Bluegrime on 11/10/2005 at 01:47
Also, Walton Simons and the two MIB's in front of UNATCO HQ that are with him after New York. Gunther is also invincible on the Liberty Island mission, as is anyone vital to plot advancement.
Dr. Dumb_lunatic on 11/10/2005 at 11:24
I liked the barefaced cheek of the Devs saying "yeah, in IW you can kill anyone", but have frequent areas in which weapons are disabled, preventing you from killing the (presumably mortal) people vital to plot progression.
But hey, you get to kill 'em eventually. :D
TheGreatGodPan on 11/10/2005 at 16:28
One way to deal with killing of plot-central characters would be to have a nameless replacement fulfilling their duties if they die.
ZylonBane on 11/10/2005 at 16:59
Any character that can be replaced is not, by definition, critical.
Some games do let you kill literally anyone, but if you kill a plot-critical character the game ends, with a message like, "Without X to aid you, your quest cannot progress" or something like that.
rachel on 11/10/2005 at 17:57
In NOLF, you shouldn't even kill the monkey... :(
<small>"unacceptable simian casualty" is pure genius :D</small>
Bluegrime on 11/10/2005 at 22:06
Better then letting you kill someone important early, then finding out 4 hours later you can't progress. That's like killing the Elder just after you finish the temple, getting the GECK, making it to the tanker, and finding no Elder to trigger the 'blow the mainframe and kill Horrigan' quest.
Uglyhead on 12/10/2005 at 19:17
Quote Posted by ZylonBane
Uh, the UNATCO troopers have been told that you're a dirty terrorist. From their perspective, they are the good guys and YOU are the bad guy. Slaughtering UNATCO troops makes you a Very Naughty Person.
I know! That is why I am shamed. I ran out of Tranq darts, being kind to NSF troops. I did get out of UNATCO HQ without killing any UNATCO boys later, though. MJ12 troopers were another story. Besides, with those exploding MiBs, and Paul getting all up ons, some deaths are unavoidable.
Besides, my heart was slightly hardened against UNATCO troops after chatting with one of the detention-level guards earlier. "We had to kill the prisoners." He says. "They wouldn't talk", he says. Bad eggs in every basket, I suppose.
TheGreatGodPan on 13/10/2005 at 04:28
Quote Posted by ZylonBane
Any character that can be replaced is not, by definition, critical.
Some games do let you kill literally anyone, but if you kill a plot-critical character the game ends, with a message like, "Without X to aid you, your quest cannot progress" or something like that.
I like that ending with an explanation deal. Heck, why not have different "Game Over" sequences depending on how far you've gotten in a game that lets you know how close you where and what effect you had?
I heard that if Leo dies in IW another Omar contacts you on the last level. Is that true?