Onyx Jaguar wrote...
The decisions really didn't have much more impact that I would have liked. You ended up in the same place at the end no matter what. Also none of the characters really tied into the game very well. It was pretty much a bunch of characters in three acts without a proper fourth act. Only a couple came together at the end but they were there the whole time.
Every side mission impacted the main mission it was part of.
The ending changed on who was involved, who ends up being the person you're fighting, what you learn about some and are revealed of others, who helsp you and how, who you go off into the sunset with, how you deal with the agency, and ultimately who lives or dies.
The fourth act was put together brilliantly, all based on the choices you've made up to that point.
You did have good choices but I disagree with the "Choose one, this chick who you barely know, or these people you have never met". Even if presented in ME that would be a lame decision. At least its contemporaries in BDTS and Zoyra were better written.
This results may have been smaller in scope (death toll), but it has greater impact than the Save/Leave Council choice.
Also the dialogue system was interesting it should have had more work. Basically you were prompted to spam one line of thought more often than not than follow the flow of the conversation. What was nice about them though was that they actually seemed like conversations.
You were not prompted to spam one line of thought. That's what ME does. ME is P/R everything, because it grants you P/R points, and if you don't get those, future choices can't be made, making social encounters be only a problem solving event of getting P/R points. The only optional choices in AP were either based on other choices, or whether you had dossier information.
Modifié par smudboy, 30 juillet 2010 - 02:56 .