
For people who don’t like violence for whatever reason, but are still intrigued by video games, there are a lot of options out there. Balatro is a recent hit, and that’s just a game about poker, or there’s A Short Hike featuring a little bird who’s literally just going on a hike. There’s even a passive Metroidvania, Disney Illusion Island, to check out.
It’s easy to find games without violence if violence isn’t a major factor to begin with. It’s another thing to find violent video games that have passive features. Some examples may pop out right away, while others are a bit more obscure and stretch the line a bit. These games offer some form of no-kill paths for players to follow, from RPGs to shooters, and all of them approach the subject matter of pacifism differently.
Marvel’s Spider-Man is a bit of a cheat here, as Spider-Man, the comic book hero, has a strict no-kill code that he follows, just like Batman. When players beat up enemies in this game, they merely incapacitate them with a few blows.
Players don’t have to fight all their enemies in a big brawl, as they can web them up stealthily from the shadows or pick them off with gadgets. Even knocking them off a building won’t kill them, as Spider-Man will always web his opponents to the side of even the tallest skyscrapers, which is a bit hard to believe, but maintains the character’s pacifist nature.
Perfect Dark is one of developer Rare’s rare examples of a stealth game. The lead character, Joanna, can plow through levels like a typical FPS character who likes to blast foes with bullets, but players can also disarm opponents, causing them to surrender, or players can knock their enemies out with a punch.
It’s a bit archaic by today’s gaming standards, even with the recent remaster, but it’s still a good example of a game allowing players to take a passive route if that’s the role they want to play.
Deus Ex: Human Revolution is all about character customization, and it goes well beyond the main character, Adam’s, looks. Players can outfit him with an array of powerful cybernetics to turn him into a killing machine akin to any of the robots in the Terminator film franchise.
They can also give him a deep knowledge of stealth and hacking to minimize enemy conflicts. It’s a better example of a cyberpunk game with a passive route, especially when compared to Cyberpunk 2077, which feels more action-focused. The sequel to this game, Deus Ex: Mankind Divided, is another good example.
Death Stranding 2: On the Beach continues the journey of a courier, Sam, trying to unite the post-apocalyptic world through delivering packages. In the first game, players had to mostly stealth their way past both human soldiers and the paranormal enemies called BTs. That’s because killing any soul would destroy part of the world, which gave players an in-game incentive to avoid fights.
While that rule seems to have been forgotten in the sequel, Kojima really just found a way to write around it while opening up loads more options for combat scenarios. There are a lot more non-lethal ways to take down enemies, from capturing BTs like Pokemon to hitting human enemies with rubber bullets or tranquilizers.
Mirror’s Edge is also about a courier, Faith, except the world doesn’t exist in a post-apocalyptic hellscape. Instead, Faith is a runner whose job is held in very high regard. She does everything from transporting packages to providing information.
Mirror’s Edge was released during the height of parkour’s popularity, with non-stop motion being the key gameplay feature when it comes to both traversal and combat. Players would occasionally run into armed guards, and they could either slide past them or disarm them and then beat them down. Shooting was also an option, but a less valuable one.
Dishonored, like Death Stranding 2, has an in-game reason to avoid killing enemies. The more enemies players kill, the more guards appear as they progress. Also, rats breed in greater numbers when players inflict more death, making it harder to navigate through the city and leading towards much darker ending to the story.
With fantastical powers, Corvo can sneak past enemies or incapacitate them to make his work easier. In a way, killing makes the game much harder, which is still great for players who enjoy challenging stealth games.
Even though Hideo Kojima, the director of Metal Gear Solid 3: Snake Eater and Death Stranding 2, loves putting action into his games, he also regularly supplies players with pacifist routes. As such, most Metal Gear games feature non-lethal options, and Metal Gear Solid 3 is one of the greatest examples.
Snake’s starting tranquilizer pistol can put both animals and humans to sleep. Even bosses have a non-lethal health bar, and the game will reward players handsomely if they defeat bosses in this way. Without spoiling things, there is a reason why killing is bad in the game, which gets revealed in the latter third in one of Kojima’s most creative narrative and gameplay twists.
Undertale was seemingly created to subvert expectations for what a turn-based RPG should be. Players can go through the entire game like normal, defeating enemies in combat and gaining EXP. However, they can also defend during battle and talk their way out of fights, thus sparing the opposing creature.
The entire game, including bosses, features non-lethal ways to defeat enemies. It’s the best way to get the most satisfying ending to Undertale and is ultimately the way to play it, although there are also more violent options as well for those inclined.