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Bir çeviri sorunu bildirin
Sure, but the main difference is you get to choose what you say. It matters. Not being able to choose a reply of any kind really makes me feel like I'm on a theme park ride with my hands inside at all times.
The quests themselves are often elaborate and varried in the reason why a thing was taken to an outpost, but the objective is always the same.
I feel sorry for anyone who spends 60-100 bucks on a game and finds it boring. Lol, read some info, watch a few gameplays before buying. If open world and RPG mechanics are not your thing, then why buying a game like this?
I am inherently a helpful person. I see someone who needs something, and I try to help. This game fulfills that desire quite well. The Medjay must've been godsends to the common people. Here was someone who was willing to help them with their problems, for very little pay actually. I wonder if there was a real-life counterpart to this game's portrayal of them. I hope so.
Imagine a person's surprise when a Medjay showed up. It had to be a big thing, a powerful sense of relief, that here was someone, in the flesh, willing to help them out with their problems.
The game shows that. You can hear it in the voice acting. They are relieved -- overjoyed even -- to have someone champion their cause, rescue a loved one, or at least try, and / or to retrieve a valuable family heirloom, or return a much-needed working animal to them when they didn't have the means to do it themselves.
I wonder, is everyone going back to their quest-givers a final time? I'm not talking about the last objective that pops up in a game to "return to so-and-so" and tell them you have their {item}. I'm talking about, probably 90% of the time, the last person you talked to that ended the last quest, he or she will still have a marker over their heads that you can interact with them.
Some of them have a dozen or more lines of dialog that you can then get out of them by talking to them again, when the game doesn't even require you to do so. And it's not always the first click, sometimes you have to repeat it to get to the good stuff. Some of the more interesting and heart-felt gratitude is included in those little tag-dialogs that the game doesn't require you to do. Some of them are quite interesting, and I think the devs kind of snuck those in there, the way that they did them. Check some of them out!
First of all AC is nothing like Witcher 3.If you have been playing ac you would know that.
Secondly the ONLY thing Witcher 3 got right were the story and the world.The gameplay was downright bad.Comparing those aspects to ACO,ACO has a bigger and better world.W3 had a fantasy setting wheras ACO is more based on real locations(on account of it being a simulation of the past and all).The story was passable.And ACO has better and more options in combat.Plus a stealth system.Plus you can use the environment and AI to your advantage as well.