Almost all the variation in endings was within the weird visit to his apartment which, while interesting, made absolutely no sense for the player to go through for a stranger they'd never met (and is bad advice for players trying to consider how they would deal with an actual call from someone suicidal), especially the "love" endings (unless it was a sort of Undertale-esque satire of players' tendency to do everything possible to try to get a good ending and/or see everything the game has to offer even if it leads them to extreme or unorthodox behavior I sort of got that vibe and it was kind of interesting, but it didn't feel explored well and I'm not sure if it was intentional). But there's also the fact that your conversation path can seem to leave him in a variety of different degrees of optimism, cheerfulness, and determination to live (with several endings explicitly saying he won't hurt himself or has decided not to do anything hasty, and others leaving with him ruminating on how the world will be better off without him), yet they all lead to the same "bystander" ending if you don't start texting with him, and the exact same texting conversation if you do (save a few minor changes if you told him you loved him but wouldn't go to see him). Maybe you could try an approach closer to that in the future, if you were interested.). That's what I was expecting this game to be, and my disappointment with it isn't so much because it's bad as because it seems like it could've been so much better and more important if it had been that. Of course, that seems like it could be a sort of moral of a story themed around suicidal thoughts, that sometimes there just really is no right thing for you to say, nothing you can do to help someone who isn't ready to accept help (although that seems like a rather non-constructive message compared to, say, a game that might take inspiration from the conversational techniques employed by actual suicide prevention hotline attendants in terms of what does and doesn't help the caller to hang in there and seek help, and actually sort of train the players to be better prepared to help out a suicidal individual if they should ever meet one. I have to say, however, that after putting in the time to try to find every ending and line of dialogue (because I'm a bit of an obsessive completionist), I'm disappointed with how little any of your choices in the main conversation seem to actually matter. Oh, and there's also a war being fought against the Chinese in the East, who might just be the only people who are surviving the Pandemic.Interesting concept I tried it after starting to watch Markiplier's video, and wanting to play it for myself before finishing watching how his playthroughs turned out. The epilogue then states that you died a week later due to your organs "failing you". You just lost your money-making machine along with every cent that you made, and all you have left is a can of beans for food, which you eat ravenously and thus obliterate your only true reward. In return, he then sends you a can opener to open your tin can, which is revealed to be nothing more than a can of beans. Doing so, however, causes the machine to break down completely, and the doctor ends up taking all of your money. Money promises to send you a gift once you fully upgrade your money machine. Downer Ending: Near the end of the game, Dr.If you bought it after, and keep it with you, the cat will live, even if you activate the fur procedure to full and finish the game. Just don't get too attached to it, if you bought it before Madame Sinclair introduces cat fur as a source of money. Cute Kitten: You can buy one that you send out to get more and more money for you.Blood-Stained Letter: What you receive after Madame Sinclaire kills your cat.
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