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but if you played first with the Sensitive preset, then you won't see much of anything new. That's cause MOT abilities gives you pretty boring and useless info while INT abilities tell you info that you can learn elsewhere, like ENCYCLOPEDIA, which mostly tells you stuff NPCs can already tell you.
Since you played as a Thinker and clean, boring cop first, then you must have something to gain from playing again but with the Sensitive preset. But I would still wait until I had forgotten most of the details if I were you.
Once in a while, I find myself glancing past some of the repetitive dialogue (instead of listening to entire voiceovers), so that could be somewhat exhausting. Ultimately the story remains the same, as does your character, but your overall attitude and personality (focused skills, political alignment, cop type, disposition, choices) makes all the difference.
Since you tried being a perfectionist during your first run, I suggest embracing failure this time around. Given the abundant hilarity behind unsuccessful checks, as well as hidden goodies (from dialogue to quests), you'll come to find that being an absolute trainwreck has never been more rewarding.
I did start a second playthrough and since last time I went all-in on rhetoric and feels, the second time around I went all-in on Halflight. Hilarity is given.
You can tell the little girl in front of the bookstore that you will kill famous people, this perk is absolutely atrocious and only gives you aberrant advice about how you should brutalize everyone for whatever reason you fancy. Truly, this game is a masterpiece.
Also, being semi-retarded is handled like in the first and second fallout games, for example when the homosexual man tells you his name is Martin Martinaise, the detective immediately assumes that he is telling the truth. Automatic stat-check failures are funny as all hell.
In addition, Ambrosius Costeau is a hell of a name
Eh. There are enough games out there that nobody finishes every game they try. Doesn't mean anything in particular other than shorter, more popular games have higher finish rates, regardless of overall reception.
Highly replayable games can have an extended shelf life compared to other games, though, and players who replay a game a lot provide good word of mouth. Being able to try new things or see different outcomes can keep people coming back, talking about it, and thus convincing other people to buy it and play it, year after year. Expensive and time-consuming to implement, though, so something of a gamble, admittedly. Doesn't always work out. But it worked for Disco, and for good reason.