
As with the previous situation, there are numerous methods of completing this quest. She recently hired a mercenary, Ian, to protect Kokeby, but he’s become a problem and refuses to leave town. Later, in the small town of Kokeby Waystation, community leader Tina tasks you with the demo’s second quest. Both demand the same physical pull of the trigger, but they are clearly separate choices. The Machiavellian option deems the boy “too much of a threat”, while the nihilist option is the far bleaker “this family is doomed anyway”. But such an action requires a justification that further defines their philosophy.

My character with muddier morals, on the other hand, can blast the kid away from the off. The most violent option I have, available only after progressing through numerous branches of the dialogue tree, is to shoot Will in the leg. Will you talk Will down, carefully convincing him to drop the gun? How about catching him off-guard and wresting the pistol from his hands? Or will you shoot him, ending the situation in a single muzzle flash? For my humanist build, that last option is completely impossible.
#BROKEN LOCKED HEART FULL#
This simple scenario branches like a tree in full bloom. To the side of the road her son, Will, holds a smoking gun. It all starts on a dusty street, where a woman lies sobbing into the corpse of her dead husband. But I’ve since played the demo through another three times, using protagonists crafted around very different worldviews, and have watched in fascination as those two demo quests shift and morph appropriately. Naturally, I won’t be able to see the impact of my mounting decisions until Broken Roads arrives in full.


When I first played Broken Roads’ 30 minute-long demo at Gamescom earlier this year, which contains just two short quests, there was nowhere near enough time to see how the compass shifts with each new decision. That is the promise from Australian developer Drop Bear Bytes, at least.
