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Video Game / Desperados III

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Desperados III is a Real-Time Strategy Stealth-Based Game, developed by Mimimi Games (of Shadow Tactics: Blades of the Shogun fame) and published by THQ Nordic, released on June 16th, 2020. It is the second Numbered Sequel to Desperados, and the fourth entry following Helldorado.

The game is a prequel to the first, once again following John Cooper, with new faces to join the gang and different abilities. The Quick-Action feature returns under the name Showdown Mode, pausing the game in order to co-ordinate and chain multiple commands, allowing them to play out at the same time.

On September 2020, Mimimi developed a three-part DLC, Money for the Vultures. Taking place three months after the base game, Rosie hires Cooper and the gang to retrieve Vincent Devitt's wealth.

Reveal Trailer, Gameplay demo, E3 Trailer


The game provides examples of:

  • The Alcoholic: One of the targets in the second level, Marge, has a knack for whiskey, constantly ordering more as soon as she's finished. This is used against her by poisoning the supply barrel.
  • All Men Are Perverts: Except the longcoats, all the men can be distracted by Kate. Although the extent varies: while Ponchos generally can be distracted by Kate's wiles, they are too professional to move from their posts. It doesn't work if Kate tries to distract a man who is talking with a woman.
  • Angry Guard Dog: Guard dogs appear as occasional mooks who function differently from human guards. Though they only have one small, primary viewcone, they are able to detect characters through bushes, walls, and other forms of cover even when crouching and are quick to attack if they spot you. Also, while being detected by one doesn't raise the alarm by itself, their barks will draw human enemies to the area to investigate, making it harder to remain hidden. They can also see through Kate's disguises.
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  • Anti-Hero: All the characters are this to varying extents. While they are fighting against an evil corrupt company, they have no compuction killing their enemies as shown during cutscenes. Depending on the player's actions they will either be Pragmatic Anti-Heroes (if the player tries to minimize the casualties among the mooks) or Unscrupulous Heroes (if they do not). Under the control of a merciless player who even kills civilians, they become straight Nominal Heroes.
  • Artificial Stupidity: In the Las Piedras mission, the guards will sometimes stop on the tracks, while inspecting a body or searching for their friends, only to get themselves run over by the train. Then another guard may notice the dead body (which is counted as an accidental death, therefore doesn't trigger an alert). They will go investigate themselves, and also get run over by the train. (Their stupidity actually can even make your life harder if you're aiming for the No Casualties medal.)
  • Ascended Extra: Rosie is a minor NPC and antagonist of the Baton Rouge mission. She's the Quest Giver of the DLC missions and is more prominently featured.
  • The Atoner: It's implied that the reason Hector is so loyal to Cooper is to atone for his role in Cooper's father's death.
  • An Axe to Grind: Hector can use his hunting axe to execute enemies swiftly. It's big enough to take down Longcoats, too.
  • Badass Longcoat:
    • Cooper has gotten himself a longer coat and is as much of a fast gunslinger as he's previously been.
    • Longcoats are a types of Elite Mook. They can't be distracted, see through disguises, are resistant to gunfire (taking three shots to kill), and only Hector can kill one in melee unless they're stunned by a gunshot first.
    • Doc returns with his signature black longcoat from the previous games, though he can't use it as a distraction this time.
  • Balance Buff: The abilities of the five playable characters have been somewhat reshuffled compared to their Shadow Tactics: Blades of the Shogun counterparts, some to a greater extent than others.
    • Cooper effectively plays almost exactly like Hayato with the major change being given a second gun.
    • Doc is given melee options and his bag as a distraction and as a medical kit to rectify the Crippling Overspecialization that Takuma and snipers in the stealth RTS genre in general suffer from.
    • Hector, as the equivalent to Mugen, is given the Bear Trap and whistle ability from Yuki as well as a whiskey flask that heals only him. His shotgun is the nearest equivalent to Sword Wind, but targets in a cone as opposed to a circle and is limited by Hector's ammo supply.
    • Kate plays almost exactly like Aiko only with pickpocketing skills and the inability to kill or bind mooks with her melee.
    • Isabelle's skillset is the furthest departure with her voodoo making up the bulk of her abilities along with an animal to distract enemies.
    • Guns in general are much more useful due to a greater diversity in firearm types and availability of ammo.
    • Shadow Mode's equivalent, Showdown Mode stops time entirely, as opposed to slowing it down, unless you're playing on the hardest difficulty.
