintiing about the spirit, which I think means you would need the tie on when you were talking to Rosemary. You only need the tie on for those few checks, but you can play the game freely without the tie for everything else.
The UI is just telling you never to take it off for both RP reasons and also to hint to you not to miss those checks.
@@davidbrumby761You can actually dupe Evrart by having Idiot Doom Spiral and his friends sign the letter instead of the people who were supposed to sign it
See you on the other side, Bratan....
It's interesting that the game doesn't give you a chance to actually defuse them, but trying to still gives you points towards the ending with the least civilian deaths.
thumbnail goes hard
The final 97% dodge is impossible. I rolled a critical success of double 6 and it still failed.
Can you tell me how you maxed out all skills ? Nwm
cheat
2 years late but by new game plus you can carry your previous stats which is how you can get higher stats when replaying
@@Mobius-GS1Didn’t know they added ng+
You can simply change your stats in a safe file, that’s what I did at least
This is such a good ending I fucking love this game
For me the tribunal was at the end of the day past 11:30 Was more epic that way
Where did you get that thumbnail from it's awesome
How did yu get the bomb? I did this aprt with minimal causauties with only a gun
The gun can be used in place of the Spirit Bomb to achieve the same results. You'll just never have the final conversation with the tie. You should be prompted to make it sometime after you acquire the Blue Medicinal Spirit from Rosemary.
lore accurate schizophrenic harry
in my playthrough i tried to dodge the killers shot at mc and failed the ~80% check, but i was wearing the merc cuirass so it saved Harry, i wonder what happens if you fail to dodge and not wearing armor
That was what happened for me. If you aren't wearing the cuirass, you get shot in the shoulder, but it doesn't actually make any difference since your leg gets hit no matter what.
Great video!! Who made the drawing of the video's miniature?
Yo what is the thumbnail art from? Its amazing and i want it
Check the description
Ah
I see now
@@LS-ny5rc Incorrect. That is not the artist.
@Claymarrows who is? Thank you
@Claymarrows @@DA-ej8vu I honestly had no idea I attributed the wrong person until yesterday, when I found the actual artist's account while browsing Twitter 😅. I've updated the description accordingly.
I did this while on high authority high physical and high motorics safe to say I was doing my damndest to stay my ground
So is the last check just not possible? And what about the boots of the armour - are they even possible to get?
Yeah last check is impossible. No way Harry can dodge a shot that close.
Boots are on the hanged corpse. If you check it when Kim's not around, you can take it off the corpse.
De Paule was kinda thick ngl
glad I'm not the only one who thought that
☠️
Warcrimes fetish much ^^
Klaasje be like
@@knightofwandss compromised ahh mofo
Necktie actually the goat
insane spoiler in the video description good job pal
😁👍
So, i understand that you can't dodge the final bullet in any cases? Sad...
Wait, you can’t miss the second shot?
Apparently not. I know I got hit by it in my play through, and if a 97% can’t dodge it, I assume nothing can
lke it says in the dialogue right after you attempt it, you literally cant as there isnt any time to
12:40
isn't that his right?
What happens to Harry in the end?
What happens if you actually dodge it? Or is it a fake skill check
It's a shame that they changed the voice actor of Kortenar
could you do more pls
This makes me so sad.
Is this event inevitable?
Wait,so you can't dodge the second bullet?
It was scripted failure yes, like one of the door you will eventually find
Haaaaaaaaaard thumbnail.
M)
They should have set up the ending so that you could choose to back out and let the mercenary's take care of Titus and his gang. I didn't like the fact that I had to defend Titus after all of the crap talking that he did. If they introduced special items like a better gun that had more ammo that was also very difficult to get that allowed you to save everyone, that would have been interesting as well.
i agree that some option where you can either side against the hardys in the tribunal or at least avoid involvement entirely should have been present, maybe resulting in a nonstandard game over to curtail the need for radically different endgame dialogue that would otherwise need to be recorded.
perhaps there would be a choice to avoid the tribunal but choosing it wouldn't stop kim from attempting to restore order to the situation which would result in his death and harry being reported to the rcm by witnesses for standing idly by and finally getting fired or institutionalized
@@kjmartin815 You have some good ideas I like them. I did not want to side with the Hardy Boy's as I did not like how they spoke to me.
The merc was not rude to me up to that point. Would have been interesting to have had the game branch out into even more endings depending on how you approached it. Would have been even more interesting if they added in an extremely difficult to obtain borderline easter egg gun that allowed you to kill all the mercs and save all of the Hardy Boy's if you wanted to.
I liked the fact that you could make different choices in the game but they felt limited/less branched out and less open compared to the choices you could make in open world first person RPG's like Kingdom Come Deliverance or even The Witcher.
For a game that had no combat and only dialog they under delivered in the choose who you want to play/multiple ways to play multiple endings aspect of the game in my opinion.
@@johnbloom1109 The mercenaries are killers and rapists. No matter how polite some where, they're monsters.
@@johnbloom1109 it would be weird if union members were nice to a cop
This scene was so awesome, though i always struggle to not let the Krenel destroy the commie bastards, particularily Elizabeth.
But i can't let Harry and Kim down like that
In a choice between dumbass union thugs and Blackwater war criminals (especially after hearing the story of what they did to that Semenese woman) I'll choose the union every time.
the mercenaries are monsters incarnate. the game is not shy about this.
Ok, Gary
Sunrise, parabellum.