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I've talked about it more extensively before but to summarize my thoughts: I think that from a narrative perspective Pressure's "weird route" with p.AI.inter is well-designed, but from a GAMEPLAY perspective it ISN'T.

I remember watching a video of someone beating the game for the first time. Upon encountering p.AI.nter, Urbanshade command over the radio informed the player that killing p.AI.inter is an appreciated--but not required--secondary objective. Now, what this DOES do is provide an explanation for the

"rescue" option, clarifying to the player "hey, this doesn't rescue him, unless you count rescuing him from life!" What this ABSOLUTELY DOES NOT DO is tell the player "this has consequences." Those familiar with the lore will instantly recognize that Sebastian will be on their ass, but those that

aren't? They're going to think: "oh, a secondary objective! maybe by doing this, i'll get an extra reward!!!!" Only to find out, of course, that the ending for that route doesn't count as a win condition, ultimately rendering their effort for naught.

Do you see the problem here? It isn't a matter of what's "edgy" or not, it's a matter of properly conveying to the player "hey, this has negative consequences." Naming it "rescue," including that intercom message, it's very good for worldbuilding but sucks from a game design perspective.

And furthermore, it ruins the actual emotional impact! Again, those who are familiar with the lore already are fine, but again, we're talking about NEW PLAYERS. They're going to go "wait, what the fuck is going on?" They didn't necessarily want to kill p.AI.nter, nor did they know the consequences.

Contrast with Deltarune's "Weird Route." Though they are accomplishing different things, it's important to note that Deltarune's route has that high emotional impact because--whether you are a new player or not--it is ALL INTENTIONAL. YOU KNOW WHAT YOU ARE GETTING INTO. THE GAME SHOWS THIS TO YOU.

Pressure does not convey this to you. It does not warn you "hey, this will result in DIRE CONSEQUENCES." With the way the hints to the route currently function, and with the way the "rescue" option is called that in the first place, it generates confusion that detracts from the intended emotional

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impact of the scene. Rant's over, just wanted to talk about it cause it bugged me. Love the game, played it just a couple hours before with a friend, I just think that the "weird route" could have been handled better.