  • Bear Trap: Hector has a giant trap with huge and sharp teeth in his arsenal. The teeth cause trapped enemies to bleed out after some time, making it more of a lethal tool than conventional trap.
  • Big Bad: Vincent DeVitt, the boss of the DeVitt Company, is behind all the schemes of the corrupt railroad company. He's a Non-Action Big Bad though, relying on Frank to do his dirty work.
  • Big Good: Marshall Wayne, who has been investigating DeVitt for a while. Rescuing him is Isabelle's main motivation for much of the plot, and when you do so he gives you your penultimate mission.
  • Black-Tie Infiltration: The Casa DeVitt mission, for half your team. Cooper and Kate impersonate guests of DeVitt's party.
  • Boisterous Bruiser:
    • Hector is a big, strong, and loud brawler who enjoys a good fight and a good whisky.
    • Kate's uncle is cut from the same cloth.
  • Bound and Gagged: One of the core game mechanics for those aiming for non-lethal runs: the heroes can knock out their enemies, but they will wake up after a while. However, the characters (save for Kate) have the ability to tie up unconscious NPCs to prevent them from moving after they were knocked out (while presumably gagging them as well, even though the game doesn't say it, given the sound clips that play during the animation). There's actually even a gameplay reward for doing so: tied up enemies can be used to lure other mooks, as they will come to free the prisoner if they see them, which can be used to set up an ambush. It even works on longcoats and ponchos, who are otherwise immune to most of the other tactics to make them leave their post.
  • Breather Episode: The Baton Rouge mission is a lot more light-hearted that the previous ones. First, there is its premise: The gang got plastered the previous night and creatively ransacked the town during the night. You never witness the actual event, only its aftermath. Which includes dressing up a scarecrow with a dress, and a piano and a bull somehow getting on roofs. The mission itself is peppered with humorous touches, mostly coming from the comments made by the not-so-bright citizens out for your heads, most of them believing that some satanic or swamp witchery is at work. You're even actively encouraged to not kill anyone, since the game leaves you with no lethal weapon.
  • Bullet Time: The game slows down when a character is in an enemy viewcone, giving the player precious moments to react.
  • Call-Forward:
    • During the first DLC mission, Kate explains that Cooper is late because he was working on a bank job with Sam Williams. When Doc notes that he's never heard of Sam, Kate responds that they may one day cross paths.
    • Kate is established to be pretty new to poker, but in the first DLC mission, it's noted that she's improving her skills significantly. By the time of the original game, she's become a professional gambler.
  • Changed My Mind, Kid: McCoy leaves the group after Cooper screws everything up by trying to kill Frank alone and gets them all captured and sent to the Company's gold mines. The next two missions are done without him. However, he chooses to come back and arrives just in time to save them from DeVitt after the latter managed to grab Hector's shotgun and was about to kill them.
  • Clown Car Base: Barracks can send waves of reinforcements from a relatively small building. These are limited in number and can be viewed by hovering the cursor over the building's bell.
  • Cold Sniper: McCoy is the sniper of the group and by far the most emotionlessly businesslike; for most of the game he is Only in It for the Money.
  • Color-Coded Characters: Much like Shadow Tactics: Blades of the Shogun, characters are strongly identified with a color to make their actions easier to identify in the heat of action. Cooper is blue, McCoy is purple, Hector is orange-brown, Kate is pink, Isabelle is green. This extends to the objects they are interacting with. Enemies tend to be associated with red.
  • Conflict Ball: Cooper firmly grabs hold of it during the end of Act 2. Having finally cornered Frank, Cooper wants to go fight him alone. Kate and Hector both wisely protest, and Cooper responds by shooting Hector in the hip, crippling him for the remainder of the mission and forcing Kate to look after him. Cooper then heads in to fight Frank, loses the duel, and gets his friends captured.
  • Corrupt Politician: Mayor Higgins is on the DeVitt Company's payroll and sold Kate's ranch to them behind her back.
  • Cosmetic Award: Completing a stage once will reveal a number of medals that can be earned. Difficulty ranges from manageable to completely insane, but there's no gameplay rewards attached to them.
  • Darkest Hour: The end of the second act of the game. When all five characters are captured and shipped off to be worked to death in the DeVitt gold mines.
  • Defector from Decadence: Hector used to be part of Frank's gang. He quit after Frank asked him to kill a teenager, a young Cooper.
