Hey all!

I’d like to request recommendations (spoiler free!) for games where you need to make choices, take sides, kill or not kill someone, follow or do not follow orders, but where the consequences actually matter - and most importantly, where the choices aren’t “obviously good choice vs obviously bad choice”.

Give me games where I can choose to side with one kingdom or another, but there’s no clear moral high ground, or where I need to decide to save someone dear to me at the cost of innocent lives. I do not want things like “save all the children and get the happy ending and make flowers grow” versus “kill everybody and everything blows up and the world gets all its water replaced by acid”.

What games fit this requirement?

  • Omega@lemmy.world
    link
    fedilink
    English
    arrow-up
    4
    ·
    11 months ago

    Are names unusual? The only other tactical game like that that I’ve played is Final Fantasy Tactics and they all have names.

    But I agree. In XCom you just accept that you’ll have losses. But they still hurt. My first run-in with Chryssalids was especially brutal. I escaped with two of my men and a failed mission. The rest were one-shotted or eaten by their own.

    • Habahnow
      link
      fedilink
      English
      arrow-up
      2
      ·
      11 months ago

      You bring up a good point, what I was lacking in my post was the combination of names, permanent death, and the very real threat of death. Not certain if Tactics works in a similar way.

      • Omega@lemmy.world
        link
        fedilink
        English
        arrow-up
        2
        ·
        11 months ago

        It does work the same. The biggest difference is that there’s one or two player characters at any time that will give you a game over if they perma-die. But most of your crew are blank slates (with a name) that you build up, give a specific role, and can perma-die. The roles are more distinct, and there are more roles, so losing them feels like losing a party of your team. Like, your summoner might die, and that was the only summoner you had. You have to put in some effort to replace them.

        Now, there is a difference of feel. Random mobs feel like they are for grinding rather than an actual threat. So deaths outside of the story feel like you should just reload your last save to save you the trouble. XCom generally felt like a person died, but it was easier to replace their role with the next man up.