
Danger, Danger!
But endings aren’t really the problem – there’s no way Quantic Dream could have covered the near infinite about of outcomes should each scene have its own set of persistence, and those scenes involving the main four characters are naturally the most weighty. However, the much touted ability to lose a character to death is slightly flawed – it’s never actually clear which scenes would result in such a conclusion.
Some are obvious, but some aren’t, and thus you’re constantly under pressure during the Quick Time Events not just to continue the story but also to avoid a ‘fail’ situation that you’re not always aware of. Luckily, the game gives you a few chances at the harder challenges (complete with videogame-like red damage flashes when you’re in trouble) but even if you fail those it’s not guaranteed to be the end of that thread.
Take, for example, one of Ethan’s [SAW-like challenges]. Faced with the [kidnapping of his son], Ethan must perform a series of tasks designed to test his love for his child. One of them involves negotiating a series of [electrical fences] which test your ability to hold down multiple DualShock buttons to guide him through the dangers. Should you fail, you won’t actually die, you’ll just leave the room through the backdoor.