  • Developers' Foresight:
    • Cooper lampshades that the coins he uses to distract enemies are fakes. This is likely to ease players' worries about Cooper throwing away valuable currency.
    • In Isabelle's intro mission, If you try to rescue Doc using someone mind-controlled by Isabelle, he'll kill them, and Isabelle will comment that he probably needs to see a friendly face rather than an enemy.
    • Long Coats shot by a mind-controlled mook will remember the person who did it and shoot that individual when encountered.
    • Isabelle's Connect has a ton of secret synergies that a clever player can utilize. For instance, the game states that Hector's personal healing item (a flask of moonshine called "The Good Stuff") is too strong for anyone else to use. If you Connect Hector to a guard and have him take a swig, the connected guard instantly passes out. Another example includes using Connect on one live mook and one tied-up one, then disposing the latter into a body of water (a building won't work as it doesn't kill), which will drown the other mook even if they're on land. This even plays a special drowning animation.
  • Difficulty Levels: Beginner, Normal, Hard, and Desperado. Somewhat uniquely to the tactical stealth genre, changing the difficulty also changes the enemy mob setups in the level.
  • The Dragon: Frank is DeVitt's top enforcer, and the one carrying his orders on the field.
  • Dragon Their Feet: Frank quits DeVitt's employ just before the heroes carry on their plan to capture the latter. Therefore, after DeVitt is defeated, there's a final mission in which the heroes have to get to Frank who has returned to his old hideout.
  • Easy Level Trick: Casa DeVitt, the penultimate mission, has our heroes infiltrate DeVitt's heavily guarded villa during a gala full of people to try and kidnap him. The initial plan was for the group to cause a distraction, either using fireworks or a fancy contraption in the backyard to distract people away from the main plaza, leaving DeVitt alone with a few guards. This requires elaborate cooperation between the four characters to systematically elliminate DeVitt's men stealthy until they are clear to proceed with the plan. Or you can just elliminate a few guards on the balcony and get Isabelle up there then have her mind control DeVitt once he walks into range, before getting him out of the guards' views, knock him out, tie him up, and carry him to the wagon before bringing the rest of the group there, finishing the mission. Kate and Cooper don't even have to do anything at all besides reuniting with the others. In fact, there are even two medals that can be earned by not using any of Kate and Cooper's skills and have Isabelle mind-controlled DeVitt.
  • Elite Mooks: The Longcoats are the only enemies that can't be killed in one hit (except by Hector). They can't be distracted by conventional means and also see through Kate's disguise.
  • Enemy Chatter: Enemies close to each other will have a chat if the player camera pans to them. Some enemies and civilians need to have a character to close in order to eavesdrop, and these conversations often unlock hints.
  • Equal-Opportunity Evil:
    • The various gangs of bandits recruit women among their ranks.
    • The DeVitt Company seems to have no problem hiring women or black people as their muscle.
  • Even Evil Has Standards: Frank ends up having enough of DeVitt and quits his job as his top enforcer at the start of the next to last mission.
  • Evil, Inc.: For the general public, the DeVitt Company is a respectable railroad company. Behind the scenes, the company practices slavery by using legal loopholes to bypass its ban, kidnaps people to use them as slaves, and uses violence to take the lands it wants.
  • Fire-Forged Friends: How Cooper meets all of his companions. He saves Doc during a train robbery. He runs into Kate during a wedding heist. Isabelle saves him during a riverboat shootout. And Hector spared his life as a kid when Frank ordered him executed.
  • Five-Man Band
    • The Hero: John Cooper, who is generally the leader and the main focus of the plot.
    • The Lancer and The Big Guy: Hector Mendoza, Cooper's closest friend; he can take more damage than everyone else, carry two bodies at a running speed, and is the only one who can physically match Longcoats one-on-one.
    • The Smart Guy: Doc McCoy, who, in addition to being a doctor, tends to come up with the group's more complex plans.
    • The Chick: Kate O'Hara, the only one with only no lethal options except her gun, whose skillset focuses on seduction and distraction.
    • Sixth Ranger: Isabelle Moreau, who joins significantly later than everyone else and who brings a Genre Shift by using actual magic in a setting that had been realistic up until then.
    • Team Pet: Stella, Isabelle's cat.
  • Foreshadowing: The citizens of Baton Rouge mention several times 'swamp witches' and 'swamp witchery'. The next mission introduces Isabelle, who can use voodoo abilities.
