Papers, Please has
20 endings
– three of which are ‘good’ endings while the rest are ‘game over’ states that encourage the player to try again.
Which Papers, Please ending is best?
- Ending 20: Stay loyal to Arstotska by not completing any of the EZIC tasks; stop the terrorists on day 31 from blowing up the checkpoint.
- Ending 19: Help EZIC by completing 4-5 of the EZIC tasks; hold your fire on day 31.
- Ending 18: Escape to Obristan with all living family members.
Is the EZIC order bad?
Is EZIC good or bad? It is known that EZIC are much better for THE AGENT AND HIS FAMILY, as we see that they get much better living conditions at the start of the revolution. However
EZIC MAY be even worse
(But nothing says they wont be better) and be much more aristocratic and harsh againts different populations.
How do I get the EZIC ending?
The inspector has to choose between ignoring EZIC or cooperating with it during
the game. Depending on the degree of cooperation, different endings will occur. Ignoring the five tasks EZIC gives (see below) will lead to ending 20. Completing four or more EZIC tasks can lead to ending 19.
How many endings are there in security booth?
There are
two endings
as well. I happened to get ending two, Security Booth tells me, after dilligently only allowing in everyone on the list.
Is Obristan better than Arstotzka?
Jorji Costava describes Obristan as a good place.
The country also comes off as more stable than war-torn Arstotzka and other countries
, as none of Obristan’s internal or external problems are brought up in the game. Obristan requires re-entry tickets from Obri passport holders who wish to re-enter the country.
Is Arstotzka bad?
Arstotzka is
the primary antagonistic setting of the 2013 videogame Papers
, Please. It is a brutal dictatorship which represses its people, but attracts many immigrants due to the economic opportunities. Dependent on player choice, Arstotzka may be the main protagonistic faction or the main antagonistic faction.
Is Arstotzka real?
It takes place in the
fictional dystopia of Arstotzka
, a communist state circa 1982. Citizens from war-torn neighboring countries wait in long lines to get to your counter, where you inspect their documents and determine whether they can enter the country.
Does Papers, Please have an ending?
The following is a complete list of possible endings to the story mode of Papers, Please. Aside from the 20 endings listed below,
the game may also end in instant death
. … Endings 1 to 17 will play the death theme, while endings 18, 19 and 20 will play the victory theme. All endings are followed by the end credits.
Will there be a Papers, Please 2?
While he’s open to iOS or PlayStation Vita ports of Papers, Please,
he won’t be making a sequel
because he isn’t interested in returning to that universe. His goal is to finish Return of the Obra Dinn in time to submit the game to the Independent Games Festival.
What is a security booth?
A guardhouse (also known as a watch house, guard building, guard booth, guard shack, security booth, security building, or sentry building) is
a building used to house personnel and security equipment
. … Some guardhouses also function as jails.
Is Cobrastan a real country?
Cobrastan is
a fake country made up by
Jorji Costava, which appears in his fake passport, as his nationality on day 4. According to the passport, Cobrastan has at least one city, Bestburg, which Jorji also made up.
What country is Obristan based on?
Quote: Obristan is
SCANDINAVIA
. Scandinavian suffixes, and who flees Autocracy by going to Russia?
What are the countries in papers please based on?
- Antegria.
- Arstotzka.
- Impor.
- Kolechia.
- Obristan.
- Republia.
- United Federation.
What is Lucas Pope working on?
One of the most exciting announcements was the news that Lucas Pope, acclaimed creator of Papers Please and Return of the Obra Dinn, is making a new game exclusively for the bite-sized handheld. During the video Pope showed off a brief snippet of a game called
Mars
After Midnight.
Is papers please difficult?
Papers, Please is a thought experiment of a game that tells its story almost entirely through the mechanics of the game itself. It places
players in a difficult, unique perspective
and lets them figure out how they would react.