![]() ![]() In RadWen-mode, Lily is your primary game objective. And from that choice are borne the two games that Shadwen can become: The One Where You Kill Folx, and The One Where You Don’t Kill Folx. Many people pick one path at the outset and stick to it. In practice, I find that kind of thing is rare, though. It’s entirely possible to mix the two gameplay styles up, of course, and only occasionally murder. In that light, I’m pretty okay calling those two extremes ‘good’ and ‘evil’ - or at the very least ‘ neutral‘ and ‘evil’, given that you’re still essentially abducting an orphan girl to help you murder a king. Shadwen‘s moral choice system is refreshingly down-to-earth in that respect, in that it only ever boils down to a single question: do you kill? There are many guards in the castle, and associated area, and you need to get yourself and Lily past them all. With associated subtle forcing you to stick to a certain path - looking at you, Infamous. The bane of our ‘meaningful choice’ existence, am I right? Moral choice systems are renowned, deservedly, for boiling down the various complex of human interaction to a simple Good/Evil choice. I’m going to use the words ‘moral choice system’ here, and you’re probably going to groan. But fairly early on, Shadwen uses that base set of systems to do a pretty interesting thing: it more or less evolves into two different games. ![]()
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