RPG where it's very easy to overcome all of the bosses nonviolently through correct dialogue choices, but actually doing so locks you into the bad ending; in order to get the good ending, you need to do a bunch of obtuse side quests in order to goad them into fighting you.
#honestly this sounds fun #gimme the options #i wanna know what my choices are #how ambivalent can i be? #but also it's so much funnier that this concept makes violence the correct answer (via @cuzosu-blog)
Yeah, you could definitely play a scenario where violence is the morally correct answer for laughs, but you don't have to.
If you wanted to play it straight, one might imagine a game about fighting a fascist state where all of the bosses are The One Good Nazi types with very sympathetic, human reasons for collaborating with the regime – there's the Sad Dad who's only committing mass murder because they're holding his kid hostage, the idealist who genuinely believes they can reform the system from the inside, the moral coward who rationalises their atrocities as harm reduction because if they quit, whoever replaced them would be even worse, etc. – and all of the talky nonviolent options for dealing with them involve compromising the player character's principles.
The final boss is naturally a totally unsympathetic Hitler 2.0 type, but before you can fight him he hits you with the old Mustapha Mond monologue, and if you've let even one of his buddies off the hook, he turns the tables on the conversation-fu trope and persuades the player character to stand down.
The achievement for getting the good ending is, of course, titled "The Only Good Nazi Is A Dead Nazi".





















