Kamai
KaMai
Kamai

Well, there is another way to confirm....

Let's be honest...

More like "you're welcome Miami."

I guess, but that's not an inherently designed incentive. That's just a matter of opinion.

Since it released.

But you can still kill him later. It's not punishing you for playing lethally. It's rewarding you for playing smart, i.e. getting what you can out of the character before killing him.

But as I recall there are other characters that will reward you for killing people as well. It balances.

I don't recall any specific rewards for playing non-lethally.

It doesn't reward you with an easier game, because being stealthy and non-lethal is inherently more difficult anyway. If you're playing guns blazing, there have to be a few more enemies added or else the game would be way too easy. You'd have the level cleared of enemies in a matter of minutes. THAT would make for

His point is that the game does things that it doesn't do - there is a clear incentive given to complete the missions in a certain way, with the violent option being pointed out as "wrong."

How does that qualify as an incentive? It still allows you to play either way and doesn't reward you any more or less for either.

Okay, but I don't see either of those as incentives. It depends on which story you want to play. One isn't inherently "better" than the other. Darker, maybe, but not "better."

If it was a money grab they'd have done it on PS4 as well.

*insert some guy doing the tired *insert here* joke*

Because he's a Brit playing an American?

This is the only reason to have kids.

I think this is a situation where they let their premise get in the way of fun gameplay.

Driving without insurance is a ticketable offense. I suppose someone could technically be arrested for it, but I've never seen it.

I don't think they're looking for realism. They're looking for internal consistency.

This is an example of a game's premise getting in the way of its gameplay. This is why, in most cases, it's better to design your gameplay first. Start with what's fun, and build your game around that.