BelisariuS.F said:
Vault Dweller said:
Then again, I think no one lamented that you couldn't join Delekhan in Betrayal at Krondor, or you had to fight Ravel in Planescape. There's simply a limit for C&C in story-driven RPGs, in the same way there is in a well prepared Pen&Paper campaign led by a competent DM.
Isn't that what I said?
No, it isn't. Everyone knows that TW2 is a story-driven rpg. I think that everyone giving a positive opinion on the c&c did it knowing that there are limits in a story driven rpg. Then you jump in, saying that c&c is weak, giving examples of absent choices that would be retarded in the context of the story and player character (like joining Letho), showing that you completely disregarded the fact that this is a story-driven rpg where you cannot change the story however you like.
Wait, what? C&C in the game are fine because they are
story-driven C&C. Silly me. I suppose the combat is strategic and tactical too, but it's strategic and tactical in the
story-driven context. Yeah, makes sense now.
I'm saying that C&C are weak not because some choices I would have liked to see are missing but because what I've seen in the game so far is weak. The fork is excellent, I agree, but that's just a fork. It doesn't modify the path in front of you, it simply takes you left or right, offering a mostly linear experience after the choice is made (from what I've seen).
Now, a lot of people have disagreed with me, yet nobody has bothered to post a few examples proving me wrong, which should be really fucking easy if the game is loaded with C&C as everyone claims. So, again, what are the examples of choices and consequences in Chapters 1 and 2. How do your choices affect the gameplay? Come on, don't be shy. What did I miss?