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* [[spoiler: GroundhogDayLoop: The entire premise of the game is just another loop for the main character. Every loop starts with Sergeant Burden waking up in the Legin desert and ends with him dying at Liam's hand aboard the matriarch. The time between that? 7 years. The final level of the game has you learning Liam's patterns, every death essentially means Burden spends another 7 years of torture and hardships. When you finally defeat him, Sergeant Burden commits suicide by jumping out into space, although even this does not seem to have stopped the loop.]]

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* [[spoiler: GroundhogDayLoop: [[spoiler: The entire premise of the game is just another loop for the main character. Every loop starts with Sergeant Burden waking up in the Legin desert and ends with him dying at Liam's hand aboard the matriarch. The time between that? 7 years. The final level of the game has you learning Liam's patterns, every death essentially means Burden spends another 7 years of torture and hardships. When you finally defeat him, Sergeant Burden commits suicide by jumping out into space, although even this does not seem to have stopped the loop.]]
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* GroundhogDayLoop: [[spoiler: The entire premise of the game is just another loop for the main character. Every loop starts with Sergeant Burden waking up in the Legin desert and ends with him dying at Liam's hand aboard the matriarch. The time between that? 7 years. The final level of the game has you learning Liam's patterns, every death essentially means Burden spends another 7 years of torture and hardships. When you finally defeat him, Sergeant Burden commits suicide by jumping out into space, although even this does not seem to have stopped the loop.]]

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* *[[spoiler: GroundhogDayLoop: [[spoiler: The entire premise of the game is just another loop for the main character. Every loop starts with Sergeant Burden waking up in the Legin desert and ends with him dying at Liam's hand aboard the matriarch. The time between that? 7 years. The final level of the game has you learning Liam's patterns, every death essentially means Burden spends another 7 years of torture and hardships. When you finally defeat him, Sergeant Burden commits suicide by jumping out into space, although even this does not seem to have stopped the loop.]]

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Irving example has been put on the character page, Uncovered a trope name.


* FauxAffablyEvil: [[TortureTechnician Irving]], who acts jovial at the start of days and talks about casual activities alongside torture. He once became friends with a cyborg, but only because he couldn't torture him and had his sister killed in front of him.



* [[spoiler: GroundhogDayLoop: The entire premise of the game is just another loop for the main character. Every loop starts with Sergeant Burden waking up in the Legin desert and ends with him dying at Liam's hand aboard the matriarch. The time between that? 7 years. The final level of the game has you learning Liam's patterns, every death essentially means Burden spends another 7 years of torture and hardships. When you finally defeat him, Sergeant Burden commits suicide by jumping out into space, although even this does not seem to have stopped the loop.]]

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* [[spoiler: GroundhogDayLoop: [[spoiler: The entire premise of the game is just another loop for the main character. Every loop starts with Sergeant Burden waking up in the Legin desert and ends with him dying at Liam's hand aboard the matriarch. The time between that? 7 years. The final level of the game has you learning Liam's patterns, every death essentially means Burden spends another 7 years of torture and hardships. When you finally defeat him, Sergeant Burden commits suicide by jumping out into space, although even this does not seem to have stopped the loop.]]

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*** Mostly subverted though: if you actually shoot the kid, you ''lose'' your bargaining chip, hence why most people don't do it. The kid isn't a mutinous threat like Shaman or Frank, shooting him usually leads to a big surge in Rebellion and doing so also makes Claire catatonic. The only reason to do it is if you're desperate for oxygen or if you really need to crush group morale ASAP.

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*** Mostly subverted though: if you actually shoot the kid, you ''lose'' your bargaining chip, hence why most people don't do it. The Furthermore, the kid isn't a mutinous rebellious threat like Shaman or Frank, shooting him usually leads to a big surge in Rebellion and doing so also makes Claire catatonic. The only reason to do it is if you're desperate for oxygen or if you really need to crush group morale ASAP.



For a better reference, take a look at the Steam achievement about 'not using the kid' at all: it has about a 1% success rate.
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*** Mostly subverted though: if you actually shoot the kid, you ''lose'' your bargaining chip, hence why most people don't do it. The kid isn't a mutinous threat like Shaman or Frank, shooting him usually leads to a big surge in Rebellion and doing so also makes Claire catatonic. The only reason to do it is if you're desperate for oxygen or if you really need to crush group morale ASAP.
*** For a better comparison, you need only look at the Steam achievement about not using the kid at all in your threats and negotations: only 0.1 % of the playerbase has it.
For a better reference, take a look at the Steam achievement about 'not using the kid' at all: it has about a 1% success rate.
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''Gods Will be Watching'' is a point-and-click game made by Deconstructeam and published by Devolver Digital, released on July 24th 2014. It was originally a Ludum Dare 26 game where you controlled Sergeant Burden and his crew, a soldier, a psychiatrist, a doctor, an engineer, a robot and a dog. The goal was to survive for 40 days and to repair a broken radio, while at the same time making sure that the crew had enough food, medicine, warmth, ammunition and sanity. The game was later very popular and was funded through a kickstarted until it was picked up and published by Devolver Digital who also published HotlineMiami.

