Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The Delete Will ending otherwise known as the Our Apoligies achievement. Is achieved by Saying YES to delete Will from the program to cleanse the game of corruption
The Free Will ending otherwise known as the Letter From Beyond achievement. Is achieved by Continuously saying NO to deleting Will. (Make sure to keep opening the game when it "crashes" or "reboots" )
However, it seems that you can only get/have one achievement at a time. Once you get the other ending achievement the first ending you achieved leaves you. With this way you can get both endings, but you can't 100% achievements because you are only allowed one at a time.
Edit:
No clue Steam Achievement Manager is considered cheating, and I have not personally used it/ heard of it, it was brought up in another forum thread/review. Do not feel pressured to use that to get both achievements!
The story calls for empathy from you, the player, and to not put the characters through repeated suffering to satisfy your curiosity. Such design decision is important to the message of the game!
another dev that punish legit players and endores cheating.. man Valve really has to get their stuff together at some point.
Anyway, your "narrative" decision will keep me away from the game and any future games you might release. Enjoy and Good Luck.
Regardless, thank you for the feedback!
I sincerely enjoyed the game and the story that was told. When I noticed that the achievements are mutually exclusive it was so unexpected and clever in regard to the game design and narrative that I liked it even more.
However, the core of the achievement system is to either award players for exploring the game or pushing them further to achieve better score / results. It is also advantageous for the developers because it allows for hinting easter eggs or non linear approaches that they've put their work into without the need to spoil them in-game by adding them as a mark on the map or as a quest for example.
The achievement system is also designed for the players to be able to track the "completion" of the game - obtaining a 100% completion (conditions of which are set by the developer) gives players a feeling that they indeed played and experienced it all.
As I said in the beginning - the design of free will achievements is innovative and cleverly aligned with the narrative because it creates an experience where players think there is something they missed along the way so they will play the game again putting the character again and again through the same suffering. In the end it doesn't make players realize that the suffering was unnecessary because there was an out of the box solution to this problem but It's just a problem they will never be able to solve and they need to give up to avoid the suffering of the character. I get the design and I respect it.
However, with regard to what I've written previously - the achievement system is very much focused on tracking the completion of the game. If there was no "% completion" implemented in the system the mutually exclusive achievements would be a perfect addition to the game narrative but the steam achievement system doesn't work like this and was not designed for such solutions. It is very valid in my opinion to think that this approach is somehow abusing the system's capability of re-locking achievements because it prohibits players from using the system in a way it was intended.
Now, what I think would be aligned with the steam achievement system's design is if the achievements were mutually exclusive as it is now BUT there was an in game trigger that would check if the player understood the message behind the story allowing them to achieve a 100% completion. Now I'm not the developer of that game to give you ideas but I'd love to see your approach to this.
To sum it up - the design of the game is clever but it does not respect the core idea of the system that it is based on.
I have tested this on a steam deck, PC would probably work, too
Step by step, here's what I did:
1. Play the game on PC until i'm in Wendy's room
2. Make a backup of the savegame.
3. Install the game on my steam deck, copy save from PC.
4. Take Steam Deck offline (offline mode, disable wifi)
5. Finish the game on steam deck for the "A Letter from beyond" ending.
6. Advance Steam Deck clock by 72h
7. Relaunch game, unlock "A Letter from beyond", exit game
8. Back on PC, finish the game for the "Our appologies!" ending/achievement
9. Take Steam Deck back online, "A Letter from beyond" should sync to the steam servers after a few minutes.