All No Means Nothing endings and how to get them

MC looking out the window with other abusive relationships pictured through the neighboring apartments in No Means Nothing ending

From feeling uncomfortable to absolutely horrified, the No Means Nothing endings will likely leave a sour taste in your mouth. Masters of disturbing indie horror, BOBER BROS are back, and this time we’re getting a lesson on consent.

Acting as a PSA on how not to treat a person, No Means Nothing is an anti-dating simulator where your choices actually matter. Much like the dev’s previous work, The Hole, No Means Nothing is sure to stay with you for its content alone—and there’s no reading between the lines this time around. With four endings to get, here’s every outcome in No Means Nothing.

Warning: No Means Nothing features imagery that may trigger you. There is nothing subtle about this game, so please take the trigger warning at the start seriously.

No Means Nothing ending guide

The easiest way to get all endings is to complete your first playthrough, choosing what you think are the best choices in the moment, and clicking Continue in the main menu to return to Radek’s apartment. This is guaranteed to give you two endings quickly. All roads lead to this event, where your shaped personality determines which dialogue prompts you can choose at the all-important climax. You can also skip the work simulator sections by repeatedly clicking on the bell at the warehouse window (where Redak throws you boxes) during each shift, as reaching $1000 isn’t an ending requirement.

At the time of writing, No Means Nothing incorrectly states that there are five endings, but it only features four. BOBER BROS confirms there isn’t a fifth ending. You will unlock the Get All Endings achievement when the fourth is acquired.

Everything’s F***ed Ending

Not sure what it says about me that this is the first ending I got, but you need to choose every dialogue prompt that increases Anger. The goal is to reach Anger>7 so that during your confrontation with Redak, the dialogue option: “TOUCH ME AND I SWEAR I WILL FUCKING KILL YOU” is available. Then, survive the short QTE (quick-time event) to unlock this ending.

Worst Possible Ending

Appropriately named and the hardest ending to allow yourself to get, this ending is achieved by letting Redak do what he wants. While all dialogue options inside his apartment clearly draw the line, Redak repeatedly chooses to cross over it. You don’t need to meet a specific personality condition to go to the bathroom during Redak’s confrontation, but be sure to pick “I gotta use the bathroom” when it appears. Once inside, you can either let Redak in by leaving the door unlocked or fail the chase event in the dreamlike maze at the end of No Means Nothing.

Good Enough Ending

Similar to the Worst Possible Ending, you have to reach the bathroom in Redak’s apartment at the end of No Means Nothing. Once inside, lock the door and wait until Redak leaves. Then, survive the chase event by finding any of the exit doors and mashing the interact button to escape.

Ideal Ending

The goal in this ending is to build your Willpower. You need to do this from the very start of the game, just like building your Anger for the Everything’s F***ed Ending. Pay attention to the Consequences menu when selecting a dialogue prompt and choose the one that increases Willpower. Here are the choices we picked:

  • “Get up.”
  • “I’ll help more, just…give me a little more time.”
  • “I meant what I said. Respect my boundaries, or I’m done.”
  • “NO. Respect my no, or I’m leaving.”
  • “One more threat, and we’re done. Forever.”
  • Set a clear boundary.
  • “Music sounded better five minutes ago…”
  • “I said no. Drop it!”
  • “Not my thing. Please stop!”
  • “Hard no. DO NOT touch me!”
  • “Bro, you’re making the situation weird.”
  • “Radek, seriously, you’re scaring me now. Back off!”
  • “Sober the fuck up and let me leave. RIGHT. NOW!”

You need Willpower>9 to unlock this ending. Make sure you choose the sober option at Radek’s confrontation to activate the Ideal Ending.

That concludes the very disturbing and real nightmare of No Means Nothing.

The post All No Means Nothing endings and how to get them appeared first on Destructoid.

Thugs in a back alley in No Law.

Last night’s The Game Awards show wasn’t the greatest of all time, but it sure did give us a glimpse of some potentially awesome games. One title in particular, however, stood out for a wrong reason: being similar—too similar—to CDPR’s Cyberpunk 2077.

And that would be No Law, developed by Neon Giant of The Ascent fame, and published by the self-proclaimed AI-first pioneers, Krafton. Neon Giant’s track record is genuinely great, with The Ascent being one of the most visually striking games I’ve ever seen and played. It’s also set in a cyberpunk environment, one that delves deep into the realm of science fiction, making its cyberpunk vibes more of an artistic choice than an actual setting.

Even so, the studio has established itself as a proper sci-fi and cyberpunk-oriented team of creatives, which naturally led into a more ambitious, larger-scale game such as No Law is supposed to be. And that’d be all fine if the game didn’t bear so much similarity, eerie similarity, to CDPR’s 2020 title, Cyberpunk 2077.

While watching the TGA show last night, seeing No Law made me think it was something Cyberpunk 2077-related. The first-person perspective, the animations, the way the combat unfolds, all reminded me of CDPR’s game, not to mention the segment that showcases a certain location that is exceptionally difficult to tell apart from Cyberpunk 2077‘s Afterlife.

Now I get a first-person cyberpunk title is bound to bear some semblance to what was already made, but I for the life of me couldn’t tell you this wasn’t Cyberpunk 2077 if you didn’t tell me. That brings me to my biggest fear regarding Neon Giant’s upcoming title: it could fall into the same situation that Tencent has caught itself in with Lights of Motiram.

Sony sued the company for ripping off its assets, ideas, and style, and is currently embroiled in a massive legal battle that saw Light of Motiram grind development to a halt. If No Law doesn’t showcase more unique elements in the near future, I have a feeling CDPR might not like what the studio has done here, and could pursue legal action much in the same way as Sony.

This could eventually result in a potentially good game being bogged down by a lawsuit because it decided to pursue established styles instead of developing a new one, even if derivative of the one CDPR itself had made.

No Law posits an interesting setting and story, such as its Port Desire city that is an anarcho-corporatist hellscape, but how it executes things brings it way too close to an existing game, so much that telling them apart becomes a real headache.

We’ll have to wait and see how the game develops further and how its style evolves and translates into actual gameplay. But so far, its future seems to be hanging by a thread, one that CDPR could decide to slash at any moment.

The post No Law’s striking similarity to Cyberpunk 2077 makes me fear another Horizon-like lawsuit could be coming appeared first on Destructoid.

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