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Dead Man's Switch

  • Potentially, the Player Character in Dead Man's Switch. Sam was there when a run turned sour years ago, and now he's set things up so that if someone offs him, you're the one he goes to post-mortem for help. Even as the investigation spirals out of control into something much bigger than anyone anticipated, and various motivations pop up along the way, you have the choice to do it just to keep faith with an old friend who always had your back. Even when the payoff from Sam's life insurance turns out to be just another one of his cons, you can brush it off with a shrug because it was still the right thing to do.
    Dresden: What did he say?
    Player: ...Thank you. He just said thank you.
  • Coyote's reunion with her brother, albeit bittersweet, evokes the warm and fuzzies from the description after he's talked down. This ending also gets her to stop her crusade against BTL dealers - if he dies, she goes into den after den for revenge against the types of people that took her brother away from her.
    He drops the gun and Paco quickly scoops it up. Coyote grabs him fiercely. He slumps into her arms and she rocks with him for a long time, her head buried in his shoulder. When she looks up, she locks eyes with you, the deepest gratitude reflecting on her face.

Dragonfall

  • Whilst on a job disguised as a maintenance worker, you run into a mom who is talking to her husband about augmentations for their son, because she wants him to be ahead of the curve. Ethics of allowing a child to have cybernetic enhancements aside, it's clear that it's all done out of love. You can make a snide remark about not wanting the child to end up like you (i.e. a janitor), but she mentions that she thinks you're a good person regardless of your status.
  • Players who already know of the eventual fate of the Flux State might believe it to be pointless to donate to Samuel Beckenbauer's charity, since it's possible that Samuel will be unable to keep his properties; that's not the case. If the player helps Samuel reach his final goal (purchasing the larger building and turning it into a civic center), the building he purchases is able to stand up to the assault of the mercenaries who attack the Kreuzbasar, something which saves the lives of many of its residents when they take shelter in it; the building he used to house his charities in would not have been able to do so.
  • For that matter, practically any of the positive changes the player effects in the Kreuzbasar. Getting Kim off of her BTL's takes the cake, though.
  • Comforting Dante after Monika's death, persuading Marta to save the kids and turn against Harrow, learning your donations to Beckenbauer allowed his shelter to protect noncombatants during Audran's attack and trusting Dietrich's nephew to make the right choice by himself are all awesomely heartwarming.
  • Dietrich finds his nephew in the company of Humanists. The leader forces Alexander to choose between the cause and his family. If you allow him to make his own choice, Alexander chooses to side with Dietrich. Should he survive, Samuel Beckenbauer lets him work for his Goblinoid-only charity so he can cast off his prejudice towards metahumans, while promising he'll protect him against orks or trolls who would want revenge against Humanis.

Hong Kong

  • You can spend most of the game being distrustful about Raymond's integrity and intentions towards you in the past, but when you rescue him from getting his brain rewritten, one of the first things you can say to him is "Dad?", and you can continue calling him that for the rest of the game.
  • Just before the final mission, you, Duncan, and Raymond will get into an argument, but if you've talked to Duncan consistently and tried to make amends with him, you can use a Call-Back line mentioned earlier in dialogue with Duncan, and it will remind them of how their last argument(s) ended, and that for all their disagreements, they are family, they love each other, they just got each other back, and with them about to stop Qian Ya, they may not have any more chances to reconcile.
  • A bit in hindsight, but a conversation with Duncan reveals that, after the Player Character disappeared (and promptly got sent to prison), Raymond absolutely refused to talk about them and essentially pretended that they didn't exist. However, then one remembers that, once the Player Character was released, Raymond immediately sent a message to them, with the first line of the message being an admission that the two of you never saw eye to eye, revealing that Raymond was thinking of the Player Character the entire time and was patiently awaiting the day they got out. One can imagine that, if Quian Ya hadn't been trying to claw her way out of the Walled City around the time of your release, Raymond would have been waiting there at the prison gates himself in hopes of reconciling with you.
  • The Atonement or Good Fortune endings, provided you took your time getting to know your team and the nicer residents of Heoi, are rather sweet. You're able to walk around and see how the residents weathered the coming storm, the Ka Fais potentially see you as the saviour of their family, and talk to Matthew and Ambrose and Crafty. Then there's the team, from Racter asking you to witness the future he'll create, to reflecting on your successes with Gaichû, to sharing a quiet hotpot with Gobbet (who ends her conversation with "Sweet dreams"). The Good Fortune ending adds an extra dose of fuzzy to it by having Raymond around, allowing you and Duncan a chance to catch/make up with him.
  • If the player prompts Crafty Xu to continue her mother's research, she eventually realised that her mother essentially died for her work. While Crafty still resents the fact that her mother valued work over family, she managed to forgive her mother.

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