
Showing posts with label Pacifist Run. Show all posts
Showing posts with label Pacifist Run. Show all posts
Saturday, February 13, 2016
Fallout 4 Pacifist Run
Sunday, October 19, 2014
Pacifist Gaming in Grand Theft Auto
I've done very little blogging of any type for the last year or so, but when I stumbled across an article from Vice on pacifist gaming, of all things, Grand Theft Auto, I had to place a link here. I haven't played Grand Theft Auto since I tried to get GTA 3 to play on a computer that was not nearly up to processing demands of the game, but it's hard to imagine this working well. My own pacifist gaming has taken a pause after I finished Alpha Protocol, and took what turned out to be a very long pause in Deus Ex. Stupid job, always getting in the way of good gaming!
Labels:
ahimsa,
Alpha Protocol,
Deus Ex,
gamers,
gaming,
Pacifist Run
Friday, July 5, 2013
Next Pacifist Gaming Challenge- New Vegas
I’m really getting into this pacifist gaming idea, and am
looking for the next challenge. Fallout:
New Vegas seems to the next one on the list. Just ordered it from Amazon.
Fallout is a long running,
post-apocalyptic series that has a bizarre publication history. It started close to 20 years ago as a remake
of a game called Wasteland, produced by a company called Interplay. The studio in Interplay that built the game,
Black Isle, was eventually dissolved, and the developers split up and
eventually formed a new company called Obsidian. Obsidian found a niche in making
intellectually superior sequels to games other companies put out, and
occasionally generating their own intellectual property (like Alpha Protocol). Fallout: New Vegas is an odd merging
of these two. Technically it is a sequel
to Fallout 3, by Bethesda Games Studio, which acquired the license to
Fallout. However, all of the original
producers and writers of Fallout 1 & 2 now work Obsidian, and they
simply picked up their notes from their own cancelled Fallout 3 and
merged them to Bethesda’s game engine.
Okay, enough gamer politics. The cool thing is that one the best game
developers/writers, Chris Avellone, worked on the game. Avellone’s list of projects is a roll call of
all of the cool, quirky role playing games of the last few decades; games like Fallout
1 & 2, Alpha Protocol, Knights of the Old Republic II: The Sith
Lords, Plansescape: Torment.
Avellone also writes game that let you look for alternatives to
violence. Take for example this
screenshot of a pacifist run through New Vegas.
(More of that story in Gandhi is Not Dead, Seen in New Vegas)
So my next game is chosen, and my stack of shooters
languish on a dusty shelf. Stay tuned.
Labels:
Alpha Protocol,
Fallout,
gaming,
New Vegas,
Pacifist Run
Monday, July 1, 2013
Pacifist Run- Alpha Protocol
Recently I’ve had an urge to go into my video gaming with
an eye towards ahimsa, finding ways
through games without leaving a trail of bodies behind me. It’s one thing
to play a game like Arkham Asylum without killing anyone- technically
the game doesn’t let you kill opponents, and even when you knock a thug off of
a cliff or tower Batman is able to tie them up so they swing helplessly rather
than drop to their death. Playing games where killing is not only possible
but in many cases expected presents a whole different challenge. This is
certainly not possible in many games, but a few role-playing and action games /
series do make this a possibility- for example Deus Ex, Dishonored,
Fallout, and one of my favorites, the “espionage role-playing game” Alpha
Protocol.
I ran through Alpha Protocol as a “technical
pacifist”- certainly ready to crack a few heads, but trying at all times to
avoid killing my opponents. This is actually quite fun in Alpha
Protocol. The game gives you lots of ways to avoid needless
bloodshed, from talking your way through or out of fights, to a wide range of
non-lethal combat options. There are a large number of end-mission
“bosses” to be fought, and after questioning them you are always given the
option of execute or (as I chose) spare. The clever game design rewards
you for consistent game play, and by consistently sneaking around, bypassing
foes, and doing non-lethal takedowns you are given a number of perks that make
your character even stronger.
![]() |
| Sometimes a headbutt is a useful negotiating tool. |
My original plan was to play with a style that was very
close to Emile Antoon Khadahji, aka The Man Who Never Missed from the Matador
series, relying primarily on tranq darts to subdue opponents with occasional
use of hand to hand combat. By bumping up my pistol skill I could
potentially slow time to take careful aim and merrily leave a slew of
slumbering foes in my wake.
The plan didn’t last particularly long, as there are by
my count there are less than 200 tranq darts available in the game. I
found myself conserving my darts, and instead went for sneaking up behind my
enemies and putting them in choke holds until they passed out. Alpha
Protocol lets you build an impressive ninja-style character, eventually
allowing you to become invisible for 20 seconds (or more depending on perks) at
a time. One of the most fun parts of the game was opportunities to turn
invisible right before entering a room full of enemies, then silently putting
the Vulcan nerve pinch on a half dozen before you became visible again.
Unfortunately because the duration does occasionally run out, and there are
long cooldown times for powers, I did get stuck in situations pretty regularly
where I had to just start laying out punches, kicks, and headbutts.
Tactically not the best, but it was lots of fun and the animations on
hand-to-hand combat were great. Coming out of invisibility at unfortunate
times also got me in the habit of tossing around flashbang grenades and “shock
traps” (think area-of-effect tasers) as a backup strategy.
