History Main / PacifistRun

16th Jun '16 6:00:21 PM nombretomado
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* In ''{{Tenchu}}: The Shadow Assassin'' the player gets the highest rank S, Phantom, for finishing a level without killing ''and'' without being seen.

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* In ''{{Tenchu}}: ''VideoGame/{{Tenchu}}: The Shadow Assassin'' the player gets the highest rank S, Phantom, for finishing a level without killing ''and'' without being seen.
11th Jun '16 5:10:46 PM rjd1922
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In games that give you a choice between using lethal or non-lethal force in order to overcome enemies, [[UselessUsefulNonCombatAbilities the former method is usually the most convenient]]. Some gamers [[SelfImposedChallenge like to play through such games]] while avoiding any killings that are not absolutely required, even if [[BraggingRightsReward there is no real reward]] for doing so.

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In games that give you a choice between using lethal or non-lethal force in order to overcome enemies, [[UselessUsefulNonCombatAbilities the former method is usually the most convenient]]. Some gamers [[SelfImposedChallenge like to play through such games]] while avoiding any killings that are not absolutely required, even if [[BraggingRightsReward there is no real reward]] reward for doing so.
9th Jun '16 5:03:52 PM Adeon
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* ''VideoGame/DeusExHumanRevolution'', like its predecessors, can be played in a pacifist manner, except for a handful of forced boss battles. Unlike the first two games though, the bosses can't be circumvented so you have to fight and kill them. There is an achievement for doing a pacifist run (excepting the boss battles). Storyline wise, it makes sense, because the bosses are absolutely insane and have very much crossed the MoralEventHorizon.\\
\\
The Director's Cut went one step further, making the pacifist fighting methods a little easier to use in the boss fights. The base game itself encourages the pacifist run through giving bonus EXP for non-lethal takedowns.

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* ''VideoGame/DeusExHumanRevolution'', like its predecessors, can be played in a pacifist manner, except for a handful of forced boss battles. Unlike the first two games though, the bosses can't be circumvented so you have to fight and kill them. There is an achievement for doing a pacifist run (excepting the boss battles). Storyline wise, it makes sense, because the bosses are absolutely insane and have very much crossed the MoralEventHorizon.\\
\\
The
MoralEventHorizon.
**The
Director's Cut went one step further, making the pacifist fighting methods a little easier to use in the boss fights. The base game itself encourages the pacifist run through giving bonus EXP for non-lethal takedowns.
22nd May '16 6:15:30 PM nombretomado
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* ''VideoGame/{{Trine}}'' has a {{UsefulNotes/Steam}} achievement/PS3 Trophy where you have to complete a level without killing a single enemy.

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* ''VideoGame/{{Trine}}'' has a {{UsefulNotes/Steam}} achievement/PS3 achievement/[=PS3=] Trophy where you have to complete a level without killing a single enemy.
12th May '16 10:43:37 AM ZorotheGallade
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[[AC: RealTimeStrategy]]
* ''VideoGame/RobinHoodTheLegendOfSherwood'' gives a huge incentive to take enemies down non-lethally, as Robin's reputation as a merciful person will net him better rewards and lead more companions to join his cause. You do have to kill two enemies in the game, though: Sir Longchamps and the Sheriff of Nottingham. Also, in several missions you have AI-controlled ally units which will attack enemies on sight, so you have to either scout ahead, take down and hide all the enemies before letting them through, or make do with a TechnicalPacifist attitude (and kills made by allies still impact Robin's reward at the end of the level).
29th Apr '16 9:42:02 AM Kalrot
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* In ''VideoGame/SWAT4'', this is even more encouraged, and in fact mandatory to some degree. Like in its predecessors you need to challenge suspects and prod them with less-leathal weapons in order to make them surrender. Taking every suspect alive is a must for a perfect score, and taking at least a fair portion alive is necessary to get a good enough score to even progress to the next mission. Going for a complete pacifist run is much, much easier this time around thanks to access to more less-leathal weaponry, no risk of suspects randomly dying from being hit by them, and less trigger-happy squad members.

