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For the next installment


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Bioware has typically put a lot of faith in the role of the class. Each class is treated separately, has access to different gear and weapons. I am fine with this model and I have been enjoying the rogue class. These classes also have specializations which allow us to diversify our characters to even a deeper level. While this is fine for me, I have one major problem. Bioware usually never gives the player the opportunity to impact the plot using the knowledge gained from these specializations.

 

In VTMB, I could persuade some of the most hard hearted NPC's using dominate. The idea of reactivity to me is essential because the system acknowledges what abilities I have and I am able to use my abilities to affect this world. Wasteland 2 allows me to hack computer systems that control a killer robot which to me is immersive and brings about a dynamic nature to the game. RPG's are not only combat oriented. We are also given the world and the dialogue as tools to experience the world.

 

What is surprising is bioware has done this before in their earlier titles and they still have it up their sleeves. An example is how they explored this in mass effect when the engineer was able to disrupt that reactor thing. Which brings me to my next point of:

 

Why do skill trees only impact combat? It might be a lot of ask because of the cinematic nature of this game(but even that can be argued cause most of the reactions in the scenes are reused animations from previous titles) but why can't my abilities affect some of the dialogue responses? Not to the point of eliminating the enemy through dialogue but even giving a small advantage.

 

What do you think? Do you like the way specializations are handled? Before anyone says I am whining, I like this game. However, I am not about to pretend everything is perfect.