ThePwener wrote...
Kaiser Shepard wrote...
Ah, because releasing that beast back into the wild isn't a sure way to cause some future problems?
It's an entire species. It was never a choice.
That doesn't amount to much when it's just one animal, so it doesn't constitute as genocide in case you were trying to play that card. Aside from that, I would do the same if Shepard's decision concerned the fate of a colony of rachni or even their entire species, for the simple reason that they are dangerous by their very concept and nature.
UltimaRai wrote...
I think it would have because DA II aggressive was having the might to calm things not the power to destroy it.
Also illusion of choice reminded me of Bioshock. Good game, not so much the sequel though.
Meh, DAII never felt like you had the power to change anything. Pretty much everything you were railroaded into. and what little "choice" there actually is, is dependent on an invisible system the game never really makes you aware of.
BioShock's main premise never was about (an illusion of) choice, so that isn't really an apt comparison. Haven't played the sequel yet, but assuming it didn't change too much I can't see it having any flaws besides not living up to the impossible expectations.
ThePwener wrote...
Sisterofshane wrote...
Unfortunately, this is not only a story, but also a game. They have to design each choice to have a set outcome, unlike real life where every choice has an unlimited number of outcomes. The best we can hope for is that both the choice and the outcome have a realistic basis to them, or we would be severely disappointed and confused.
Play Alpha Protocol and say that with a straight face. I double dare ya.
Agreed, AP is a fine example of how choice should be done in these kind of game.
Modifié par Kaiser Shepard, 28 août 2011 - 06:30 .