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This can mean knocking over bottles or pushing boxes to make noise, using your grappling hook to pull down high objects, ‘breaking’ objects with your knife, or even briefly letting yourself get spotted before ducking back into cover. Your job is to distract the guards in just the right way to allow Lily - and yourself - to make it to next double door / checkpoint. In this mode, you’re fifty percent watchmaker, fifty percent agent of chaos. But if someone of something were to distract that guard… So if there’s a guard overlooking the staircase she needs to climb up, she’ll stay put. And she only moves, of course, if she can find and move in a path that has no guard coverage.
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Usually cleverly so, although I’ve had her stubbornly walk backwards once or twice. But Lily also has sort of an internal pathing logic going on, wherein she’ll try to move from one hiding spot to another, better one - decided on by herself. Technically, you can direct her in this, pointing at different hiding spots and pressing T to command her. So what Lily does, when left to her own devices, is try to make her way to the exit door, one hiding place at a time. Lily is also smart enough to ‘know’ the way to the nearest two-person exit door. Lily is smart enough to hide from guards, by ducking into nearby hay piles or bushes. In RadWen-mode, Lily is your primary game objective. And from that choice are borne the two games that Shadwen can become: The One Where You Kill Folx, and The One Where You Don’t Kill Folx. Many people pick one path at the outset and stick to it. In practice, I find that kind of thing is rare, though. It’s entirely possible to mix the two gameplay styles up, of course, and only occasionally murder. In that light, I’m pretty okay calling those two extremes ‘good’ and ‘evil’ - or at the very least ‘ neutral‘ and ‘evil’, given that you’re still essentially abducting an orphan girl to help you murder a king. Shadwen‘s moral choice system is refreshingly down-to-earth in that respect, in that it only ever boils down to a single question: do you kill? There are many guards in the castle, and associated area, and you need to get yourself and Lily past them all. With associated subtle forcing you to stick to a certain path - looking at you, Infamous. The bane of our ‘meaningful choice’ existence, am I right? Moral choice systems are renowned, deservedly, for boiling down the various complex of human interaction to a simple Good/Evil choice. I’m going to use the words ‘moral choice system’ here, and you’re probably going to groan. But fairly early on, Shadwen uses that base set of systems to do a pretty interesting thing: it more or less evolves into two different games.
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