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You realize it's completely different situation, right? Back in the junkyard Frank was threatening Chloe with a knife, almost for no reason. More than enough reason to shoot him (or not, since no bullets left). Besides, shooting someone doesn't mean they die, and Pompidou dies later if he went to the road and got hurt.
That and there's this:
To not get Frank hurt or killed, you have to put in some effort into your dialogue choices and it's a long chain of dialogue to go over every time you fail.
With the dog, if you throw it towards the road once and you don't like what you see as a result, you can fix it really easily.
The situation may be different but the gravity of the consequences aren't. Max shoots and potentially kills a man in the first situation. Max throws a bone and potentially kills a dog in another. Yet most players chose possibly harming a man to possibly harming a dog.
Why didn't 94% of players want the dog to get hurt? The dog acted as Frank's bodyguard (or so the game makes it out to be), was rabid and dangerous, and was a future liability. From a logical standpoint there's no reason why a player woundn't want to weaken Frank's position.
Second situation - Chloe and Max need to get Pompidou out of their way so they can explore Frank's RV. Did Pompidou do anything bad to them earlier? Nope. Is he attacking them on his own now? Nope. Thus, why hurt him? Besides, getting hit by a car has very high possibility of lethal outcome, especially for a pet.
You're missing my point. I never said shooting Frank was never justified or that there was a reason to hurt the dog. No matter the circumstances of both situations, the life/safety of a dog cannot be placed in the same level as that of a man.
And that's what the statistics show: more than 50% thought it was okay to hurt Frank while only 6% thought it was okay to harm the dog.
Have you considered that many of those people also knew that even if you try to shoot him that he doesn't actually get shot? Knowing he can't get hurt kinda made it my preferred option in my playthroughs.
I mean, the game literally gives you a preview of the immediate outcome of your choice before you settle with them.
With the dog you know it's going to die, with Frank you know he won't. That's why there is such a huge discrepancy.
Au contraire. Circumstances are all that matter. Someone threatens people you care about, you kick their a$$ (at least), whether it's a dog or a man or a bunch of people.
Because Frank deserves it in this situation. And Pompidou in another doesn't.
I've said it several times now. It surprises me that more than 50% chose to shoot Frank but only 6% chose to harm the dog. It implies that people prefer to spare a dog's life over that of a man's. With respect to the video game, that is.
Way to read past my last reply to you. I told you why that isn't entirely the case.
I think Max tries to shoot Frank for Chloe not because she hates Frank.
That's because your reply does not address my point. It's not about the actual consequences, i.e. that Frank never got hurt at all. It's about the gravity of the consequences. Max/The player can't see the future. At that point in time, the player chose to potentially harm Frank. Keyword potential.
Here's my 2 cents
I will always choose to shoot Frank, he's threatning Chloe, it is self defence at that point
I will always choose to save a dog, and yes, I will put the dogs life over Franks, because Frank is a drug dealer who sells crack, Cocaine, and Dope to kids, I will put any animals safety above his life.