Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Second aspect is what "matter" means for you? Change in history (main story), change in end, change in world (NPC, dialog, quest), change in areas (graphics, world structures)?
I could as well invent what you mean but can't you be more specific?
I'll answer anyway with my point of view, I read choice that matter as choice that aren't fake just for the mood to tell something in a way or another.
You can make choices all along, for example:
- Many dialog offer "roleplay" options that will effect reputations on companions/factions/Archons.
- Many situations offer choices more good versus more evil choices, some more rare are choices between more good and more greed, there a few more grayed choice but it's rare if you consider betraying isn't a problem if it's for good.
- On most paths there are muttiple judgments you can do and you have to choose the sentence, often those choices are more grayed and also often it's some balance between law and something else.
- There's a strategic prelude offering plenty choices, but it's a prelude and it's more an introduction to the game plus an occasion to generate variations in setup and story parts or areas in the game.
- There's a major choice to do during end of chapter 1, it will allow branch on 4 main variations each changing deeply the game all along.
- In Rebel path you have multiple choices among Tiers factions you choose as ally because the game don't let you pick them all.
- At some points you'll get the ability to cast gigantic spells affect entire areas, and you'll have some choice of abusing using them and use them as few than possible.
- In secondary quests you often (always?) have choices on how you manage them or how they'll evolve. I'll pick one example and try not enter too much in detail but it's spoiler anyway. You met a soldier in a camp and he is terrorized, you can let him rot, or you can make him stronger by being rude with him and training him a bit without mercy and learn him the rude laws of the army, or you can discover he his too young and he get recruited against law and instead can request be protected so his leader that was rude with him will need them do everythign to protect him, there's probably at least one other way to manage it I didn't tried yet
- More
So there's plenty plenty choices, but two aspects:
- Many players are used to fake choice and won't even notice many of those choices, even less if they don't replay the game.
- Many players will consider choice between good and evil isn't a choice, and they won't really notice those choices even less if they don't bother try evil choices and quote a lot of writing of the game is done for that sort of path.
- Some choices are nasty, consequences aren't right after, but later and not a huge change in main story, so most players won't be able quote they have done a choice.
I won't bother on the "matter" thing that is too subjective. I'll just consider consequences of any type. In that point of view the game is rather great, more than for choices. There are plenty consequences, moreover reputations add another more fexible layout of consequence, NPC presence, NPC dialog, quest evolution, possible choices, NPC with a little comment on last actions resulting (or not) of some past chocies. For huge consequences, there's the 4 main paths and multiple decisions during strategic prelude, Rebel path involve multiple choice of allies, plus occasions to break a main path to fork to Anarchy, I'm not sure otherwise I don't have a knowledge good enough of the game. And plenty choices will involve some change in the end epilogue.
Now to make it clear if you like rush in CRPG and don't like dig, and don't read epilogue with care, you'll notice much less choices and a lot less consequences. You'll need a CRPG highlghting more strongly choices and consequences, one come to mind, The Witcher 1.