Deadpan Snarker: Some of the dialogue options can make the player snarky toward the hiker and/or the Goatman.The Fire Tower isn't exactly dark, being lit by a single light, but any ending where the Goatman finds and kills you is caused by the activation of the Tower's floodlights, which are very bright and would be entirely noticeable in the darkness of the forest. This is actually very useful, as it allows the player to know if the real hiker or the Goatman is talking at the moment. Creepy Monotone: The Goatman's voice when it mimics the hiker's sounds like this.Looking over their notes, they at least know about the Goatman. ![]() Crazy Survivalist: Heavily implied with the watchman, having barricaded their tower and keeping notes on the strange happenings of Gracewind Park.Conspiracy Theorist: One of the notes the watchman keeps in their tower implies they suspect the officials are covering up what's happening in the park.The hiker is dead, but at least you are still alive. Hell, even the ending where you fail to save the hiker could really be considered this.Even the best ending could be considered this: You save both the hiker and yourself from certain death, but the Goatman is still out there and free to terrorize and hunt other hikers.Bittersweet Ending: One of the endings can be considered this: The Goatman finds and kills you, but you managed to save the hiker.Being Watched: At one point, the hiker may ask the watchman if they ever feel like they're being watched.Ax-Crazy: The Goatman is, for all intents and purposes, a supernatural serial killer who murders people for thrills.We find out in two of the four endings that it didn't the Goatman managed to break in anyway and kill you. Absurdly Ineffective Barricade: The watchman has barricaded the half of the Tower that leads to the staircase, in hopes that it will deter the Goatman.Cell phones did of course exist in the late '90s, so it's possible he actually had a phone, but no reception. The '90s: If you were wondering why the hiker doesn't use a modern smart phone to call or at least text for help, it's because the game is actually set in 1999, as revealed through a newspaper clipping at the end of the game.Received a sequel, A Gracewind Tale: The Leeds Murder, in early November 2022.ĭo You Copy contains examples of the following tropes: If you want to check it out yourself, here's the link. Suddenly, a hiker starts crying bloody murder and claims that he is being chased by something.ĭo You Copy is a freeware Survival Horror game for PC on Gamejolt, made by Space Octopus Studios for the website's Asylum Jam 2017. As a nightwatchman you're doing your nightly rounds while wondering if the string of missing people is the work of the rumored Gracewind Park Goatman. The stuff I said up there is the full answer to this question, but, in short: "No, there aren't really multiple endings.It's a normal night in Tower 4 at the Gracewind Park. So from how i understand it, there are different dialogues throughout the game, depending on your choices, but that doesn't seem to resolve in multiple different endings. Beyond that, we've tried to infuse the world with enough space and points of interest for it to be convincing and to stand up to player exploration and curiosity. You aren't going to be unlocking a bunch of endings or finding crafting components or doing "side quests." (All those things are great, but not what this particular game is about.) The world and game are built to support a particular story, which we did our best to tell, and to facilitate two fully-realized characters, which we did our best to outfit with enough player responsiveness to create a meaningful sense of interactivity and realism. It is a narrative game first and foremost. If people like spending time in the game enough to play it again, I could imagine dedicating more time and energy to poking into all the corners.Īll that said, this isn't The Elder Scrolls or Dragon Age. Generally speaking, I suspect people's first playthroughs will be somewhat non-intentional. I think it would be hard to find "everything" unless you have explored the world pretty thoroughly and know your way around the map. Most of the people I've seen play through the entire game have found different instances of these things. ![]() There are also locations and things to find in the world that are not required by or even related to the main story of the story. That's one of the big things that will differentiate multiple playthroughs. ![]() ![]() Ursprünglich geschrieben von chrisremo:There is far more dialogue in the game than you could ever see in a single playthough, and much of that different dialogue is mutually exclusive, which means if you say one thing rather than another thing, it will affect what happens next, and you can't go back and "change what you said".
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