For what it's worth I tend to think our fascination with violence is what drives us to play violent games and not vice versa.
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That's definitely true--and UT rides off of and leverages those expectations completely.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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I see where you came from, in that context. If Spare only ended the encounter, it would be similar. Sparing bosses has significant story impact, but sparing others has little unless you're full pacifist (AFAIK). Maybe that's in line with couching those encounters as bosses?
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UT gives you the option to go "around" obstacles rather than "through", and takes the unusual step of rewarding that choice (eventually). "Through" is usually faster and easier, and I'm not sure you'd find success simply frustrating that approach. (Note also: speedrunning!)
End of conversation
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