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With the wife and sons, at the moment it's like no matter how hard you try, everything still ends badly. It's sort of meaningless gameplay. With friends and allies, maybe certain events should pan out differently depending on how you treat them? Now it seems that the character storylines just go on regardless of your actions. Raymond Dévoyé, for example, the player choosing to side or not side with him only provides a "buff" or "debuff" event in the notebook, but no actual weight on what happens.
What I would like to see in game
1.There should be an option to adjourn the case for a day or to .so more evidence can be brought up .Or that one of the factions can try to sway the judge.maybe even his own family.This would add much more play ability and lantern the game .What do you say deves. great game ;-) I brought this up in another thread
For exemple, you must become Pache's friend in order to trap him later. But what if I decided that I could use him to target a bigger fish like Danton ? When Pache ends up in a cell the main storyline allows us to stay friend with him and even to turn him against Danton. Then if I was to let his daughter die (so that she doesn t tell anyone that I am the one who plotted the all thing) and blame it on Danton or his former associates I believe Pache could become my fiercest ally. I could free him of all charges and let him hunt down the mysterious D. That way We would be able to play on both side ! Of course Danton could very well tell the truth to Pache which could lead to an even bigger plot in which I would have to silence him, etc.
I don t know if it is even possible to play it like that but I would love to be allowed to be a bit more deceitful.
I love the game though
The various mechanics around family, persuasion, agents, statues, and battles can be unintuitive, but their variety, long term set-up and modest bonuses makes them feel less "urgent" and I can live with the malluses of being a bad statue builder or having my father dislike me and keep playing on and they give my play "character". The most annoying part in the minigames was how the AI can "lock" all your agents onto a section through battles in perpetuity, and restarting so that I can spread my agents and avoid it was not a great feeling. There also should be some "turn back" warnings around the faction opinion before death, I didn't quite realize how "definite" that line was until I crossed it since the rest of the game is more forgiving.
I'm in the middle of Act 2 and the "crowd aggitation" mechanic to give a sense of urgency seems abandoned, although the pressure of making the "right choice" and the "advantageous choice" while having the jury on your side is compensating fairly well.
Overall it's a really great story, good mechanics, and the occasional "nudging" to pick a choice didn't feel overly heavy, even the brutal one at the end of Act 1, and if you are actually "rigging" the games of chance, I don't particularly mind since "requirements of fate and narrative design" trump validating an RNG mechanic.
Keep working on more.
I find it hard to determine what effect the activity I pick is going to have.
I can see the blue and red tint but its not super noticeable. I think maybe it could be more apparent who gets effected by which activity
Most of the time, during act III I Had to die and retry many times to know the weakness of my units with some strategy.
Strategy need a deep explanation because the outcomes aren't really clear and seems random most of the time.
Also having ranged and close combat unit is okay, but what's the difference between Mousquetaires, Paris Guard, and Soldier?
Maybe a full tutorial and unit explanation with some kind of "Military Character" would be useful. Marquis de Lafayette already fled by the time of Act III, and Napoleon can't be used too, so i don't know. Dumouriez fled too. Maybe Romeuf?
From my experience anyway.
In general the profile/checkpoint system just doesn't work for this game as much as a simple autosave/manual save model would, which is much more idiot-proof as you can't kill your entire campaign in two mistaken clicks.
I have to say I loved this game so far. The artistic direction is brilliant and everything looks really good. The mechanics are great and there are numerous activities we can invest time in. The game is not following the real History but it doesn't matter that much. I think really few people even among my fellow citizens know how the Revolution really went.
Since there is always a "but" I have to say I'm terribly disappointed by one thing: the story.
So I reached Act II day 15 and... well... I'm sorry to say that but this is really terrible storytelling...
I really enjoyed all the story so far, it was really something that drove me to play this game and I felt like replaying it again to see what I could change in the story. After what happens in Act II Day 5 well... I genuinely don't feel like playing the game anymore... This is not really what I expected but in a bad way. I mean... Why? It wasn't needed at all... It's hard to give feedback on this specific thing without going into spoilers.
I'm going to put the game away for some time and I hope I will get over this extreme disappointment and get back into it later...
Except for that part it's definitely a 10/10 game. I just got to much into the story to accept this right now.