1eyedking said:
Vault Dweller said:
I explained why. Haven't seen you addressing my arguments though.
Oh, the famous Redcliffe quest; a quest almost in the level of Megaton moronity. Good argument.
Good "ur arguments r stupid lol" counter-argument.
Explain to me what makes the "choices" so different from one another, and more importantly their outcome. This is nothing but the legendary "fake BioWare C&C" at work, VD. You kill the child, the curse ends. You kill the mother, kill the demon, the curse ends. You don't kill anyone, kill the demon, the curse ends. You don't kill the demon, the curse ends.
If you look at things from this perspective then no RPG has ever had any real choices and no RPG will. No matter what you do in Fallout the master dies and the super mutants threat is over. Teh world is safe once again. Well, at least until the sequel.
Let's take Bloodlines, since you've mentioned it and walk through it.
Hub #1:
Get the explosives from the beach house. You get several different ways, 0 consequences. You've always end up getting the explosives. Duh.
Mercurio asks you to keep his incompetence a secret. You can do so and get an option to buy more guns from him later. If you tell on him, you will have to buy guns from other vendors a bit later or find them elsewhere. Decisions, decisions...
Then walk through a linear and LONG haunted hotel enjoying the scripted events. Did I mention it was long?
Then slash the paintings (optional): different ways to gain entrance, same outcome: slash the paintings, fight the guardian. Then go to the diner, get ambushed, kill the thugs, talk to the "sisters" and pick an option. The only difference between the options is that the hardest option gives you an extra skill point. Yay! Otherwise, there is no difference and no matter what you picked, your next step - the nosferatu - is unlocked.
One hub down, 3 to go.
Hub #2:
Inspect the sarcophagus - one way to get on the ship, two ways to get close, same result, same consequences or lack thereof.
Find Grout - the FPS time! - fight your way through, then fight your way out. 0 variations, 0 consequences.
Go to the museum - fight or sneak. 0 consequences.
Find the nosferatu lair in the sewers - the lowest point of the game where players start regretting investing into conversation skills. You fight a shitload of creatures, or run really fast or sneak until you get to the lair.
Side quests include but not limited to "kill some plague spreading vampire in a hotel", "kill another plague spreading vampire in the sewers", and finally "shoot a LOT of zombies in the face in some warehouse, followed by kill the final vampire culprit". Although you can talk to all of them, the only solution is to kill them all. Whether or not you kill them or ignore, the consequences are zero and the horrible plague doesn't affect the game at all.
Would you like me to continue?
Vault Dweller said:
Also, "the best since" doesn't mean "as good as". In case you were, like, wondering.
Remember Bloodlines?
Vaguely. Something about vampires, right?
Don't even get me started on how Bloodlines' quests were designed and handled. It might have been a quite unpolished game, but it's miles beyond the crap that Dragon Age is.
Miles beyond, eh? Sounds awesome. I would surely like to learn more about it.