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Either, working for the burea against cult activity (would be a fun change of pace)
or
Using the burea to further your cult
Would be cool, however I hope they focus on adding more "simulator" elements to the game at some point.
Now that I think about it, a Hunter going rouge would be a cool idea
On the game I started as a detective, the first option never occured to me lol.
I was like... "Get a paycheck and destroy evidence against my cult, great!"
Two minutes later: Fired! Um... what? I went to my job ASAP every time. There was nothing for me to do as a detective in the first couple minutes of the game. Come on.
But, yes this character has great potential.
I hope that potential realized and implemented.
*gruff voice*
That sounds even better tbh
This. The clue is in the game title and the fact that the story about the detective is that he goes to the darkside. You can get another job, but he wouldn't last two minutes in the bureau running a cult. Bloody hate the bureau.
"Congratulations, you've caught a bad guy! Apparently there aren't any more in this entire city, so there's nothing else for you to do."
The narrative doesn't really justify becoming a cultist though, unless you talk to the suspect and convert them into an ally. Which I think is only possible if you use lore (not sure).
Really, the detective story feels half-finished. Not in the sense that it's less impactful than the others (they're all pretty much just early game experiences and then it's all homogenous) but in the sense that the dots don't really connect unless you go for the minor victory.
Like, OK. You have this sealed file, you give in to temptation and read it, then you start dreaming again. And then... you immediately start buying creepy old books and found a cult. Makes sense for the Aspirant after studying the bequest, makes sense for the BYT after reading papa's journal, but the Detective is repulsed by the file, and he's already read it. Why does he suddenly break bad on re-reading it?