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''Gods Will be Watching'' is a point-and-click game made by Deconstructeam and published by Devolver Digital, released on July 24th 2014. It was originally a Ludum Dare 26 game where you controlled Sergeant Burden and his crew, a soldier, a psychiatrist, a doctor, an engineer, a robot and a dog. The goal was to survive for 40 days and to repair a broken radio, while at the same time making sure that the crew had enough food, medicine, warmth, ammunition and sanity. The game was later very popular and an expanded version was funded through a kickstarted crowdfunded, until it was picked up and published by Devolver Digital who also published HotlineMiami.Digital.
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''Gods Will be Watching'' is a point-and-click game made by Deconstructeam and published by Devolver Digital, set to release on July 24th 2014. It was originally a Ludum Dare 26 game where you controlled Sergeant Burden and his crew, a soldier, a psychiatrist, a doctor, an engineer, a robot and a dog. The goal was to survive for 40 days and to repair a broken radio, while at the same time making sure that the crew had enough food, medicine, warmth, ammunition and sanity. The game was later very popular and was funded through a kickstarted until it was picked up and published by Devolver Digital who also published HotlineMiami.

to:

''Gods Will be Watching'' is a point-and-click game made by Deconstructeam and published by Devolver Digital, set to release released on July 24th 2014. It was originally a Ludum Dare 26 game where you controlled Sergeant Burden and his crew, a soldier, a psychiatrist, a doctor, an engineer, a robot and a dog. The goal was to survive for 40 days and to repair a broken radio, while at the same time making sure that the crew had enough food, medicine, warmth, ammunition and sanity. The game was later very popular and was funded through a kickstarted until it was picked up and published by Devolver Digital who also published HotlineMiami.
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** During one chapter, you have a child that you can threaten or execute to convince his parents to aid you. As of the time of this writing, he is not only the hostage most players chose to free but also the hostage the least amount of players executed, despite his great use as a bargaining chip.
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** NoGoodDeedGoesUnpunished: Of course, your generosity might get you in a tight spot. Hostages might become bolder since you're kinder.

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** NoGoodDeedGoesUnpunished: Of course, your generosity might get you in a tight spot. Hostages might become bolder since you're kinder.kinder and take advantage of the situation by running away, or even attacking you outright.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/godswillbewatching_6327.jpg]]
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* VideoGameCaringPotential: There's no KarmaMeter. However, nothing's stopping the player from taking care of hostages better, or ensuring that the party survives certain death situations.
** NoGoodDeedGoesUnpunished: Of course, your generosity might get you in a tight spot. Hostages might become bolder since you're kinder.
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* TitleDrop: The 4th chapter is entitled ''Gods Will be Watching.''
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* VideoGameCrueltyPotential: You can, among other things, shoot your own hostages, allow your buddy to take the brunt of a torture session so you may survive more easily, inject less useful members of your squad with entirely lethal antidotes to further your research, systematically deny teammates food so you may have more to spare and [[WouldHurtAChild threaten a child.]] In fact, this is often useful or outright necessary. Why have your teammate run away when you can just kill and eat them instead?
* VideoGameCrueltyPunishment: Of course, there is always the flip side. Killing a hostage reduces your negotiating power, if your buddy dies suddenly the torturers are on you, a teammate dying to insanity, starvation of plague limits your options and further decreases the morale. Often the better road is one of PragmaticVillainy. Shooting a hostage in the leg instead of the face means they can't run away and you can still at a later date heal the hostage in question. Leaving your options open is often the means to success.
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* AnachronicOrder: [[spoiler: Pieced together, it seems that the actual order of events is: Epilogue, Chapter 5, Prelude to Chapter 2, Chapter 1, Chapter 2, Chapter 3, Chapter 4, Chapter 6, Chapter 7. This is further complicated by the fact that the entire thing is a GroundhogDayLoop and Burden only achieves a different end result when he defeats Liam in Chapter 7. There's also some unexplained things, for example the fact that Burden seems to have been a Sergeant in the Everdusk Company before he joined up with the Constellar Federation on Legin, and there's a possibility that is simply parts of the loop carrying over.]]

