There’s also a lot of stuff throughout the game about how the city gets more corrupted, more rats everywhere, that sort of thing. Some of this makes some stuff harder, some of it is just vibes. But all of it is the designers very noticeably wagging their finger under your nose for engaging with the mechanics they made and actively encouraged you to engage with.
To me it feels more about consistency. The world aligns with your expressed ideology.
If you’re using the sneaking and non-lethal tools the world becomes a place that believes in the value of life, if you murder indiscriminately the world becomes a place of punishment, where nobody is innocent and the only way forward is to let a plague descend on the land.
Plus, arguably, the parts that get harder when you go lethal are balanced by the inherently more difficult nature of the non-lethal approach.
There’s also a lot of stuff throughout the game about how the city gets more corrupted, more rats everywhere, that sort of thing. Some of this makes some stuff harder, some of it is just vibes. But all of it is the designers very noticeably wagging their finger under your nose for engaging with the mechanics they made and actively encouraged you to engage with.
To me it feels more about consistency. The world aligns with your expressed ideology.
If you’re using the sneaking and non-lethal tools the world becomes a place that believes in the value of life, if you murder indiscriminately the world becomes a place of punishment, where nobody is innocent and the only way forward is to let a plague descend on the land.
Plus, arguably, the parts that get harder when you go lethal are balanced by the inherently more difficult nature of the non-lethal approach.