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Mike the Pacifist


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Matt Rorie is the PR Guru, with a specialization in PR naturally.

 

I believe his history is Tech Specialist :thumbsup:

 

Does tha mean that Santa knows how to hack computers?

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build a man a fire and he will be warm for a day, but set a man on fire and he'll be warm for the rest of his life.

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Can you kill Albatross?

You could, but it's very unlucky, you know.

This particularly rapid, unintelligible patter isn't generally heard, and if it is, it doesn't matter.

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Can you kill Albatross?

 

You can kill almost anyone, really. Not always the first time you meet them, though.

 

No, i mean the birds, not the guy.

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build a man a fire and he will be warm for a day, but set a man on fire and he'll be warm for the rest of his life.

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You can kill almost anyone in the game, really, including pretty much every major character.

 

There's actually a way to play through the game where you don't ever meet SIE, as well; I was pretty surprised because she's always been a pretty major part of my Moscow playthroughs. But if you don't go to an optional mission, then she's just never featured in the rest of the game because she and Mike never met originally.

 

This game is pretty crazy sometimes.

Look in Bruce's eye and tell me you're not lying.

 

I know this is Obsidian and all, but this is starting to sound too good. Like once-in-a-lifetime good. You really are making this game, not bringing it back from the future, or forcing alien slaves to program it, right?

 

Trust me, I was as surprised as anyone. But yeah, thanks to the mission structure of the hubs, some characters you simply won't meet if you skip some of the optional missions. I mean, this is a major character who can pop up in multiple missions and is one of the romance targets, but it's entirely possible to never meet her in a playthrough.

 

Hearing things like this make me really wonder about how all of the seemingly very extensive freedom factors into the endgame.

"The universe is a yawning chasm, filled with emptiness and the puerile meanderings of sentience..." - Ulyaoth

 

"It is all that is left unsaid upon which tragedies are built." - Kreia

 

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You can kill almost anyone in the game, really, including pretty much every major character.

 

There's actually a way to play through the game where you don't ever meet SIE, as well; I was pretty surprised because she's always been a pretty major part of my Moscow playthroughs. But if you don't go to an optional mission, then she's just never featured in the rest of the game because she and Mike never met originally.

 

This game is pretty crazy sometimes.

Look in Bruce's eye and tell me you're not lying.

 

I know this is Obsidian and all, but this is starting to sound too good. Like once-in-a-lifetime good. You really are making this game, not bringing it back from the future, or forcing alien slaves to program it, right?

 

Trust me, I was as surprised as anyone. But yeah, thanks to the mission structure of the hubs, some characters you simply won't meet if you skip some of the optional missions. I mean, this is a major character who can pop up in multiple missions and is one of the romance targets, but it's entirely possible to never meet her in a playthrough.

 

Hearing things like this make me really wonder about how all of the seemingly very extensive freedom factors into the endgame.

 

There is no end game. The devs just kind of gave up and eventually Mike is trampled to death by a wild horse in Rome.

Edited by Krezack
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However, not all missions are like this. There will be situations where Thorton will be forced to fight... just not forced to kill. :p

... Bearing this in mind, how would devs answer the charge that stealth is a gimmick and not a genuinely viable path? Because this is an accusation that will come up sooner or later.

This particularly rapid, unintelligible patter isn't generally heard, and if it is, it doesn't matter.

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But torture is so fun.....
...as a gameplay feature?

 

 

You can kill almost anyone, really. Not always the first time you meet them, though.
So the game only allows you to kill major characters when an alternative path exists that won't result in a "persist in this doomed world or reload" screen, right?

 

I guess that's the best one can hope for in CRPGs.

 

 

... Bearing this in mind, how would devs answer the charge that stealth is a gimmick and not a genuinely viable path? Because this is an accusation that will come up sooner or later.
That would assume that any and all situations can be solved realistically through stealth, no?

 

But yeah, I'd like to hear an answer too.

- When he is best, he is a little worse than a man, and when he is worst, he is little better than a beast.

