Αναρτήθηκε: 1 Ιουλίου
If I play like an @sshole who just kills the target I'm supposed to just capture, I get treated like an @sshole.
And I feel like an @sshole.
If I peek in the ladies restroom, I get caught and made fun of doing so by my boss.
The point is that it isn't about the amount of agency granted in this game, but how the game engages you with your choices.
It's not like the pseudo choices that you see in Mass Effect and other "dialogue choice" games(as much as Deus Ex has dialogue choices as well). In those games, I just feel like a gamer sitting there basically going "punch soldier = soldier faction hate increased, get fined $20 dollars, and go to jail", or "spit on soldier = faction hate increased, and some angry dialogue from the soldier" where you're just getting these boring stat changes on a metagame level with the game trying to add some meaningful dialogue as context.
That to me isn't very interesting. If you play this, hopefully you see what I'm talking about. This game puts your choices up front and doesn't try to butter it up too much. But it is the reactions that are worth waiting for later.
The other thing that makes this game feel so great is the sandbox level design. It's all made for you to go explore around and find secret manners of approach to the missions, find powerups and stuff. And it gets very creative with these secrets. No, it's not ridiculous japanese developer secret stuff where you think "how could i possibly have found that without hitting every wall in the game"(NES Legend of Zelda, Dark Souls).
but it also definitely does not hold your hand(bioshock infinite)