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These are some other things that I would like to see have an influence on the endings in the game (even if small), but I totally understand that the game is already released and things aren't likely to dramatically change. This is just a short list of things that I think would be nice if they had some more effect on the story, consider it my list of "pipe dreams" or things that I'd love to see worked on if the opportunity ever comes up one day to expand on it.
Choosing to kill or flee from the french conscript in the blockhouse who refuses to fight and attacks you. Right now you can just back out of the room, and as far as I know there isn't any consequence for disobeying the order from the lieutenant to kill any who resist.
Choosing to kill or flee from the french conscript in isolation who tries to attack you.
In my opinion killing many unarmed enemies should make you more likely to end up with the shellshocked ending, or have some kind of progressive gameplay penalty in some way. Maybe something for NG+ or an eventual Veteran Plus difficulty setting one day :)
Helping Gaston and the Medic, or having spent a lot of money with the merchant (or sold him certain high value crafted jewelry maybe). It would be nice if there was an alternative for the coward ending where you still get executed, but some small nod was made to you completing many of the sidequests like that. Maybe just a variation where one of the soldiers in the firing line is the vendor, and for a moment you see his eyes through the gas mask, and he says "Sorry, Poilu." and then you get executed. Would be fitting since he seems to show up everywhere, that he would also show up at the end.
Using the last of the health vials in the Support trench should have some small effect on the story somewhere. Would be fitting with the note asking you to only take what is necessary. Nothing too penalizing, but I think that it would be fair considering the game warns you against using all of it, and would contribute to the connected feeling of the environment, and making the trench system feel more alive. Something as simple as coming back later in the game, and Andre noticing that somebody else used the last vial and musing that he hopes it helped.
This would probably be too much work, but I think it would add a lot of immersion to the game if your equipped weapon appeared in your hands while walking around. Would necessitate making animations for both walking and running for pistols, long guns, and melee weapons. I do think just the 3 animations could be shared across all the weapons though. I understand it would be a LOT of work though and probably not possible, but if I could magically add one thing to this game (other than the main cowardice change above), this animation change would be it.
This was accomplished without killing any of the shellshocked or pre-placed wounded enemies. I did still finish off enemies that I personally wounded, but not ones that I came across that were already wounded across the map.
I would probably subtract 25-50 from the total number, to give some wiggle room to still run from certain encounters that you were probably intended to run from (hunting cabin ambush, some of the basement areas where lots of enemies spawn in the room with you, although I killed all of those in my run to get this number).
This would also make it so that you could leave certain hostile, but story-telling relevant enemies alive if you so wished (such as the trench raider watching over his stabbed brother in the room where you leave Pierre in Souville, the conscript enemy keeping his wounded friend/brother company in the medical tent in the town, the conscript in the town staring at the baby's crib, and other enemies in situations like that).
However, if you wanted to avoid cowardice, and leave these special enemies (and unarmed enemies) alive, the player would have to otherwise be valiant and kill the majority of other enemies throughout the levels.
Functionally, it was a much more challenging run as well, and really tested my resource management skills, especially through the last chapter. Killing every single soldier in Fort Vaux myself was immensely challenging, but really satisfying to accomplish. I found myself switching to different weapons as I was able to scrounge up 5-10 rounds at a time, and really focused on upgrading the high damage weapons like the elephant gun and hunting shotgun to make the absolute most out of my limited ammunition.
In conclusion, I think this proposed change to the Coward ending to instead be calculated based on number of kills (and not abandoning the crucial battles, of course) would bring some more depth to the ending system for the game. A 'coward' run and a 'shellshocked/conscript' run would have COMPLETELY different playstyles, which I think would suit the respective endings a lot more than the current parameter of 'don't use the hiding spots.'
This would be the final rough amount of kills required to avoid execution by cowardice on each difficulty level that I would suggest:
Training: Kill Requirement disabled
Recruit: 125
Soldier: 200
Veteran: 250+