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Everyone band together and fight for a better future where everything is perfect. THE END.
I ended the game with 100+ skill points unspent. Almost zero need to skills. 90% of locked doors lead you to ammo or armor parts. Hacking saves your time by killing everyone for 3-4 times per entire game. Other skills just give you +exp. Only dialogue skills do anything interesting but that is true for 2-3 times in main quest.
You can unite MSI and force Sophie to go home. All other options mostly give you money or just exp.
The corporate ending isn't really 'perfect', though. Groundbreaker comes under Board influence and loses much of its prosperity, the towns outside Byzantium and possibly Stellar Bay (depending on your actions, anyway) become ghost towns, everybody from the Hope dies. The 'plan'... works in its intended fashion as a stopgap, but it's not clear about the long run or how long Byzantium can keep going.
Not sure what happens if in the Welles ending, you sacrificed the people in order to get *all* the chemicals and therefore allow Welles to unfreeze far more people rather than being selective.
Theres a tiny bit about welles never forgetting their sacrifice. It has zero effect on the outcome otherwise. This game is painfully shallow. Both endings are the same with the characters simply reversed and some slight dialogue changes. As far as I know there isnt even really an ending where you've "failed" and everyone dies.
Well, you can incinerate the Hope into the local sun with you and all the sleepers on board, thus ruining the plans of both the Board and Welles...
Ah I stand corrected about that then. The other endings are virtually the same though.
There is only 2 faction that are having conflict in this game. The rest of the Faction and location are just baggage.
Also the game is too much Black and White.The Board doesn't have any grey side but pure comical evil. Welles is just the Deus ex Machina that solves everything. The Stranger just got caught in this mess. Which is the ending of the game lol
The narrative is not bad at all, that The Stranger is not some sort chosen one but just science project by a crazy scientist. This Scientist need this individual due his assistant die in an accident. Which is freakin great, The Stranger reminds me of FNV Courier. Sadly his main quest just doesn't affect most faction in the game at all.
Edgewater or the Starting location is freakin great, Reed is definitely the bad guy but can be reason with then Adelaide the good guy but a manipulating B1tch.
Starting location have the best story in the game. The rest of the side quest seems ok and the main story is a meh.
Helping Edgewater is a better decisions in a long run as after you become god emperor you can fix Edgewater while Adelaide ending kills more people.
This is why Edgewater is the best quest and story in the game for me. Sadly the grey side in the game just ended quickly with the poor writing of the Board Storyline.
Is quite disappointment the main quest just turn into Black and White. Monarch faction is not bad but it is full of plot holes. Groundbreaker, Rosemary, Byzantium and Scylla are pointless chore side quest. Rosemary quest have some potential sadly some of it's content been cut in the game.
Monarch itselfs is just a time gate to prevent you from finishing main quest too fast. You are forced to do factions quests just because.
But after Monarch game ends. Rest of the content is all about running back and forth for few hours doing nothing in corridors.
Tartarus is a joke. Its supposed to be this epic fight where all your good deeds pay off and factions help you to fight against guards. Right? Wrong. Game stealth mechanics allowed me to slowly walk around and do nothing untill end credits. Mass effect 2 ending was way better,
Sadly the writers in TOW double down themselves again portrayed the Board incompetent and not so important in the colony.
Seriously in the neutral ending in Monarch, MSI doesn't need the Board anymore due to iconoclast. Also what is the point of the Board gun relay modulator anymore in that ending??
Also it was revealed the board neutralised the government to be the sole power in the colony. So the board has abused their authority since the start.
The board is just full villain in this game, the only "grey" part is there are decent people inside its structure.
Yep this all sound spot on.
- Welles begins reviving a few of the scientists (didn't take all the chemicals)
- many of the settlements band together to survive - "most of them found a way to carry on"
- Sanjar & Zora = hugely successful alliance
- Hagen (Sublight) consumed by paranoia
- Adelaide pressured anyone loyal to Reed to leave, but transformed Edgewater into a garden paradise
- Junlei established tech school on Groundbreaker to teach future generations (promising future)
- Byzantium - "Everyone had to make do with less. Some even had to get jobs..."
- Ellie - got her own ship
- Max - helped people and defended the helpless
- Parvati - permanently joined Junlei on the Groundbreaker
- Nyoka - returned to Monarch, formed her own group of scouts
- SAM - spread the word about power of SAM products, resulting in uptick in mechanical sales
- Minister Clarke - helped Halcyon
- Chairman - string-puller-in-chief
- Welles - eventually saved everyone on the Hope
- Halcyon has stabilized
- and you: the colony never realized you were the true power, controlling Halcyon from the shadows. "As a result, Halcyon survived the turbulent years that were to follow."
Felt satisfied with the ending I got. Also felt that it reflected the choices I made. Have to do an "evil" playthrough to see how different it is, but for now I'm satisfied.