  • Freudian Excuse: Implied with DeVitt, if he is telling the truth during his ramblings to his guards after his party is ruined. Apparently, as soon as he was old enough, his father threw him out of the house in the streets with only his clothes and a dime, and let him fend for himself.
  • Gameplay and Story Segregation: In the third mission, Cooper's and Hector's objective is to kill the local leaders of the DeVitt company. However, due to how its engine works, the game will also count them 'dead' even if they were only knocked out, trussed up, and hidden somewhere (for instance in one of the closets of the brothel for Wild Marge).
  • Gender Is No Object: The DeVitt Company employs plenty of gunwomen in addition to gunmen. This isn't purely cosmetic either; Female mooks are immune to Kate's distraction techniques and will also dissuade their male colleagues if Kate tries to distract them if they're nearby.
  • Good Is Not Nice: The protagonists fight with gangs of bandits and the corrupt DeVitt company, but they are also jaded people who are not above using lethal means to get rid of the enemy mooks. They will also rough up civilians if they can't avoid it, such as knocking out someone so that Kate can steal her clothes to disguise herself.
  • Guns Akimbo: Cooper carries two revolvers, which lets him take down two enemies at once. Interestingly, he carries two different models of revolver; His signature Remington from previous games and a Colt Navy.
  • Heal Thyself: Hector carries a flask of The Good Stuff, a swig of which will completely restore his HP. The tooltip says it's too strong for the other characters, unlike McCoy, who can use his medical skills on anyone, himself included.
  • Heel–Face Turn: Hector, in the backstory, used to work for Frank. He switched sides when Frank asked him to kill Cooper, who was just a child at the time.
  • <Hero> Must Survive: Losing any of your characters in any non-scripted sequence is a mission failure.
  • Hopeless Boss Fight: When Cooper confronts Frank in New Orleans, the player is given control to allow for one action only: Drawing Cooper's Colt Navy revolver. Unfortunately, Frank is quicker on the draw and shoots Cooper in the leg, which puts him out of action for a while.
  • Hypocritical Humor:
    • Hector chastises Cooper for resorting to poisoning, arguing that a killer should look at their victim in the eye. This is coming from a man frequently using a giant bear trap (which he named) to kill others, as Cooper points out.
    Hector: I don't know, amigo. You kill a man you look him in the eye.
    Cooper: Like when you use that giant bear trap of yours?
    Hector: Hey, leave Bianca out of this.
    • One of the enemy thugs eulogizing Bill in the same mission.
    Gunman: Bill ... was a good man. Never hurt a fly. Beat his wife like there was no tomorrow, but who doesn't, eh? You rest in peace there, Bill.
  • I Call Her "Vera":
    • Hector refers to his giant bear trap as Bianca. Even the tooltips get in on this; in a mission where Bianca is replaced with a rake, the tooltip refers to it as "Not-Bianca".
    • Cooper refers to his revolvers as "The Old" (Colt Navy) and "The New" (Remington New Army).
  • Instant Replay: New to the series, a post-game map replays your routes and actions at high speed. It also tracks your kills and knock outs, saves, loads, and which abilities you used.
  • It's Personal with the Dragon: DeVitt is the main instigator of all the evil actions of the Company, but Cooper's true beef is with his top enforcer Frank, a retired outlaw responsible for the death of his father.
  • Justified Tutorial: The prologue level featuring a young Cooper assisting his father hunting down a bounty has Cooper's father instruct him in all the tricks of the trade and, by extension, the player regarding the basic gameplay mechanics.
  • Kill 'Em All: Some of the Baron's Challenges involve this with certain conditions attached. For example, "For A Few Bullets More" gives you Cooper, Doc, Hector, and Kate with the objective of killing eighty people using only guns (though the kills will still count if they get run over by the train).
  • Knife Nut: Cooper carries a knife, which he can throw for silent ranged kills, and something he expresses great pride of when equipping it.
  • Last Lousy Point: There's an achievement for killing or incapacitating all 31 of the NPCs named after Mimimi developers. Made worse by the lack of in-game progress tracking specifying which ones you've already eliminated, as well as some NPCs having names but not being considered part of the achievement.
  • Leave No Witnesses: One of the Baron's challenges and a few mission achievements require this.
  • Little Useless Gun: Kate's Derringer is an aversion. While it has a shorter range than other guns, it's still just as lethal as other guns and is quieter than Cooper's revolvers.
