It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Basically, the game represents some armchair intellectual's opinion on war ans survival situations. Just like the game itself, the game point of view is black and white, and killing a "good" person means the team immediately plummets to emo-style depression, why killing an "evil" looter or bandit carries no repercussion.

However, if you read memoirs of people who survived war or been in survival situations, the peacetime morality is washed away by a few weeks of war. People become hardened, they stop caring about dead strangers, especially if it means you get the food or medications you need to survive. And when you encounter somebody in an abandoned house during the night, you shoot first and ask questions later (in the game, everyone talks all the time, so that you can distinguish between "good" and "bad", which is quite amusing).

Survival situations are not so much about morality, but about taking risks. Unnecessary risks mean deaths or wounds you may not recover from, or at the very least loss of life-critical supplies.

And the characters in the game take tons of stupid risks - they run off with a stranger to "help her husband" (in real life, those situations would be 90 percent ambushes), they open doors to strangers, let them peek inside (most of the "traders" would be in fact spotters for armed gangs, who would not just "take a few things", but kill everyone inside), or even accept them into the group without knowing zilch about them.

Also, very logical improvisations are not possible - for example, only one person can scavenge, which seriously limits the influx of much needed materials, and disadvantages larger groups. If the group has only a few things, it would be more logical to hide them in a stash, with everyone leaving to scavenge. Potential looters would find just and empty, ruined house, and you would spare yourself a risky encounter.

Also, investing "filters" into getting ridiculously small amounts of water is not very convincing. If it is a filter from rain, rainwater can be caught into almost anything, and then boiled. If it's not rain, what does the "filter" do exactly?
I agree with the scavenge thing and the filters. I also think it's a bit disappointing that you can't talk to people. For example the old couple in the quiet house.
avatar
Kamamura: if you read memoirs of people who survived war or been in survival situations, the peacetime morality is washed away by a few weeks of war. People become hardened, they stop caring about dead strangers, especially if it means you get the food or medications you need to survive. And when you encounter somebody in an abandoned house during the night, you shoot first and ask questions later (in the game, everyone talks all the time, so that you can distinguish between "good" and "bad", which is quite amusing).

the characters in the game take tons of stupid risks - they run off with a stranger to "help her husband" (in real life, those situations would be 90 percent ambushes), they open doors to strangers, let them peek inside (most of the "traders" would be in fact spotters for armed gangs, who would not just "take a few things", but kill everyone inside), or even accept them into the group without knowing zilch about them.
There are also memoirs of cooperation and solidarity. So this game is not true for the characters are always thieving or mershandising, not sharing.
By night, sure, if someone enter your home, or if you enter a home not yours, everyone tends to shoot first, if nobody asked before entering (and then you can shoot your family or pet..). It's often like that even in peace time (then if you kill you have to arrange things before police arrive). So the game can be false on this.
Post edited November 18, 2014 by ERISS
1. Killing an evil person had the same emotional effect on my people. Would you want to be living with someone willing to kill to get things done when there may be another way? Stealing on the other hand, does not affect anyone's mood if it's from 'evil' people.

2. Not all people are bad in the world that they want to ambush you after you go attempt to help them out. There are people who don't lose their good natured heart in any time.

3. People do not always shoot first and ask question later. There are times where I have entered, let's say, the 'semi-detached house' and the people have noticed me. They come up to me and if i'm lucky they'll just tell me to 'f*** off' and let me run away. Same goes for just about any other place with armed enemies, including the military base even. I was quite deep in the base when someone had caught me. He said 'get out while you can' and followed me to the exit along with other military personnel screaming at me to get out.

Another situation that debunks your good/evil, black/white theory; I had proceeded to fist fight an armed person to the point where she was beating me embarrassingly. I had taken a final swing at her and she knocked me back once again leaving me almost dead, but the pointed at the exit afterwards telling me to get lost or else and I did without being shot in the back. I've even stabbed an 'evil' thug to his near death until he basically surrendered, cowering without further incident.

4. What is this 'everything' you speak of for filtering water? In a shelled building with nothing around? You use components from around the place and make a makeshift filter which is part of the 'everything' that you're on about.

Small nitpicking from Mr Literal against what is ultimately a gaming experience is just ridiculous. It's a game, play the damn thing and enjoy it or have fun torturing yourself over the slightest details for the rest of your gaming life.