One chance game save wife




















Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. What are the choices you can make to stay alive in One Chance? Ask Question. Asked 11 years, 1 month ago. Active 6 years, 2 months ago. Viewed 50k times. Improve this question. Zommuter Doozer Blake Doozer Blake 18k 35 35 gold badges silver badges bronze badges. Iszi are you sure this wasn't coincidental? I could personally take their word over Avast : — Oak.

There is one thing that I don't like. The blood. Blood is living and it should atleast turn another color. One Chance Share Collapse. Notice: Many browsers are beginning to disable or hide the Adobe Flash plugin, in preparation for its end-of-life in December If you are experiencing problems playing Flash content, please consider installing our official Newgrounds Player to continue enjoying this content indefinitely.

Launch in Newgrounds Player. The only path that did not let John find his wife dead cheating on her so she leaves for her mother with Molly is not very satisfying. Is there happier ending for all of them? Improve this question. Community Bot 1. Zommuter Zommuter Add a comment.

Active Oldest Votes. Improve this answer. I hex-edited the savegame of finished games in the one byte that seems to determine which ending is shown, and none of them was fully happy So unless the other bytes too many to brute check all of them encode a different ending, there is no "everyone lived happily ever after" — Zommuter.

There was one bit, I think it was the day before the research team commited suicide, that one gal at work asked if I'd like to head off to a bar because hey, the world's ending.

I thought about it, and I realized that IRL, of course if I took that choice, I'd spend the entire time wondering if the time I took could have found a cure. I couldn't spend the rest of my short life wondering that. I guess, in the end, my thought process broke down like this: Spend my last days with my family, denying my responsibility to mankind and wondering if given the time I'd spent there, I could have cured the virus- or neglect my family for a few days and save billions.

The choice was simple. No, no no. I expected better of you. You can't save the world. That is the point, and it was a good point, and if you don't appreciate the storytelling involved in making it a good point you have no business writing stories yourself. The text tells you your conditions. Everything is going to die. You have one chance. The permanence of the one chance is only a means to an end. That end is causing an introspective evaluation of the choices you make when presented with a no-win situation.

Because as a whole we would all replay it until we got the "good" ending, the game asks what happens if there is no good ending. If there is no replay. Deriding it for asking these questions is counter-productive. If the purpose of the game is to force the player to examine his or her choice in a no-win scenario, then what is that sentence doing there? I played the game once, as you're supposed to, and, as described, I came away with several indications that I had missed the good ending by the skin of my teeth.

I didn't play the game as if I was being forced into a no-win scenario, because the game failed to convey that, due to the ambiguity in its wording. On the last day, it says "You had one chance. To me that implied a better possible outcome than "live in the park" or "die in the park", but apparently that's not so. The story being told is that you have six days to spend. They are your chance. Not your chance to save the world, or even your chance to save yourself and your daughter; just your chance, your throw of the dice, your entry ticket.

How you spend them is up to you, and makes no discernable difference in the outcome -- every cell in the world will die. I think the inclusion of the quote unquote good ending that Sam got actually weakens the story. Consider that no matter what you do, your wife dies, your coworkers die, all the vegetation dies.

Why should there be an ending where you do not die? Only because gamers expect to be able to win. Well, life doesn't work that way. But that's my take on how it is being told. The only mistake you made, Sam, was thinking you could win; you were dealt from a cold deck by a malicious author. I played it exactly as Sam did. It never occurred to me that the "chance" meant anything but to prevent the disaster. That is, until the second-to-last day, at which point I said screw comforting my family if it means human survival.

If they had just left out the "You have one chance. In this case the heavy-handed dramatic message backfired. Better still would have been to say "You have 6 days. Side note: The mouse-only part annoyed me, too. I have a pet peeve of that kind of restriction in all programs. It's not hard to test. For what it's worth, even if I had known it was a no-win scenario I'd've still dedicated myself to the unattainable cure. Partly because it was my responsibility, as the one who unleashed it. But mostly because: Always save the world.

Even if you can't, even if there's absolutely no hope, always try. Though - of course - I did want to spend time with my family, so each new day meant making that decision anew. Just FYI: if you want to replay the game on the same computer, right click on it, in the options go to local storage and set it to 0.

It will ask if you want to delete the local data, say yes. Now you can reload the page and play the game again, in the end it will ask if it may store 10kB locally, which you can deny. I began to suspect it might be timed, just stay at home where you start or something… because the inevitability of the suicide on the roof seemed a bit odd to me….

Turgid wrote: "I think the game says too much and thus prevents the player from realizing the situation for themselves. I'm not convinced that was unintentional. This is a pretty dull game, especially considering it ends with the apocalypse.

There's not enough choice for it to make a good game especially considering the unskippable cutscenes , there's not enough writing to make it a good story. As for "conveying feelings and atmosphere", it's mostly due to the music. Cut it off and you look at it such as it is : pixels moving around on the screen. It doesn't work at all the second time.

Now, there's not supposed to be one, but this is just idiotic. If we take it as a game, we must be able to play several times, until we beat it.

If we take it as a work of art, we shouldn't be forbidden to appreciate it completely by some limitation.



0コメント

  • 1000 / 1000