![]() |
| Skilled in the arts of Tai Kwan Leap. |
I did carry an assault rifle with me, and used it
primarily for taking out automated machine guns that are in some sections of
the game. I had to use it on human targets a couple times. The
first was against a particularly annoying foe (Sean Darcy) who isolates himself
in a tower without doors, using a sniper rifle and an unlimited supply of
grenades (which he tosses three at a time) to make life miserable. Look
up any in-depth reviews of Alpha Protocol and you’ll see this is the
most hated part of the game. I had to use my assault rifle and blast past
all of the body armor my foe wore using armor piercing bullets, but eventually
got to a place where some solid shots with tranq darts took him out. I
regretted using up all of those armor piercing bullets moments later when a
Blackhawk helicopter with a rocket launcher showed up, and once again I had to
resort to the assault rifle (and a few conveniently placed rocket launchers) to
take it down- apparently with the pilot surviving the crash. Both of
these happened in the last 30 minutes of the game, an odd choice in a game that
until then rewarded subtlety and stealth.
So how did my pacifist run work? Alpha Protocol
keeps track in exacting detail the number of enemies defeated, weapons used,
and impact of defeating these foes on the world around you. I did have
one foe killed during an early mission. I was sneaking into an airfield
and came under fire from a machine gunner in a guard tower. More guards
came running as I took cover behind a truck and threw shock traps at anyone in
range. The truck caught on fire, and as I jumped away it blew up, taking
out one of the guards as collateral damage in the explosion. Fatality
total- 1 killed by collateral damage, leaving behind three orphans. And
the non-lethal style? 34 enemies knocked unconscious by stun traps, 36 by
tranq darts, and 462 knocked out in hand-to-hand, racking up over $1 million in
medical bills!
However as the credits rolled to the sounds of
newscasters describing the world my actions built I also learned that by
sparing the life of a terrorist leader earlier in the game he later killed
hundreds in a series of West Bank bombings. Here Alpha Protocol
throws in your face the conundrum of global politics. Do you spare the
lives of terrorists and show them mercy? What happens if they turn around
and go back to the warpath? Ahimsa,
you are a tricky fellow.
Labels:
ahimsa,
Alpha Protocol,
gamers,
gaming,
Matador,
Pacifist Run
Wednesday, May 29, 2013
Game Church; or, Ahimsa, Motherfraker!

I’ve
tended to blog more about yoga than gaming here. Okay, I admit it, I tend
not to blog at all. Hey, y’all must have liked that funny cartoon from a
few days ago, right?
Anyway,
I found a neat gamer page called Game Church, which takes a look at computer
and console gaming from a Christian point of view. There’s some good stuff
on mercy and pacifism in gaming, or as my level 10 dual-wielding fighter with
delusions of sainthood likes to say “Ahimsa, Motherfraker!”
For example:
Thursday, January 3, 2013
Deus Ex & the Pacifist Run
Many role playing games for computers and consoles have introduced
a “morality system” that allows you to cast your character as a
hero or villain, depending on your temperament at the time. In the early
days the distinctions were pretty simple. For example, a little old lady only
has half the money she needs for rent and the tyrannical landlord is coming
soon. Do you:
Pay the second half of her rent? Hero!
Stab her and take what little money she has? Villain!
As games got more morally complex, the answers did not always
seem obvious. For example, if you kill the landlord and turn the deed
over to the little old lady, are you a cold blooded murder? Or did you
save the woman from eviction?
If you provide the rent money to the woman, then swindle all
of the rent money plus the deed from the landlord, are you a thief?
Maybe, but at least this time you didn’t kill anyone.
In recent years the morality systems presented in games by
companies like BioWare and Obsidian have been less black and white, focusing on
the differences between a subtle approach (paragon, open palm, light side of the Force, etc) and a direct approach (renegade, closed fist, dark side of the Force, etc). Okay, the differences between the approaches in the Knights
of the Old Republic games can be argued. But
even in systems like these it is possible to play a character categorized as an
honorable person who looks for peaceful solutions, but ultimately leaves a
trail of bodies in his or her digital wake. What is a peace-minded gamer
yogi to do?
There is a growing group of gamers who look for “pacifist
runs”, games where it is possible to play in such a way that you never
kill a single enemy. One such game is Deus Ex: The Human Revolution, a near-future
prequel to the excellent cyberpunk influenced Deus Ex from 2000. DX:HR
has lots of interesting points to consider (and I am only 1/4 of the way
through so far) but let’s just stick to it’s potential for
pacifism.
For a game where you play a bionic super-soldier with
enhancements that allow you to carry huge machine guns and stab people with
arm-knives, there is a lot of flexibility to how you navigate the story.
Most of the game’s challenges can be overcome by combat, stealth,
hacking, influence, or some combination thereof. From a combat
standpoint, in addition to the assault rifles and rocket launchers you also
have access to a number of non-lethal weaponry, like tranquilizer darts, stun
guns, concussion grenades, etc. You also have the ability to sneak up
behind opponents and knock them unconscious. Sound peaceful?
Subscribe to:
Posts (Atom)




