For further elaborationGauche said:
Haven't played the game myself, but from your description it sounds like it might also work ifSeth Carter said:For further elaboration
While Vincent being some kind of cop/agent is foreshadowed by him using professional style takedowns and seemingly at random having access to a plane. The game's action sequences seem to forget that bit of the backstory. The cops don't try and shoot the pair, but the reasons given are more or less logical for that (mid car chase and in a hospital full of bystanders). The prison guards however do try and shoot them pretty significantly. And on the flipside, you're shooting the cops and crashing their cars during the chase sequence by the dozen.
Essentially, with this supposedly being a big operation to get the diamond back and kill the villain, the cops act pretty inanely when they could easily have just feigned letting them go or losing them in any of the action parts.
About the only way it works is if Vincent and the Chief Cop dude set this up as some weird personal vengeance thing for the death of Vincent's brother, but Chief Cop guy even says Vincent's being too personally involved. Why the cops don't just nab Harvey instead of sending two guys in alone.
The final ending tries to re-establish an emotional connection (after one character shoots the other), but why wouldn't Vincent (in my playthrough) just "accidentally" let Leo go if he's that invested. He's already allowed or aided him to commit tons of crimes, damage property and injure people. Its trying to play up the Undercover cop makes friends with the criminal trope while simultaneously trying to subvert it, and you can't really do both.
He does, actually. They do Let's Play's [https://www.youtube.com/watch?v=3fJYOgn6ffc] together on YouTube.wh173 said:Had to register an account in order to post something critical about your conundrum:
Yeah, like you really have a girlfriend.
It's Spliter Cell Conviction and it was less "debriefed seperately" and more "send debriefing to the american agent in text and audio, with text being found by russian due him being on the toilet with the text device", making it a slightly different (and hence bit more interesting) way of doing it with still ending up in that PvP fight.Nile McMorrow said:Hmm that twist at the end when you turn on each other reminds me of that one Splinter Cell Game that had a co-op story campaign in addition to it's single player one. One player is an American Agent and the other is a Russian and throughout all the missions you're working together to sneak into locations, take down enemies in sync and complete objectives until the last mission where you are both debriefed separately and are ordered for your final task to kill the other player. What follows is either a tense stalking throughout the rear of a cargo plane as you try to snipe one another with silenced pistols or it becomes a wacky action scene where you run at each other emptying assault rifles and the campaign ends with one of you dead and the other being congratulated.
Too bad you have no sense of humour.Mangod said:
Like much of 'A Way Out' the PvP fight is largely a false choice though. You do have the third person shootout, with a couple of cutscenes interrupting to change the scene. But it just leads to a button mashing QTE that ignores any part of the previous scene where both players tap E to try and struggle towards a gun and the winner shoots the other.Bindal said:But when Yathzee mentioned that the pure Coop game ends up with a PvP fight with both players against each other, that was the first thing I was thinking of, too: The Coop campaign of Conviction.