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* In ''VideoGame/SWAT4'', this is even more encouraged, and in fact mandatory to some degree. Like in its predecessors you need to challenge suspects and prod them with less-leathal less-lethal weapons in order to make them surrender. Taking every suspect alive is a must for a perfect score, and taking at least a fair portion alive is necessary to get a good enough score to even progress to the next mission. Going for a complete pacifist run is much, much easier this time around thanks to access to more less-leathal less-lethal weaponry, no risk of suspects randomly dying from being hit by them, and less trigger-happy squad members.
29th Apr '16 1:17:39 AM Kalrot
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* In ''VideoGame/SWAT4'', this is even more encouraged, and in fact mandatory to some degree. Like in its predecessors you need to challenge suspects and prod them with less-leathal weapons in order to make them surrender. Taking every suspect alive is neccecary for a perfect score, and taking at least a fair portion alive is necessary to get a good enough score to even progress to the next mission. Going for a complete pacifist run is much, much easier this time around thanks to access to more less-leathal weaponry, no risk of suspects randomly dying from being hit by them, and less trigger-happy squad members.

to:

* In ''VideoGame/SWAT4'', this is even more encouraged, and in fact mandatory to some degree. Like in its predecessors you need to challenge suspects and prod them with less-leathal weapons in order to make them surrender. Taking every suspect alive is neccecary a must for a perfect score, and taking at least a fair portion alive is necessary to get a good enough score to even progress to the next mission. Going for a complete pacifist run is much, much easier this time around thanks to access to more less-leathal weaponry, no risk of suspects randomly dying from being hit by them, and less trigger-happy squad members.
29th Apr '16 1:15:39 AM Kalrot
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* Encouraged and possible, though insanely difficult to do thoroughly, in''VideoGame/SWAT3''. Suspects can be challenged (in fact, not challenging them before firing will give you severe penalties) and can be prodded with rubber bullets, flashbangs and CS gas to make them drop their weapons and surrender. Taking a large portion of suspects alive will get you a massive bonus at the end of each mission. Taking ''every'' suspect alive, however, is very difficult, as rubber bullets can sometimes be lethal (like in real life) and some suspects are very uncooperative and agressive. This is in no way helped by your trigger-happy squad members, so going for a complete pacifist run is very much a LuckBasedMission.

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* Encouraged and possible, though insanely difficult to do thoroughly, in''VideoGame/SWAT3''.in ''VideoGame/SWAT3''. Suspects can be challenged (in fact, not challenging them before firing will give you severe penalties) and can be prodded with rubber bullets, flashbangs and CS gas to make them drop their weapons and surrender. Taking a large portion of suspects alive will get you a massive bonus at the end of each mission. Taking ''every'' suspect alive, however, is very difficult, as rubber bullets can sometimes be lethal (like in real life) and some suspects are very uncooperative and agressive. This is in no way helped by your trigger-happy squad members, so going for a complete pacifist run is very much a LuckBasedMission.
* In ''VideoGame/SWAT4'', this is even more encouraged, and in fact mandatory to some degree. Like in its predecessors you need to challenge suspects and prod them with less-leathal weapons in order to make them surrender. Taking every suspect alive is neccecary for a perfect score, and taking at least a fair portion alive is necessary to get a good enough score to even progress to the next mission. Going for a complete pacifist run is much, much easier this time around thanks to access to more less-leathal weaponry, no risk of suspects randomly dying from being hit by them, and less trigger-happy squad members.
29th Apr '16 1:02:10 AM Kalrot
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* Encouraged and possible, though insanely difficult to do thoroughly, in''VideoGame/SWAT3''. Suspects can be challenged (in fact, not challenging them before firing will give you severe penalties) and can be prodded with rubber bullets, flashbangs and CS gas to make them drop their weapons and surrender. Taking a large portion of suspects alive will get you a massive bonus at the end of each mission. Taking ''every'' suspect alive, however, is very difficult, as rubber bullets can sometimes be lethal (like in real life) and some suspects are very uncooperative and agressive. This is in no way helped by your trigger-happy squad members, so going for a complete pacifist run is very much a LuckBasedMission.
22nd Apr '16 5:46:05 PM CrazedClockwork
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** The game also features an inversion known as the Genocide route. In order to accomplish this, you need to kill EVERYONE, which not only means all the bosses, but also so many random encounters that they just spawning in each area (a counter appears once the Genocide route is initiated). Your reward? [[spoiler: Two ridiculously tough [[BonusBoss Bonus Bosses]] and [[EarnYourBadEnding an ending so bad]] that it taints all future playthroughs.]]

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** The game also features an inversion known as the Genocide route. In order to accomplish this, you need to kill EVERYONE, which not only means all the bosses, but also so many random encounters that they just stop spawning in each area (a counter appears once the Genocide route is initiated). Your reward? [[spoiler: Two ridiculously tough [[BonusBoss Bonus Bosses]] and [[EarnYourBadEnding an ending so bad]] that it taints all future playthroughs.]]
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http://tvtropes.org/pmwiki/article_history.php?article=Main.PacifistRun