  • Make It Look Like an Accident: Environmental kills won't cause surviving enemies to sound the alarm. While they will scour the area in a panic, they won't call reinforcements or fail any "remain undetected" objectives. Bizarrely, this even applies to accidental deaths copied using Isabelle's Link ability, meaning that a guard who suddenly gets crushed to death by nothing in the middle of an open field will still be treated as an accident by anyone who sees it happen.
  • Mugged for Disguise: Kate can disguise herself as a civilian and walk in plain sight in restricted areas, with only the elite guards and the dogs being able to recognize her as an impostor, but it often involves stealing the clothes from another woman after knocking her out.
  • N.G.O. Superpower: Officially, the DeVitt Company is a railroad company. However, its massive wealth allows it to maintain a small private army of guards and to have several gangs of criminals working for it. It's powerful enough to control a city such as Flagstone and to put New Orleans on complete lockdown.
  • No Celebrities Were Harmed: Hector is basically a sanguine Bud Spencer, who dropped his curmudgeonly nature.
  • No-Gear Level: Baton Rouge, somewhat. Your characters have no weapons but retain utility items. DeVitt Goldmine can also be played this way for an achievement. One of the challenge levels also takes away every method of harming or incapacitating enemies directly. Downplayed in Casa DeVitt. Cooper has to do without his revolvers, but retains all his other abilities, including his knife.
  • Non-Action Big Bad: Due to being, in Cooper's words, a "rich asshole", Mr. DeVitt relies on Frank and all his guards to do the fighting for him. Though he's not as weak as he appears, as he was able to get the drop on Hector and steal his weapon, and knows how to use a shotgun.
  • No-Sell: Female mooks are immune to Kate's charms. The one possible case where they might work occurs before Kate joins the party.
  • Only a Flesh Wound:
    • One of Cooper's lines when being damaged is "just a scratch," which includes getting shot.
    • Averted with Kate's uncle who gets hit in the shoulder by a gatling gun but claims 'It looks worse than it is'. He quickly collapses and dies from bloodloss.
  • Pacifist Run: Some missions (such as New Orleans) give a medal for finishing them without killing anyone.
  • Purely Aesthetic Gender: Subverted. At first, it seems like female Mooks are just there for the sake of it, but there's actually a gameplay mechanic behind it: Kate's distraction techniques won't work on them.
  • Rake Take: On the level where all your equipment is replaced by non-lethal versions, Hector's bear trap is replaced by a rake that invokes these for a non-lethal KO.
  • Real-Time with Pause: Showdown Mode pauses the game (except on the highest difficulty, where it simply slows time down) to allow the player to line up actions from several characters at once. This mechanic is vital during the game's final confrontation.
  • Sacrificial Lion: Kate's uncle, a big boisterous Irishman capable of holding off an entire squad of goons with only Cooper and his niece by his side during the shoot-out at O'Hara Ranch, dies of bloodloss after getting hit by a gatling gun bullet.
  • Save Scumming: Expected and encouraged by the game, to the point that you are reminded if you haven't saved in a while.
  • Ship Tease:
    • Between Cooper and Kate, who are shown to take a liking to each other during their adventures. By the time of the second half of the game, Copper is for instance shown to be especially worried for her safety. She kisses him just before the beginning of his climactic duel with Frank.
    • Also, between McCoy and Isabelle, though it's more of a Slap-Slap-Kiss tease. The two of them constantly argue, but McCoy keeps coming up with reasons to stick with her, which she subtly teases him for, and when McCoy temporarily leaves the team, Isabelle constantly notes how useful it would be to have him around.
  • Short-Range Shotgun: Downplayed with Hector's shotgun. One can't deal damage outside the range cone highlighted when equipping the weapon, though it has a decent range along with the spread allowing you to hit multiple enemies.
  • Shotguns Are Just Better: Hector's shotgun fires in a cone shaped arc, but anyone inside that cone is dead, allowing Hector to take out swathes of mooks with a single blast.
  • Shout-Out:
    • Between his name, his status of a retired outlaw working for a railroad company owner, and all the dialogues centered around him ultimately missing the good old days of the Far West before the railroad brought modernity to these lands, it's pretty clear that Frank is a huge loving homage to... well, another Frank. Especially when you see Cooper's backstory and learn that like the other Frank, this one forced the protagonist into a position where they were responsible for the death of a relative.
