You were the one who replied to my original response about work.
I'll ask you the same thing. What do you think is the point of these choices you're advocating? What is it, narratively speaking, that they add the story?
From a narrative perspective they can offer setbacks or loss in a way that is much more powerful than a cutscene. Losing a crew member on the suicide mission because of a choice you personally made would have much more impact than Kai Leng showing up and besting you in a cutscene. It felt cheap when it happened on Thessia in Mass Effect 3.
Unfortunately, we can game the system and once you know the "correct" choices for the SM you can get through it without loss.
It also makes the choices themselves more interesting because there is no right answer. In Tali's mission I didn't even give a thought to handing the data over or not, I just took the Paragon option and yelled my way out of having to make a real choice.
However in Legion's mission? I stopped for a minute to actually think about it because there wasn't a "solve everything" button for me to press. It really was an extremely well designed mission, and I want to see more of it in ME:A.





Retour en haut







