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If everyone is important, than no one is important.
In the early game, jumping from side to side is ok. The stakes are - relatively - low. You're introduced to the anti-shogunate in Yokohama and the pro-shogunate in Edo, so I assumed when you made the choice in Kyoto you'd be "locked into that side", but not really...
The stakes are high. You're in a literal war. Going the pro-shogun route, you get to join the Shinsengumi, fight in the Ikedaya and Kinmon incidents, and then immediate have to start killing your allies because... you won the battle too well? The Honno-ji mission was just... why? I have to start killing Shinsengumi members and get in a fight with my boy Soji, because Ryoma wants to save this guy with a shamisen who's name I don't even remember.
The game is definitely similar to the Way of The Samurai series in a number of aspects and in some regards feels like a Way Of The Samurai 5 but not in terms of your control over the story.
To be fair though the reason why the WOTS games are able to offer so much variety or different paths in terms of story is because you can complete a WOTS playthrough in like an hour or two and as a result it's able to have a larger variety of outcomes than larger games like Mass Effect, The Witcher, and so on.
You are not an empty character with no agenda.
You are the veiled edge with a clear goal and no allegiance (anymore).
So the game doesn't give you choices in the matter - if something is getting you closer to your goal, your character is going to do it. The choices come only when there are similar ways of achieving your character goal.
I also like the theme of helping Ryoma figure out what to do. Like you, he is kinda lost - but in his case it comes from not being able to figure out which way of going forward is the best for japan. So it is okay for him to jump from side to side when one side does something he doesn't agree with.
I didn't finish the game yet. And of course the storytelling could be way better. It is average in my opinion. But it works for what it is. And it is definitely better than storytelling in their previous games.
I think our minds sometimes are too clouded by the constant marketing of games "Your choices matter! You have free will to do what you want!" and we expect every game to work like Mass Effect. In my opinion, a good RPG doesn't have to have huge life altering choices. In most of them the choices come down to a slideshow in the ending anyway, they don't really alter gameplay.
In Chapter 3, I sided with the Shogun before being forced to broker the Satsuma-Choshu Alliance, and then having the option to side with the Shogun again for the Battle of Toba-Fushimi. That's not being a mercenary, that is being absolutely stupid. You are literally creating the army that you're just about to fight. It would be like having a bank robbery mission in GTA where part of the setup is making sure the cops have body armor and machine guns.
I know 'emotional impact' isn't what they're likely going for, but it's so fascinatingly jarring to be like "Last time we met, I said I'd kill you, but now I'll help you create an army to fight against the people I had previously helped before killing said army in the next mission."
I was singing this game's praises, recommending it to folks, enjoying the hell out of it, but Chapter 3 is killing it for me and not in the good way. I have no connection to finding a 'blade twin' that I saw once in a flashback. By the time Chapter 3 rolls around, you'd probably have more interest in the characters you've been interacting with for 50 hours over a twin that appears once or twice per city for a cryptic fight and a bye.