ติดตั้ง Steam
เข้าสู่ระบบ
|
ภาษา
简体中文 (จีนตัวย่อ)
繁體中文 (จีนตัวเต็ม)
日本語 (ญี่ปุ่น)
한국어 (เกาหลี)
български (บัลแกเรีย)
Čeština (เช็ก)
Dansk (เดนมาร์ก)
Deutsch (เยอรมัน)
English (อังกฤษ)
Español - España (สเปน)
Español - Latinoamérica (สเปน - ลาตินอเมริกา)
Ελληνικά (กรีก)
Français (ฝรั่งเศส)
Italiano (อิตาลี)
Bahasa Indonesia (อินโดนีเซีย)
Magyar (ฮังการี)
Nederlands (ดัตช์)
Norsk (นอร์เวย์)
Polski (โปแลนด์)
Português (โปรตุเกส - โปรตุเกส)
Português - Brasil (โปรตุเกส - บราซิล)
Română (โรมาเนีย)
Русский (รัสเซีย)
Suomi (ฟินแลนด์)
Svenska (สวีเดน)
Türkçe (ตุรกี)
Tiếng Việt (เวียดนาม)
Українська (ยูเครน)
รายงานปัญหาเกี่ยวกับการแปลภาษา
If under "5th Freedom", you can kill if you want, just dont let them find the corpse...
Lambert doesn't like it when you alert a terrorist cell that there is a NSA operative roaming about their camp.
Ultima IV: The Quest of the Avatar--you can kill people, but killing innocents reduces your virtue, and the goal of the game is to become the perfect exemplar of all 8 virtues, so killing just makes things worse for yourself.
This War of Mine--killing people makes your survivors depressed (except for a few that are more hardened), as well as having a good chance of giving your survivors wounds, since they're not trained fighters. If you don't have enough bandages to cure the wounds, this can lead to death. If you don't have music/alcohol/whatever to counteract depression, eventually your survivors will literally curl up in a ball and die.
Thief: The Dark Project--As one of the first stealth games ever made, I believe this was the first game where killing caused instant mission failure on the highest difficulty.
The Stanley Parable--To achieve one of the endings, you have to kill yourself. The narrator's reaction to your attempts, and eventual success, is worth experiencing.
Bioshock 2--The Bioshock franchise has been mentioned, but no one explained that the most significant reaction to your killing or sparing of various characters is found in Eleanor. She models herself after you. (I suspect their involvement in Bioshock 2 helped inspire Arkane's use of a similar idea with Corvo and Emily.)