Alistairlover94 wrote...
I find it odd that the narrower focus on the story didn't make choice have more of an impact. I would expect Origins to have the same outcome every time, considering th story is basically "defeat ancient evil, save the world"(brilliantly executed though, as always). I expected my choices to matter. But no, some of them were outright ignored. Especially when you have the option to inform a certain high-ranking Templar about a certain apostate's scheming, and he doesn't even warn the KC.
At least the Templars could've searched for the SPOILER and failed. At least that would've given me the illusion of choice.
I know!
!!
The strangest yet is that the whole game built you up to huge changes. The possibility of very different endings was RIGHT THERE.... everything led me to believe that at SOME point, there was going to be different endings. At least, it seemed that way! Don't you think?
you know, sometimes I think that what I get the most frustrated about wasn't with anything that was missing, it is potential that was there and just..... *poof* It isn't what it *was* it is what *could have been....
Little things, like foliage growing to express the passage of time. Damage after certain events marring the city. Just change and life.
There are a larger number of games out there now, interactive, reactive, cinematic... it will put more pressure on ANY developer who uses the words "choice, consequence, reactive, living" to actually pass muster on it, and deliver the goods they so sell in promise.
And it is a good thing. The more games bring realism, the more they react to our choices, the more we feel actively involved in the story telling which makes the experience that much more personal. The ultimate entertainment. Pretty cool possibilities for the future. *dreams*