As far as I know you can go indefinetly without resolving the murder and until you find you know who the you know what won't start. There is a bit of endgame CnC, however.There is CnC, try playing as a complete anti-cop and they will be there. There are no endgame-altering C&C though, at least I haven't gone that far into playing against the expectations of the character. I'm sure the case won't just solve itself.
now that the dust has settled
is this worth pirating?
There is CnC, try playing as a complete anti-cop and they will be there. There are no endgame-altering C&C though, at least I haven't gone that far into playing against the expectations of the character. I'm sure the case won't just solve itself.
First, the dust hasn't settled yet.now that the dust has settled
is this worth pirating?
It's an interesting and moving story about human feelings, abandonment, inadequacy and dealing with emotions and life. The art style is superb in every aspect and the writing is spot-on.what;s the appeal when there is no cnc? prose and visuals?
And then buy the soundtrack for some great early-morning listening tunes.First, the dust hasn't settled yet.now that the dust has settled
is this worth pirating?
Second, it's worth buying, so it's definitely worth pirating (and then buying, or you get to spend your afterlife in hell).
Spoilers game solution:
Solving the case is entirely dependant on the shivers check in front of the billboard that tells you that Judy is below the building. Confronting here triggers the mercenary shootout which always triggers access to the island. On the island the culprit will always confess. As such the shivers check is the only way to lose the game next to dying when you run out of xp and ways to open it up again. You will usually roll on this check with 80% + odds tho due to every sidequest adding modifiers to it when completed.
Spoilers game solution:
Solving the case is entirely dependant on the shivers check in front of the billboard that tells you that Judy is below the building. Confronting here triggers the mercenary shootout which always triggers access to the island. On the island the culprit will always confess. As such the shivers check is the only way to lose the game next to dying when you run out of xp and ways to open it up again. You will usually roll on this check with 80% + odds tho due to every sidequest adding modifiers to it when completed.
Actually, tribunal automatically happens after some time ( 6 days methink), so you can't lose the game this way, even if you manage to miss all your shiver check
Spoilers game solution:
Solving the case is entirely dependant on the shivers check in front of the billboard that tells you that Judy is below the building. Confronting here triggers the mercenary shootout which always triggers access to the island. On the island the culprit will always confess. As such the shivers check is the only way to lose the game next to dying when you run out of xp and ways to open it up again. You will usually roll on this check with 80% + odds tho due to every sidequest adding modifiers to it when completed.
Actually, tribunal automatically happens after some time ( 6 days methink), so you can't lose the game this way, even if you manage to miss all your shiver check
Spoilers game solution:
Solving the case is entirely dependant on the shivers check in front of the billboard that tells you that Judy is below the building. Confronting here triggers the mercenary shootout which always triggers access to the island. On the island the culprit will always confess. As such the shivers check is the only way to lose the game next to dying when you run out of xp and ways to open it up again. You will usually roll on this check with 80% + odds tho due to every sidequest adding modifiers to it when completed.
Actually, tribunal automatically happens after some time ( 6 days methink), so you can't lose the game this way, even if you manage to miss all your shiver checkYou physically can't fail the Shivers check if you played the game thoroughly. I had the lowest possible Shivers level and I still reached something like 90% on that check after a while.
1/1 always loses so there is always a 1/36 or 3% chance to lose any roll in the game. Even if you roll with 15 against a DC of 10 or something absurd like that.
1/1 always loses so there is always a 1/36 or 3% chance to lose any roll in the game. Even if you roll with 15 against a DC of 10 or something absurd like that.
Also I believe it is impossible to dodge the tribunal bullet even if you succeed.
This was my only problem with the game. I think it's a 9/10, but it spoiled my replay a bit when I realized that none of my decisions really mattered and the last chunk of the game plays out on the same linear path no matter what I do. But given how long they spent developing it and all the thought that went into it, I also just assume this was a budget thing.1/1 always loses so there is always a 1/36 or 3% chance to lose any roll in the game. Even if you roll with 15 against a DC of 10 or something absurd like that.
Also I believe it is impossible to dodge the tribunal bullet even if you succeed.
The game needs the violence at the tribunal to escalate and you to be shot so you can limp on the island. All your checks just affect who of the NPCs die. I think if you kill all mercenaries and dodge the bullet there will still be a last surprise bullet fired by the dying leader that gets you. Its one of the low points of the game, a game with more budget would have a much more complex result tree here depending on the clues you have gathered. Feels incredibly railroaded but its not bad enough to spoil the game.
This was my only problem with the game. I think it's a 9/10, but it spoiled my replay a bit when I realized that none of my decisions really mattered and the last chunk of the game plays out on the same linear path no matter what I do. But given how long they spent developing it and all the thought that went into it, I also just assume this was a budget thing.