    • One of Kate's lines refers to a certain other western-themed series:
    Kate: These violent delights...
    Isabelle: I've got friends on the other side...
  • Showdown at High Noon: Frank loves these, to the point of setting them up intentionally even when he could just shoot his enemy instead; at one point DeVitt even complains about it.
    • In particular, there's one when Cooper finally catches up to him for the first time, although the results are scripted.
    • And later, the final encounter of the game consists of one of these, although you control everyone except Cooper in order to eliminate Frank's men at the same instant when Cooper and Frank fire.
  • Slavery Is a Special Kind of Evil: The DeVitt Company uses slaves, which it kidnaps with the help of criminal gangs on its payroll, and this specific action is shown to particularly disgust the main characters.
  • Speedrun: Each mission has an achievement for finishing under a certain time limit. Note that the clock is not reset by game loads.
  • Stab the Scorpion: When Cooper and McCoy first meet, Cooper saves McCoy from a pair of thugs. McCoy returns the favor by aiming his gun at Cooper, prompting Cooper to respond with an annoyed "really?"... only for McCoy to fire and shoot the third thug creeping up behind him.
  • Starter Villain: Big Ann, the leader of the gang attacking the train that Cooper is using to go to Flagstone, is the first antagonist of the game and isn't mentioned after her gang is defeated. She's also a Lone Wolf Boss, as she doesn't have ties with the DeVitt company; in fact her actions even indirectly opposes the company as she's robbing one of their trains.
  • Stealth-Based Game: To an extent. While sneaking around is the most effective way to pick off enemies, even on higher difficulties a gunfight can be a sound plan, as long as it's started on your terms.
  • Suspiciously Similar Substitute: Since this is a prequel, Sanchez and Mia (who the group only meets later in the timeline in Desperados) can't appear. Hector and Isabelle take their places as the hard-drinking Mexican Big Guy with a shotgun and Sixth Ranger with the Team Pet and darts that can make enemies attack each other, respectively.
  • The Guards Must Be Crazy: Enemy AI is extremely predictable and easy to manipulate. Tropes Are Tools and this is to the game's favor, as exploiting this is the cornerstone of the gameplay. That said, the guards actually avert the worst aspects of this trope — they'll notice if their buddies have disappeared and spend some time looking for them, for instance. New players to the game or genre may also be surprised at just how far the guards can see and what they will react to.
  • The Roleplaying Game: Pegasus Games released a pen-and-pencil tabletop game based on the game.
  • They Call Me Mr Tibbs: Doc McCoy is quick to correct everyone that his correct title is Doctor whenever someone calls him Mister.
  • This Is Something He's Got to Do Himself: Cooper insists on this when he catches up to Frank for the first time, to the point of shooting Hector to make him stay away. It doesn't end well.
  • Too Dumb to Live:
    • Mayor Higgins still tries to marry Kate after having already sold the deed of her family's ranch behind her back. Somehow, he expects that this will have no repercussion on him. Frank rightfully points out that this is a stupid decision during their meeting.
    • Magnus DeVitt, the brother of Vincent DeVitt and antagonist of the second DLC mission, definitively is. It's one thing to gloat in a message that you hid your brother's money while revealing your identity. It's another to keep acting like a Smug Snake and to belittle the armed people who cornered you alone on the roof of your mansion in order to ask you about said money, after having probably neutralized and potentially killed a good chunk of your guards. Killing him actually even gives an achievement.
  • Truce Zone: Sort of. You can freely move in the streets of Flagstone, New Orleans and the public-allowed parts of the DeVitt Mansion (though only with Cooper and Kate who are posing as guests) without getting shot at, as long you are not caught doing anything suspicious. This also allows Kate to use her usually disguise-dependent abilities without said disguise.
  • Unintentionally Unwinnable: In Baton Rouge, McCoy is unconscious and needs to be carried to a boat at the end of the level. Hector can throw bodies he's carrying, with no requirement that he (or anyone else for that matter) be able to reach that location by any other means. The boat has an unreachable roof, but throwing McCoy on there doesn't count as bringing him to the boat, and the game only tells you this when you've completed all the other objectives in the level. Hope you didn't quicksave in the meantime.
