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https://youtu.be/-BUKGbZ28qg?t=1232
In my Unrelenting Anger playthrough, Steve thinks about being a mercenary but then decides against it
Either way, by that point in the game The Baker is not mentioned. He kinda drops off
I tried making Steve a somewhat quiet protagonist, so that he'd serve as sort of an insert for the player, since when I was working on the game I wasn't sure whether I'd ever make a second game, and that way the player can more or less come up with their own ending after the ending narration :)
sparing the baker avoids that, you can use loadouts
On Easiest difficulty, because guns do less damage than on True, enemies can take up to 5 hits to put down. Ironically, this can actually make the game more difficult because you need to be more accurate with bursts and be more careful with ammo. But because you have infinite saves on easy you can make as many mistakes as you like
It's easier to get swamped while reloading on Normal than on higher difficulty
On Masochist, I just use the Scorpion EVO and spray across the screen. A 9mm is as strong as a 7.62 NATO. Usually 1 magazine is enough to take out 20 bad guys and there's lots of ammo for 9mm.
But because you only have 1 save you will be more strongly punished if you make mistakes
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In traditional games the difficulty would probably be scaled this way instead:
Easy - Enemies 1 hp, PC 5 hp
Normal - Enemies 2 hp, PC 3 hp
Hard - Enemies 3 hp, PC 2 hp
Insane - Enemies 5 hp, PC 1 hp
Nevertheless, I think the combination of reverse (effective health) scaling and limiting saves gives Intravenous a unique feel which sets it apart from other games. And during my Pugilist Masochist run I was glad it was scaled its way instead of the traditional way