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Personaly, I just couldn't make violent playthrough. It's not that I don't like killing in games :D
But in this one... I couldn't.
I liked the good ending, it gave me satisfaction that some guy, Corvo, being betrayed by his friends two times, managed to get a revenge without blood on his hands.
But I agree that there should be more ways to neutralize enemies. Sleep darts and choking through whole game were quite boring.
I've always wondered how I can run through all those quarantined zones without ever getting the plague...
it is more or less the black death plague (where the rats carried flees whom gave people the sickness in the first place), though with the amount of weeper and rat encounters, it is odd that corvo never got ill. would have been interesting if it could have been a gameplay mechanic, perhaps leave for a 4th ending.
it might have been because of all the potions he chugged down
also to the original poster of this discussian, as far as I understand, killing people = rats get more food from corpses, thus they multiply more, thus the plague gets bigger and out of control and people are less happy = :(
I did just finish my third playthrough, and I wasn't taking my time as much as I was on my second or third. I had seen everything already, which made it difficult to be as immersed, so I just went through with effeciency (while still enjoying it, of course.)
Maybe I'll feel like you in ten more playthroughs.
I dunno. I just appreciate the game more than you do.
Also, Daud's campaigns offer far FAR more choice in terms of low chaos. Chokedust, stun mines, and the pull-throw are great ways to incapacitate your targets.
However there are things like the case "Havelock", where thematically killing him and not killing him doesn't really make any difference... he would be executed for treason or whatnot anyways.