  • Videogame Caring Potential: The game allows for non-lethal attack options, but there's actually no penalty for killing enemies. And since the lethal actions are slightly more efficient and convenient as they don't need the characters to spend time tying up the enemies, players opting to defeat non-lethally as many enemies as possible only do it because they want to be merciful. Some of the mooks have dialogues that slightly humanize them or genuinely funny lines, making some people willing to incapacitate them non-lethally. It's even possible to finish some maps without killing a single soul, and there's actually a reward for doing it the New Orleans, Las Piedras and the final Devil's Canyon missions.note 
  • Videogame Cruelty Potential: On the other hand, the game also allows you to be creatively mean with the unlucky mooks and NPCs you come across.
    • You can knock out an already unconscious NPC as many times as you want as long as they're not tied up.
    • You can kill a NPC while they're already tied up and defenseless. There's even a reason you might want to do so, since you can use them to kill another NPC remotely using Isabelle's Link ability.
    • The mission in Baton Rouge only gives you non-lethal weapons, which means that killing the enemies requires more efforts than non-lethally taking them out. You can still find ways to do it, and there's even an achievement for killing enough of them. It's worth noting that this time you're not up against the DeVitt Company or a criminal gang, but against Baton Rouge's citizens who think that you ransacked their town and robbed the bank. And while shooting on sight is Disproportionate Retribution, they have legitimate grievances against the gang. Also, they seem to be acting more on misinformed stupidy than true malice.
    • Some of their idle dialogues can be surprisingly good at humanizing the Mooks. Some of them will invite an other to play cards or to have a drink after their shift as part of their stock lines during a conversation. There are even instances of more elaborate dialogues humanizing them. For instance, in the Casa DeVitt Mission, it's painfully obvious that one of the longcoats (named Bill by the other characters) has a crush on one of the gunwomen of the estate and tries to ask her out every time he passes near her during his round, but Cannot Spit It Out. You can still kill them if you want.
    • Unlike previous games in the series, killing an innocent civilian is no longer an automatic mission failure by default (or even penalized in any way, outside of the game keeping track).note 
    • Isabelle can mind-control enemies into killing their allies, including people who are clearly close friends they were just in a conversation with.
  • Weapon of Choice: Each of the main cast has a variety of weapons and tools at their disposal:
    • Cooper carries a pair of revolvers that allow him to dispatch two enemies at once. He also uses a Bowie Knife for both close quarters and ranged silent kills.
    • Doc uses a Buntline Special using custom rounds for long ranged silent kills. He also has an array of medical equipment, such as a lethal syringe, chloroform, and swamp gas bombs that give him greater versatility than other snipers in the real time stealth tactical genre.
    • Hector, as The Big Guy, prefers larger weapons, such as his axe, shotgun, and Bianca.
    • While Kate prefers to use her feminine wiles, she still wields a Derringer, which is quieter than other firearms.
    • While Isabelle's blow gun can't kill anyone directly, it does have the useful puppet and link abilities, making this a case of Abnormal Ammo. For direct kills, she does use a small sickle.
  • What Did I Do Last Night?: The Baton Rouge mission starts in the morning after a night of bank-robbery involving things like a piano and a bull somehow getting on roofs, improbable cannonfire ricochet aiming and suspicion of swamp witchery. On top of that, Hector slept with the sheriff's wife, and that alone makes the gang motivated to get out of dodge.
  • What Measure Is a Mook?:
    • In general, the characters never give a second thought to the mooks they kill, even during situations in which it's very unlikely that all these people (or even a majority of them) are criminals: for instance, the guards of Higgins Estate or the citizens of Baton Rouge.
    • The Casa DeVitt's mission objectives forbids you to kill Vincent DeVitt as the Marshal wants him alive to be judged, or to kill any of the guests. The lives of the many guards of the estate are free game however. While most of them are implied to be criminals part of Frank's gang and other gangs of outlaws, Vincent DeVitt is arguably a much more evil human being than them. It's even possible that some of them are mere guards doing their jobs, with no ties with the Company's evil actions.
  • What the Hell, Hero?: The rest of the party reacts this way to Cooper insisting on confronting Frank alone, shooting Hector, and getting everyone captured in the New Orleans Docks mission. Hector and Isabelle forgive him fairly quickly, but Doc and Kate continue to react this way for the next few missions.
  • Would Hit a Girl: None of the heroes have any compunction attacking or even killing female opponents. Or female civilians, for that matter, should the player feel merciless.
  • You Killed My Father: Cooper wants to kill Frank because the latter is responsible of the death of his father.