WEBVTT

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Watch the price on this cart.
Fifteen thousand dollars.

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A tiny red hat appears, and
suddenly the number is falling.

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That is an expensive little problem.

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This is Repo. You are collecting
valuables in buildings that

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really do not want you there.
But getting out alive is only

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half the story. All this stuff
has to make it out with you.

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Follow these early runs, and the
job starts looking less like a

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treasure hunt and more like the
world's worst moving service.

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There are monsters. There are
doorways. And the cargo does not

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politely disappear into a backpack.

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Look at this painting. It fills
most of the view while the player

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carries it. The wall, the doorway,
the thing you are carrying:

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suddenly they all need to
fit in the same small space.

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The cart helps. Until you look
at what is sticking out of it.

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A tall object leans across the
pile, smaller pieces sit underneath,

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and the whole collection has
to go around the next corner.

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Every new item makes that little
price display more satisfying.

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It is a running total of the
things you have actually managed to

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collect. Which makes this next
interruption feel personal.

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Here comes the gnome. The
player grabs it beside the cart.

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After that scramble, the total is
fourteen thousand and fourteen.

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Then thirteen thousand,
six hundred and forty-nine.

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That is over two thousand dollars
below where this encounter

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started. The player is still
standing. The valuables

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are the ones having a
terrible time. And now a much

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taller figure is walking past the load.

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Elsewhere in the recording, a
different hiding place goes much

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worse. A large red creature
enters the room. The

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player drops beneath the furniture
and waits. For a few seconds,

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there is almost nothing to
do but watch it come closer.

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Then it is right there. The
health drops. The camera lurches,

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the creature fills the opening,
and this attempt is over. A

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few bits of furniture did not
turn that corner into safety.

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Back with the loaded cart, there
is still a delivery to finish. The

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extraction point opens, the
valuables go inside, and the total

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climbs. But this first load
is not enough. There is

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more carrying to do.

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So it is back down the walkway.
Another object. Another

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awkward turn. By now, a
quiet trip through a doorway

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feels like an achievement
all by itself.

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Finally, the rest goes through.
The extraction completes.

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The cart can leave lighter, and
the player gets a reason to head

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back to the truck. This time,
enough of the haul survived.

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That is what I like about these
Repo moments. The scare can be

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something huge coming toward your
hiding place, or something tiny

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standing next to your money.
Either way, the return trip

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suddenly matters a lot more.