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* IDidWhatIHadToDo: In every scenario, there are always hard decisions that could be made to help ensure your victory, but go too far and you'll have the opposite problem.

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* IDidWhatIHadToDo: In every scenario, there are always hard decisions that could be made to help ensure your victory, but go too far and you'll you might just find you made too many ''pragmatic'' decisions.
* [[spoiler: GroundhogDayLoop: The entire premise of the game is just another loop for the main character. Every loop starts with Sergeant Burden waking up in the Legin desert and ends with him dying at Liam's hand aboard the matriarch. The time between that? 7 years. The final level of the game has you learning Liam's patterns, every death essentially means Burden spends another 7 years of torture and hardships. When you finally defeat him, Sergeant Burden commits suicide by jumping out into space, although even this does not seem to
have stopped the opposite problem.loop.]]
* LeaningOnTheFourthWall: In chapter 2, Liam comments that Irving seems to have some kind of set pattern to his interrogations, and Jack mentions that it'd be nice to have several lives so that he could learn the pattern. [[spoiler: Turns out, this is also a major spot of Foreshadowing. Burden is actually in a GroundhogDayLoop, though he's not aware of it at this point.]]
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* TheStinger: [[spoiler: At the end of the credits, Sergant Burden is finally devoured by what looks like some kind of black hole. After that, we skip to the epilogue ''Broken Hourglass'' where we find Sergeant Burden waking up in the middle of the Legin (probably) desert, at which point he picks up a scarf and a rifle and begins walking to the east, and the we're promptly treated to a flash through of all the games chapters again in the space of half a second. By the looks of it, Burden wasn't actually able to escape his ''curse''.]]

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* TheStinger: [[spoiler: At the end of the credits, Sergant Burden is finally devoured by what looks like some kind of black hole. After that, we skip to the epilogue ''Broken Hourglass'' where we find Sergeant Burden waking up in the middle of the Legin (probably) desert, at which point he picks up a scarf and a rifle and begins walking to the east, and the then we're promptly treated to a flash through of all the games chapters again in the space of half a second. By the looks of it, Burden wasn't actually able to escape his ''curse''.]]
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* TheStinger: [[Spoiler: At the end of the credits, Sergant Burden is finally devoured by what looks like some kind of black hole. After that, we skip to the epilogue ''Broken Hourglass'' where we find Sergeant Burden waking up in the middle of the Legin (probably) desert, at which point he picks up a scarf and a rifle and begins walking to the east, and the we're promptly treated to a flash through of all the games chapters again in the space of half a second. By the looks, Burden wasn't actually able to escape his ''curse''.]]

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* TheStinger: [[Spoiler: [[spoiler: At the end of the credits, Sergant Burden is finally devoured by what looks like some kind of black hole. After that, we skip to the epilogue ''Broken Hourglass'' where we find Sergeant Burden waking up in the middle of the Legin (probably) desert, at which point he picks up a scarf and a rifle and begins walking to the east, and the we're promptly treated to a flash through of all the games chapters again in the space of half a second. By the looks, looks of it, Burden wasn't actually able to escape his ''curse''.]]
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* TheStinger: [[Spoiler: At the end of the credits, Sergant Burden is finally devoured by what looks like some kind of black hole. After that, we skip to the epilogue ''Broken Hourglass'' where we find Sergeant Burden waking up in the middle of the Legin (probably) desert, at which point he picks up a scarf and a rifle and begins walking to the east, and the we're promptly treated to a flash through of all the games chapters again in the space of half a second. By the looks, Burden wasn't actually able to escape his ''curse''.]]
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* FauxAffablyEvil: [[TortureTechnician Irving]], who acts jovial at the start of days and talks about casual activities alongside torture. He once became friends with a cyborg, but only because he couldn't torture him and had his sister killed in front of him.
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* {{Gorn}}: Despite using pixel art, this game is incredibly brutal - especially [[spoiler: the torture segment]].
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* Gorn: Despite using pixel art, this game is incredibly brutal - especially [[spoiler: the torture segment]].

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* Gorn: {{Gorn}}: Despite using pixel art, this game is incredibly brutal - especially [[spoiler: the torture segment]].
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* Gorn: Despite using pixel art, this game is incredibly brutal - especially [[spoiler: the torture segment]].
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->''"Gods Have Been Watching."''

