1/17/2024 0 Comments This war of mine cveta![]() ![]() Good deeds can pay off in the future, but it usually feels like too little and is often too late. You'll want to cry out that you just need a little bit of food, but either the NPC will offer a deal first or you're an invader. When approaching inhabited areas you can't initiate a trade yourself. It's common to return from scavenging to find a character has hung him or herself. When desperate children plead for food, turning them away always negatively impact the mental state of characters, making them sad, depressed and even suicidal. When the trader comes knocking, he doesn't care that you're on the verge of death, your acrid tobacco is worthless to him. The morality and bartering systems do not bend to accommodate your worsening conditions. The feeling of desperation is ever-present, you'll never quite have enough food to satiate everyone or the building materials to thrive. Whether you're pillaging an abandoned house or risking life and limb in a heavily fortified hotel there's a feeling that it could all go wrong in the blink of an eye. Your characters are fragile and ranged weapons difficult to come by, so you never quite feel safe. The slow, deliberate pacing accentuates the languishing, oppressive atmosphere. NPCs that hear the sounds or spot you in their line of sight will investigate, The defenseless cower, some propose a barter, others respond with deadly force. Enemies emit these same tells, as do rats scurrying around. Walking is silent but slow, while running comes at the risk of making noise, denoted by emanating circles of sound. ![]() Everything outside line of sight is enveloped in a fog, giving the exploration real tension. In the scavenging phase inspiration has been taken from Mark of the Ninja. Areas with more valuable resources are either inhabited or defended, while the safer places yield less. Locations include abandoned squallers, schools, hospitals, churches and more. All of this is reliant on having the appropriate resources, which are gathered at night when a character can be sent to scavenge while the others sleep or stand guard. Maybe he finally found peace.Like a grim version of The Sims, players click around to move characters and on icons to assign tasks such as making food, building, clearing rubble, rifling through resource points or administering aid-either medicinal or moral. ![]() The tragic story of this man came to an end. "These hardened hands will never again make anything right neither for Marin, nor for anyone else. The following text will appear when the game ends and Marin is dead. He kept the action figure on his workbench but never found the courage to look for its previous owner." Although he remained plagued by the survivor's guilt, he set about rebuilding his life and soon he was running a small repair business, again. "Marin cheated death again and saw the end of fighting. And one winter afternoon, the entrance bell rang and the familiar smile has once again filled Marin's workshop - and his life - with light." His efforts proved futile so he rebuilt his house and kept the action figure in the shop window. "Surviving the war, Marin set about finding the boy who once brightened his day. The following text will appear when the game ends and Marin is alive. Can steal supplies and leave when he is depressed.I wish I had taken that job." Characteristics I grabbed the sheets and tried to, tried to, you know. I figure they couldn't force the shop door, so they just tossed a Molotov through the window. Lets play the worst and hardest scenario made up in workshop, only with Cveta which is the weakest character in the game. They came for me when I was upstairs with my wife, fast asleep. I wish I knew those customers wouldn't take 'no' for an answer. "I was asked to make a set of burglary tools. The toy I found in the street after all went to hell." I fixed it - trade secret - and then he saw it, his smile lit up the whole room. Oh my, I said, this is serious, and his eyes welled up and I had no heart to turn him down, so I just told him to return the next day. "One day a little boy brought his action figure with a broken arm. I had a hard time living off my workshop, customers were dropping by once or twice a day, mostly like that old lady who had been using the same iron since she was a young bride and the world was brighter. In the past, they just tossed out anything that broke. I wish it was equally simple with mine." Marin's Story Given enough time, I can make this place look almost like a proper home. I know how to make tools, furniture, stoves, heaters, whatever. And I don't waste material - all of them. Any worthless trash lying around? I can make plenty of useful stuff out of junk. ![]()
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