Wulfram wrote...
Once you talk to Irving having refused Jowan, you're entirely railroaded into betraying him
Irving is the closest thing to a God on Earth in terms of authority as far as the Mage Warden is concerned. Once he knows, you're either knowingly walking into a trap without his support (incredibly dumb) or working for his interests (screw Jowan).
In Exile wrote...
The plot doesn't advance if you don't, but you can help either Irving or Jowan and that creates a very different
experience. You can confess to Jowan your betrayal in the phylactry chamber.
So it's not a but thou must in the same way as a JRPG would be, where it is absolutely linear and you can't even pick vanilla flavour dialogue choices.
And that too.
Plus, what about telling your mother to screw escaping and fighting Howe's men to the death? Or going down fighting after stabbing Bhelan in a rage after he betrays you in front of your father? etc.
The plot has to move forward because Bioware isn't making a sandbox game. Freedom within the narrative is their trademark, not freedom from the narrative.
Modifié par Upsettingshorts, 06 novembre 2010 - 06:35 .





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