Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I was also thinking that the inverse rewards would be a good way to link the two stories. Perhaps your cousin who you contacted over ham radio was the driver who ended up in a coma and was unable to pass the message along.
I have a suggestion, if you don't mind.I was expecting to find more journals when I reached the farm, which would lead me to another location and so on until I reached the hunting cabin for the final message and reward and inversely for the scenario if I started at the cabin. For example, maybe one of the rooms in the top floor could have a rope ladder on it, implying that some of your family escaped and you can only find the location once you've cleared the house. For this you could climb up the rope ladder to clear the house-top down, or take the usual "un-barricading" approach. I also thought a neat bit of environmental storytelling would be a description of a few cars your family members own in the diary and when you reach the house, one of your family members is dead next to a car that is broken, implying they successfully escaped the house but did not make it off the property.