[Betrayer] 100% & Cinematic Run. No Commentary. Hard Difficulty. No Deaths. No Fast Travel.
Tineard
0:00 / 0:00
[Betrayer] 100% & Cinematic Run. No Commentary. Hard Difficulty. No Deaths. No Fast Travel.
797 просмотров · 3 г. назад
Tineard
1,84 тыс. подписчиков
797 просмотров · 3 г. назад
Synopsis:
The year is 1604. You sailed from England expecting to join a struggling colony on the coast of Virginia. Instead, you find only ghosts and mysteries. What catastrophe blighted the land and drained it of color and life? Where are the settlers and tribes who lived here?
100% includes:
All journal entries completed;
All destinations, notes, chests, clues, graves, people found;
All investigations and skull quests completed;
All thieves slain.
Also, I went through all areas with colors switched on, after the end of main story. There is no special challenge in it, nor there is a narrative reason, I just wanted to show how nice game looks in color.
There is only one exception - “Reminders” entry in journal was not completed. It’s a tutorial, and to finish it I’d have to die. Which I set out not to do.
Things I didn’t do deliberately:
– I did not check journal for every picked-up clue, note, or during investigations, because, while things there could be worded slightly differently, key points stay the same, and I simply avoided redundancy.
– I did not aim to kill every possible enemy - most of them respawn anyway, and ones I missed do not present any unique challenges (such as undead in far corners of certain maps). Plus, it would make run more repetitive, than it is already.
Run is segmented - with saves between the areas.
Normally, game allows player to replenish health with fast travel after every fight (when enemies are not nearby), making it much easier. So, that condition was the hardest one.
Few words about the ending.
First - about gifts. It seems, that only 2 gifts somehow affect gameplay - giving a powerful amulet. But I could not find any correlation between gifts and the main story. I feel, like there is supposed to be a way to influence the Alice, so in the end she would actually say goodbye to her sister - and gifts, as well, as, possibly, decisions about releasing or tormenting souls, can play a role.
But it is just my theory. Maybe there is no way to get any other ending. And if there is - it probably requires some very specific combination of gifts and answers from player, which are not intuitive to me, and I could not find any solid clues either.
So.. basically, I don’t know, if gifts matter at all, or they were just made for player to better understand Alice’s character. Maybe it’s the latter and I’m overthinking it.
Second. This is a minor detail, that bugs me a bit. When I find a Spade at Fort Hope, there is also a small key nearby. What bothers me, it’s never used for anything. Maybe there is some sort of secret chest or door. Or maybe this is
just a misleading clue, like empty bottle of wine or playing card. I tried to look through the entire map, after credits rolled, but found nothing. So, most likely it doesn’t do anything - and yet, I can never be 100% certain.
Third - and very important - choices about whether to release and torment souls. To put it shortly, I tried to roleplay a bit here, being on merciful side, for the most part. Thing is, it’s extremely complicated to judge all those people, because there is no solid understanding of what the punishment is, and also, one has to remember, that all those people are dead already, and thus, it’s different from judging someone, who can still do harm to society, if left unpunished.
I decided to write a very long pinned comment, explaining my choices. I don’t expect everyone to agree with them, but believe me, I gave each one a thought.
Time Codes:
00:00:00 - Coastal Path.
00:07:05 - Fort Henry.
01:00:43 - Sentry Post.
01:51:40 - Fort St. George.
02:33:34 - Outlying Settlement.
03:11:41 - Fort Hope.
03:58:23 - Deep Forest.
04:36:02 - Forbidden Wilds.
04:49:48 - Back to Fort Hope.
05:03:23 - Back to the Coastal Path.
05:20:46 - Releasing Souls.
06:04:32 - Confronting Tabitha.
06:18:52 - Ending.
06:21:57 - Epilogue. Full color. Coast.
06:24:29 - Fort Henry (E)
06:30:42 - Sentry Post (E)
06:40:56 - Fort St. George (E)
06:51:46 - Outlying Settlement (E)
07:01:15 - Fort Hope (E)
07:14:00 - Deep Forest (E)
07:25:56 - Forbidden Wilds (E)