kormesios wrote...
For my tastes, the action vs. flavor presentation is a bit off. I'd prefer 'quests' (side- or sub-) that take a couple to several hours, with natural breaks of travel/sleep/talk to NPC in between each one. (This is also the logical time to catch up on the generic history Codex entries IMHO.)
A few chantry or thief side quests were almost that way, but most of the game is the four or five very long main plot quests. Which means long stretches of fairly limited 'role playing' (ie, with other characters), unless you're the type of player who goes to camp in the middle of quests.Insult and berate NPCs? They keep coming back for more and offer to join with you.
Insult the king to his face? Same result as if you grovelled.
This isn't RP by a long shot - It's a scripted "along for the ride" game...
We must have played a different game. I lost two companions, both of whom I would've preferred keeping. One to a choice I made and the other because they liked me, but not enough not to betray me. A third potential companion was killed by an existing companion. I alienated (and lost the support of) royalty, and I'm 99% sure I missed out on several NPC non-companion allies.
I know two other companions are alienable for a certain choice as well.
That's over 50% of the party being for-certain "make the wrong choices and they're gone". Far more than in most NPC heavy games I've played. I don't know what you're comparing it to (unless PnP roleplaying, which is a different breed.)
So the only impact to the entire storyline for any choices you make is losing NPC party members?
That doesnt make this an RPG - that's just a micro attempt at very low level faction.
No matter what you do, the story unfolds exactly the same..





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