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->''"Gods ->''Gods Have Been Watching."''''
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!!Gods Will Be Watching contains examples of:

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!!Gods !!''Gods Will Be Watching Watching'' contains examples of:of:
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''Please do not add any character tropes to this page. The Characters page for the game can be found [[Characters/GodsWillBeWatching here]].''
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** In the first mission, the second hostage can ask Abraham [[VideoGame/{{HotlineMiami}} ''Do you like hurting other people?'']]

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** In the first mission, the second hostage can ask Abraham [[VideoGame/{{HotlineMiami}} ''Do you like hurting other people?'']]people?'']]
----
->''"Gods Have Been Watching."''
----
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The game is mainly characterised by stressful situations, hard decisions, being very difficult and requiring a good amount of trial and error to succeed. Contrary to other modern point-and-click games, Gods Will Be Watching is not about about combing items or bringing them to the right places, but rather is about resource management and hard choices. Every choice you make will mean another aspect of your survival is neglected. Choosing calm down the hostage who's about to snap and run will cause the SWAT team just outside to inch close, while taking a harder stance might end up with all of them dead and the SWAT having no problem with just charging in.

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The game is mainly characterised by stressful situations, hard decisions, being very difficult and requiring a good amount of trial and error to succeed. Contrary to other modern point-and-click games, Gods Will Be Watching is not about about combing combining items or bringing them to the right places, but rather is about resource management and hard choices. Every choice you make will mean another aspect of your survival is neglected. Choosing to calm down the hostage who's about to snap and run will cause the SWAT team just outside to inch close, closer, while taking a harder stance might end up with all of them dead and the SWAT having no problem with just charging in.
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In the expanded game, you follow the story of Sergeant Burdend and the aforementioned crew through six chapters, ranging from hostage situations to torture scenarios to ''just'' wilderness survival, on an alien planet filled with dangerous wildlife of course. The backdrop is one of struggle between the terrorist group, or freedom fighters depending on who you ask, Xenolifers and the Constellar Federation. There is no karma meter, and whether you value the lives of your crew over long-term consequences is entirely up to you.

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In the expanded game, you follow the story of Sergeant Burdend Burden and the aforementioned crew through six chapters, ranging from hostage situations to torture scenarios to ''just'' wilderness survival, on an alien planet filled with dangerous wildlife of course. The backdrop is one of struggle between the terrorist group, or freedom fighters depending on who you ask, Xenolifers and the Constellar Federation. There is no karma meter, and whether you value the lives of your crew over long-term consequences is entirely up to you.

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-->"Yea, how noble… I don't give a fuck."

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-->"Yea, how noble… I don't give a fuck.""
* ShoutOut
** In the first mission, the second hostage can ask Abraham [[VideoGame/{{HotlineMiami}} ''Do you like hurting other people?'']]
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''Gods Will be Watching'' is a point-and-click game made by Deconstructeam and published by Devolver Digital, set to release on July 24th 2014. It was originally a Ludum Dare 26 game where you controlled Sergeant Burden and his crew, a soldier, a psychiatrist, a doctor, an engineer, a robot and a dog. The goal was to survive for 40 days and to repair a broken radio, while at the same time making sure that the crew had enough food, medicine, warmth, ammunition and sanity. The game was later very popular and was funded through a kickstarted until it was picked up and published by Devolver Digital who also published HotlineMiami.

In the expanded game, you follow the story of Sergeant Burdend and the aforementioned crew through six chapters, ranging from hostage situations to torture scenarios to ''just'' wilderness survival, on an alien planet filled with dangerous wildlife of course. The backdrop is one of struggle between the terrorist group, or freedom fighters depending on who you ask, Xenolifers and the Constellar Federation. There is no karma meter, and whether you value the lives of your crew over long-term consequences is entirely up to you.

The game is mainly characterised by stressful situations, hard decisions, being very difficult and requiring a good amount of trial and error to succeed. Contrary to other modern point-and-click games, Gods Will Be Watching is not about about combing items or bringing them to the right places, but rather is about resource management and hard choices. Every choice you make will mean another aspect of your survival is neglected. Choosing calm down the hostage who's about to snap and run will cause the SWAT team just outside to inch close, while taking a harder stance might end up with all of them dead and the SWAT having no problem with just charging in.

----
!!Gods Will Be Watching contains examples of:
* HostageSituation: The first scenario.
* IDidWhatIHadToDo: In every scenario, there are always hard decisions that could be made to help ensure your victory, but go too far and you'll have the opposite problem.
* PrecisionFStrike: During the fairly eloquent intro discussion of whether the Xenolifers are justified, the Engineer drops one:
-->"Yea, how noble… I don't give a fuck."

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