![]() ![]() A good 90% of it would be minor subsystems in the game logic-a bool or two here, a different value there-I'm not asking for much, just a little confirmation that I left those dumb thugs on the street battered, bloody, but still breathing. in Murderįrom a development standpoint, adding in options like these seem pretty trivial, depending on how deep you wanted the system to be. ![]() Granted, I eventually become desensitized and then when negotiations fail I just cackle like a maniac as I introduce them to a colleague of mine: Doctor Force Lightning, Ph.D. Usually, instead I just shake my head and sigh mournfully at the lives wasted this day, because the option to do anything but set them on fire isn't ever present. It would be nice to have a game where my diplomat knows some martial arts focused strictly on rendering opponents unconscious when things get hairy, I would prefer to walk away like a smug badass saying "I warned them" when negotiations fail. Most tabletop RPGs, D&D included, have at least a short barely-referenced sidebar on how to deal nonlethal damage and knock somebody out in a fight, why has this never been an option in the classic or modern pure western RPG? Sure it's a bit silly, since most of what you're cutting down are nameless orcs, thugs, kobolds, and other miscreant cannon fodder, but I've always believed the mark of a true hero is restraint: Just look at Batman. But after recently finishing Dishonored it occurred to me that I'd never seen this option in any Infinity Engine RPGs or really any pure Western RPGs that I could think of at the time, and I began to wonder why not? These options are common across many shooter/FPS hybrids-Deus Ex, Dishonored, Alpha Protocol, etc. I explicitly try to kill as few things as I possibly can whenever I have a realistic nonlethal option for dispatching enemies in games, and I feel the highest vindication whenever the game, world or characters reacts to those actions. ![]() ![]() The automatic regenerating health system (which doesn't even consume energy) also rendered painkillers and other healing items useless for me as a stealth character, it was rare that I ever took damage, anyway, but it was always easy enough to just find cover long enough to heal back to full.Ī Link Between Worlds (1) Afrika (1) Aliens vs Predator (1) Alpha Protocol (1) Amnesia (2) Arcania (1) Arcanum (1) Armello (1) Arx Fatalis (1) Assassins Creed (2) Bastion (2) Ben There Dan That (1) BioShock (4) Bloodborne (2) Board Game (8) Borderlands (9) Bulletstorm (1) Chivalry: Medieval Warfare (1) Condemned 2 (1) Conker's Bad Fur Day (1) Cryostasis (1) Dark Souls (11) Darksiders (1) Day Z (6) Dead Space (1) Deadly Premonition (1) Dear Esther (2) Demon's Souls (2) Deus Ex (1) Devil May Cry (1) Dishonored (1) Doom (1) Dragon Age (3) Dragon's Crown (1) Dragon's Dogma (1) DreadOut (1) Editorial (55) Eldritch Horror (1) Elex (5) Evoland (1) Fallen Earth (1) Fallout (6) FEAR (1) Final Fantasy (3) Five Nights at Freddy's (1) Folklore (1) Forbidden Desert (1) Forge (1) Free (36) Get Even (1) Gothic (12) Gravity Rush (1) Great Games You Never Played (22) Grotesque Tactics (1) Guild Wars (2) Half-Life (2) Horizon Zero Dawn (1) Impressions (27) Indie (47) Journey (1) Killing Floor (8) Killzone: Mercenary (1) Kingdoms of Amalur (2) L.A.This one might be a little goofy, but here goes: They've added a new mechanic where you can double your maximum health by taking combinations of painkillers and alcohol (a counter-intuitive mixture which might prove fatal in real life), but this really isn't as interesting. In DXHR, you just get one universal health bar with none of the fun nuances of the original system. Damage to your head and arms affected your accuracy if you lost your arms you couldn't pick up and carry objects if you lost your legs, you had to crawl along the ground in a crouch position, until you healed your limbs. Too much damage to the head or torso was fatal, but you could effectively lose both arms and legs. You could suffer damage to any limb, which affected your performance in different ways. It used to be that you had individual health meters for your head, torso, each arm, and each leg. Persuading a bartender for some informationįurther continuing the trend or removing gameplay features, DXHR also does away with DX1's brilliant health and damage system. ![]()
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