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I didn’t even get to jump into an evil playthrough after finishing the game the first time because apparently I made just the right set of choices that I got an early ass ending and missed the last 1/4 of the game! 😩
Now I am meticulously just exploring and not talking to any NPCs until I know where I can and can’t explore without pushing story stuff. I’ve already managed to save a group of people I thought was beyond saving by not doing things or talking to important characters you are directed to talk to. (Looking at you, Isobel). I don’t know if it’s really a good thing. Like, it’s new to me; you don’t usually see inaction being a valid choice outside of QuickTime event focused games, and that is cool; but at the same time, it seems massively broken when the ONLY way to not lose a ton of characters is by not doing what the game is directing you to do, and that thing is a simple “talk to this character before you leave.”
I didn’t even get to jump into an evil playthrough after finishing the game the first time because apparently I made just the right set of choices that I got an early ass ending and missed the last 1/4 of the game! 😩
Now I am meticulously just exploring and not talking to any NPCs until I know where I can and can’t explore without pushing story stuff. I’ve already managed to save a group of people I thought was beyond saving by not doing things or talking to important characters you are directed to talk to. (Looking at you, Isobel). I don’t know if it’s really a good thing. Like, it’s new to me; you don’t usually see inaction being a valid choice outside of QuickTime event focused games, and that is cool; but at the same time, it seems massively broken when the ONLY way to not lose a ton of characters is by not doing what the game is directing you to do, and that thing is a simple “talk to this character before you leave.”