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Very cool! My first playthroughs of Deus Ex were always violent. I remember how awesome it was when I finally tried stealth and had various big name characters show up later that I had previously always killed. Hoping Alpha Protocol will reward Jesus Mike with a fare share of 'Thanks for not killing me!'s and 'You made a mistake for not finishing me the first time!'s. :)

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I'm definitely going to try a no-kill playthrough first. More challenge.

"Alright, I've been thinking. When life gives you lemons, don't make lemonade - make life take the lemons back! Get mad! I don't want your damn lemons, what am I supposed to do with these? Demand to see life's manager. Make life rue the day it thought it could give Cave Johnson lemons. Do you know who I am? I'm the man who's gonna burn your house down! With the lemons. I'm going to to get my engineers to invent a combustible lemon that burns your house down!"

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You can kill almost anyone in the game, really, including pretty much every major character.

 

It's interesting how Obsidian managed to take this path and Bioware will go great lenghts to make most of the characters immortal. Writers, like David Gaider, probably want to keep most of the characters alive as killing 'em would make his job harder. I liked how BG2 allowed most of the characters to be killed but Mr.Gaider thinks it's not worth the extra work. This issue would probably make a great discussion panel at the Game Developers Conference.

 

Kudos for taking the different path Obsidian!

Let's play Alpha Protocol

My misadventures on youtube.

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Yeah, but it is more likely easier for Obsidian to go that road since they have way much more control on when and how the player meets those characters. Alpha Protocol was intended to merge the story and gameplay, and they chose the right restrictions, the right bariers, to make that goal come true. Being a spy RPG kinda makes this easier I think, since the Hub system makes a lot more sense in this kind of setting.

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I really like the possibility of never meeting Sie/other characters if i do missions in a certain way + the possibility of completing the game without killing anyone.

 

This game might be better than Bloodlines! :)

"Some men see things as they are and say why?"
"I dream things that never were and say why not?"
- George Bernard Shaw

"Hope in reality is the worst of all evils because it prolongs the torments of man."
- Friedrich Nietzsche

 

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If no kill just means you disable them with a tranq dart. Then it would be pretty lame. Because then it's no different gameplay wise from shooting them with a gun.

 

No kill should require you to actively avoid combat situations.

 

Nah, I think that it should be balance between the two. Otherwise the amount of ventilation ducts and stuff becomes just ridiculous. Sometimes the use of (non-lethal) force should be necessary. :p

You're a cheery wee bugger, Nep. Have I ever said that?

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Avoiding combat situations doesn't just mean air vents and steal . It could mean using persuasion, disguise, computer hacking, bribery, etc, etc.

 

And I'm not saying a non lethal take down here and there wouldn't make a lot of sense. But if you go through the entire level and the only difference is that the enemies fell down unconscious after you shot them instead of falling down dead after you shot them, then to me the option is pretty pointless.

 

I would also like the game to recognize that you don't kill people. For example your threatening conversation options are less effective if you have a very low kill hunt, etc.

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Avoiding combat situations doesn't just mean air vents and steal . It could mean using persuasion, disguise, computer hacking, bribery, etc, etc.

 

And I'm not saying a non lethal take down here and there wouldn't make a lot of sense. But if you go through the entire level and the only difference is that the enemies fell down unconscious after you shot them instead of falling down dead after you shot them, then to me the option is pretty pointless.

 

I would also like the game to recognize that you don't kill people. For example your threatening conversation options are less effective if you have a very low kill hunt, etc.

 

Like Deus Ex, this is the way I'd like to see a "pacifist" game play. Actually utilizing skills to avoid combat instead of the MGS "shoot 'em with tranqs if you can't avoid 'em". if it is just a stealth/tranq ammo shooting variant, I probably wouldn't be as likely to try it on a seperate playthrough. especially as the recruit and veteran modes seems as though they would already offer different ways to approach the game. although a recruit that doesnt attempt to kill anyone would be interesting.

 

kudos to obsidian for trying to provide something different either way.

Edited by Action Jim
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Nah, I think that it should be balance between the two. Otherwise the amount of ventilation ducts and stuff becomes just ridiculous. Sometimes the use of (non-lethal) force should be necessary. -_-
Have you played Blood Money?

- When he is best, he is a little worse than a man, and when he is worst, he is little better than a beast.

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