
The day will always end during your inspection of the seventh entrant regardless of the time, even if you go beyond 6pm.

This includes guards, your supervisor and the interrogator M Vonel. People who come into your booth are referred to as entrants in this guide. You can switch the game's date format from American to English standard in this menu too. You can apply the Easy Mode crutch at any time, but you must quit out to the Main Menu to do so, meaning you'll have to restart whatever day you are on.

This gives you an extra 20 credits at the end of every day, a reasonable buffer to keep you out of debt. If you want to get the Platinum efficiency and don't mind a little bit of a cheat, I would suggest going to the Settings from the main menu and putting Easy Mode on.
#Play papers please game full#
Luckily the game has a Chapter Select allowing you to start again from the beginning of any day you've reached so far, so you won't have to complete a full new playthrough when you make these decisions. There are a couple of premature endings that we need to hit for trophies too. Support your government all the way to the end of the game, ignoring EZIC requests.Support terrorist group EZIC all the way to the end of the game.Likewise, your family, the crux of your motivation, is only represented with text, a missed opportunity to get more emotional investment out of players with, say, a depressing, pixelated depiction of their ill mother-in-law.Īn Endless mode alleviates some of Story mode's monotony by letting you compete on leaderboards for prestige, but above all Papers, Please is a $10 ticket to emotional manipulation, left brain stimulation, and elegantly-paced virtual paperwork wrapped in clever storytelling. There are 20 discrete, Choose Your Own Adventure-style end states for the story, but some are small variations, and not all of them have unique art to express them. In these ways Papers simply shows the limitations of being a game made by a single person. Replaying Papers' early stages a second or third time unavoidably feel like busywork as a result, as you're stuck doing elementary checks on basic forms. My enthusiasm for Papers sank a little when I realized how much the game's interesting characters-like a recurring encounter with the members of a secret organization-are scripted in to appear at set moments.

It's thoughtfully balanced in a way that stays just a step ahead of you in difficulty as you become a more efficient bureaucrat.

You might receive orders to confiscate certain passports. United Federation citizens might be prohibited one day. The set of rules you're mandated to judge people by, and your tools for doing so, grow in parallel with your competency. The mental-emotional tug-of-war the game manages to stimulate through paperwork is impressive, but a lot is owed to its perfect pacing.
