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That being said, story probably isnt the main selling point of the game anyway, not the boss fight experience is any better.
well I do like that the characters talk between each other at the campsites. Even the dialogue changes depending on specific teammates. That requires alot of effort and I like stuff like that. Its just the larger narrative isnt my thing, and things like that cutscene gets really annoying. And yeah, Screw Azar. I didnt want him on my team even before my first run
As long as you accept that you had no say in how it was going to end, then it's really just a cutscene with added interaction. If you feel like it's a waste of time, that's a fair assessment. I agree it felt forced, but I get what the devs were going for and it saved them having to script in automatic card movement/play to the UI just for this one scene.
Oh I definitely get what they were going for. It just completely falls flat for me. I think it just annoys me alot more when a game tries to guilt trip you for something it forced you to do. Could easily just be a personal taste thing that doesnt bother other people as much.
I feel like it would've been better to either force EVERY choice, just have a cutscene play out like normal, or make it so I DO have a choice on who I gave the curse too. Then you can have it so Lily "freezes up" when any of her teammates die and it screws you anyway. That would probably still annoy me but at least the teammates could chastise you for something you did and not what you were forced to do. Admittedly though, that would be harder to program/playtest/balance to guarantee you cant win the fight.
Firstly, let us put an end to these 'imprisonment' allegations. Azar has not imprisoned us, dear friends. Instead, he has generously bestowed upon us an escape from the harsh reality of a world devastated by an ice age, saving us from our desolate, hopeless ends. He has gifted us with the chance to live forever in a world only limited by our imagination and the strength of our CPUs. Haven't we all, in our past lives, dreamed of living inside a video game? Our lives have become a daring adventure, a thrilling escapade, where the spoils of victory taste sweeter because they were hard-fought and well-earned. No more soul-numbing 9-to-5s. No more repetitive humdrum of a pre-apocalyptic existence.
Moreover, there's this matter of our erased memories, which, to some, may feel like a violation. He has been labeled as a memory-wiping fiend, but let us reassess this notion, shall we? Yes, Azar may have been a tad too enthusiastic with his goals, but has he not offered us a wondrous deal of forgetting the worst parts of our lives—the heartbreaks, the failures, the embarrassments that had haunted us? Indeed, he has merely provided us with the limitless potential of a fresh start, a do-over, a reboot, if you will.
And what of Lucy, the brave little avatar traversing this new, vibrant landscape? Lucy's journey, while it appears cruel, is a testament to the human spirit's resilience. Her growth, her victories, her trials, they all serve a grand purpose. Even the narrative of her slaying her own father serves to further elevate her journey's importance. As with Lucy, we must all learn to overcome our past, to cast aside the shackles that have bound us, and to start anew. Could there be a more poetic reflection of the human condition?
Lastly, let us spare a thought for Clyne, bound in shackles and isolated in a faraway sanctuary. Is this not the fate of any creator, trapped by their creation, bound by the constraints of their imagination? In a sense, is he not a poignant symbol of our past, as creators of a dying world that had imprisoned us?
So, dear friends, let us not rush to demonize Azar. Instead, let us understand him for what he truly is—a misunderstood maestro, orchestrating a world of adventure, resilience, and rebirth from the remnants of a world that was marching inevitably towards an icy oblivion. Could there be a more noble endeavor? Perhaps, in the dawn of this enlightenment, it is time to reconsider who the real hero of this story is.
yeah thats fair. Personally, I hated how it acted like it was giving us input but then forced our hand. In particular when it was making us put the cards on a specific character (least to my recollection, its been quite a while). I feel like the scene could've been handled better but to each their own.