The reactivity is more in variety of approach and play style as opposed to branching narratives. It changes how things play out slightly but you essentially run through the same story.
What I like about it was all the nice little touches. It does come off as a bit BioWare like, but BioWare never implemented many skill checks in their games, whereas Dragonfall has them in abundance.
It's to the point where it's not a separate subsystem that you can choose to engage in for cheese or instant win (speech skills in BioWare titles), but relates to your background or occupation. So it just feels like roleplaying and catering to playstyle.
That's something BioWare's never understood. Even in their best games.
Shadowrun: Dragonfall (Director's Cut)
Débuté par
In Exile
, mars 09 2015 04:20
#26
Posté 10 mars 2015 - 03:35
- Dominus aime ceci
#27
Posté 10 mars 2015 - 04:12
Reactivity in the sense of being able to use character traits to solve problems. Even something as simple as "Decking 5 : I can hack it null sweat. " It is implemented in such a way that it is not an "I win" button but only to give the player a slight advantage. I have have multiple playthroughs because if this
Decking is interesting, as is astral projection (or spellcraft) and the charisma statistic. Aside from the Bloodlines mission, though, it's somewhat rare to see choices in conversation have tangible effects in combat.





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