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publicado originalmente en: Urgency in Games
1/26/2021 3:42:43 AM
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I sorta remember that if you take too long in the first mission on Deus Ex: Human Revolution that hostages get killed. It might be another game, but I think it's DX: HR. In survival mode in the original Division, your agent has an infection and, the phrase I use to describe it, the infection is the drumbeat that drives the game (mode). You can find a warm place that's protected from the elements and keep from feeezing to death, you can avoid enemies and keep from getting shot & killed, food and water aren't necessary to your survival, instead only giving temporary benefits. Bit no matter what, the infection marches on, temporarily abated by medicine or painkillers, but even then it will eventually kill the player.
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  • I feel like one of the [i]Resident Evil[/i]'s had a similar system. [i]Outbreak[/i] maybe? It was multi-player and if someone got infected they'd eventually turn so you'd have to complete the level before that happened or the player would turn into a zimbie and be out of the game. I think you could slow the rate of infection down but supplies were limited and you'd have to find them, so there was that feeling of "[i]Do we spend time searching for supplies to buy time or just focus on finishing?[/i]"

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