"Calling Home: Broken Pact" {Road 96}

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Published 2021-11-26
With this call, your friend answers the phone. While there's not a whole lot of information about the player character's past (likely for better player immersion), this call sheds some light onto this particular character of yours.
You and your friend made a pact to leave for the border together, but you apparently decided to leave earlier than planned and on your own. When your friend showed up to leave, you were already gone, and thus, he felt betrayed. Upon calling home and speaking with him, he doubts himself and doesn't believe he can go on his own.
I don't know what happens if you select the other dialogue choices, but if you choose the ones I did, you're able to convince your friend to leave home just as originally planned, albeit hesitantly.

This is another one that sorta gets to me. If you put yourself in the teens' shoes for a moment, you realize their situation is really quite scary, and being by yourself can make it even scarier. Of course you'd be reluctant to go if your friend decided to go without you.