Kleptomaniac Hero: Difference between revisions

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* ''[[Mass Effect]]'' does this in a bigger way than most: once you look inside a container, it is literally impossible to exit the container interface without looting everything inside. Curious players that look inside other people's things are ''forced'' to steal everything! Naturally, no one ever cares, but given the roleplay-centric emphasis of the game, it's rather surprising to run into such an immersion-breaker.
* ''[[Mass Effect]]'' does this in a bigger way than most: once you look inside a container, it is literally impossible to exit the container interface without looting everything inside. Curious players that look inside other people's things are ''forced'' to steal everything! Naturally, no one ever cares, but given the roleplay-centric emphasis of the game, it's rather surprising to run into such an immersion-breaker.
** People also never seem to mind if you hack their computers or FIRE YOUR GUNS WILDLY IN THE AIR. Granted, Spectres aren't held responsible by the law, but still, you'd expect some citizens to have a reaction to you stealing their stuff, or get scared of the mad man firing guns randomly into crowded areas (sadly you can't shoot anybody that isn't a hostile).
** People also never seem to mind if you hack their computers or FIRE YOUR GUNS WILDLY IN THE AIR. Granted, Spectres aren't held responsible by the law, but still, you'd expect some citizens to have a reaction to you stealing their stuff, or get scared of the mad man firing guns randomly into crowded areas (sadly you can't shoot anybody that isn't a hostile).
** It gets very, very odd in the sequel, which has streamlined the loot system to involve only credits, medigel, metals, and research plans. Lootable safes, [[PD As]], and computers containing credits are everywhere, and the game mechanic that rewards taking the time to hack them open continues to be at odds with immersion. In one of the first planets, you enter a quarantine zone with a lot of empty apartments. Most players loot everything in sight. At one point you can even convince some refugees that you are here to rescue them, then hack their safe while they watch silently. Then you come across some other looters, who you can chastise for being despicable looters. You then proceed to a medical clinic set up for the plague victims. A background character comments on the despicable looters and their despicableness. You can then proceed to swipe valuable metals and medigel from the clinic, all without anyone batting an eyelid. A lampshade hanging is all but expected but never occurs. Perhaps the writers meant to keep this bit of [[Hypocritical Humor]] deliciously subtle.
** It gets very, very odd in the sequel, which has streamlined the loot system to involve only credits, medigel, metals, and research plans. Lootable safes, PDAs, and computers containing credits are everywhere, and the game mechanic that rewards taking the time to hack them open continues to be at odds with immersion. In one of the first planets, you enter a quarantine zone with a lot of empty apartments. Most players loot everything in sight. At one point you can even convince some refugees that you are here to rescue them, then hack their safe while they watch silently. Then you come across some other looters, who you can chastise for being despicable looters. You then proceed to a medical clinic set up for the plague victims. A background character comments on the despicable looters and their despicableness. You can then proceed to swipe valuable metals and medigel from the clinic, all without anyone batting an eyelid. A lampshade hanging is all but expected but never occurs. Perhaps the writers meant to keep this bit of [[Hypocritical Humor]] deliciously subtle.
** And sometimes it's just strange, period. One mission involves exploring ancient ruins of a long-abandoned Quarian colony. In one room you find an "ancient wall safe"—which has, yes, credits in it.
** And sometimes it's just strange, period. One mission involves exploring ancient ruins of a long-abandoned Quarian colony. In one room you find an "ancient wall safe"—which has, yes, credits in it.
** It gets parodied later on though, when you run into Conrad Verner.
** It gets parodied later on though, when you run into Conrad Verner.
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** There is even an Achievement/Trophy for pickpocketing called, would you believe, "Kleptomaniac"
** There is even an Achievement/Trophy for pickpocketing called, would you believe, "Kleptomaniac"
** Also, looting dead or stunned enemies will result in disapproving murmurs from the crowd and, possibly, hostility from the guards. Then again, the guards will become suspicious of you if you just happen to be in the vicinity, even if you're not the one responsible for the bodies. Carrying an entire arsenal may have something to do with it.
** Also, looting dead or stunned enemies will result in disapproving murmurs from the crowd and, possibly, hostility from the guards. Then again, the guards will become suspicious of you if you just happen to be in the vicinity, even if you're not the one responsible for the bodies. Carrying an entire arsenal may have something to do with it.
* In the [[Metal Gear Solid]] series Snake/Raiden can pick up dead bodies and drop them to shake out items, ammo, and sometimes weapons. In [[Metal Gear Solid 4 Guns of the Patriots|Metal Gear Solid 4: Guns of The Patriots]] Snake can also hold somebody up by aiming at their back without being noticed and procede to frisk them.
* In the [[Metal Gear Solid]] series Snake/Raiden can pick up dead bodies and drop them to shake out items, ammo, and sometimes weapons. In [[Metal Gear Solid 4: Guns of the Patriots|Metal Gear Solid 4: Guns of The Patriots]] Snake can also hold somebody up by aiming at their back without being noticed and procede to frisk them.