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Comment by serallak

5 hours ago

I've just finished playing Metro Exodus, which is another example.

The "good ending" depends on your behavior in the three open areas of the game.

You can still kill "monsters" (mutated humans, animals, cannibals, bandits) without impact, but you should minimize killing other humans, such as slaves, or even hostile but "misguided" NPCs (people that just want you to stay out of their settlement, that you are required to traverse, and who will shoot you on sight).

This is something you can actually achieve pretty easily, just by using stealth.

But reading older posts on this game, many people found this difficult, as the game made easy and satisfying to kill from the shadows.

It's interesting that metro and Stalker both feature this sort of decision tree. I wonder what it is about that culture that leads to this gameplay element.