MetalCraze said:
themadhatter114 said:
There are huge consequences in the game for some of the choices.
Care to post them?
Because everything you posted is
You can allow both Nasri and Shaheed to live.
Letting them live will allow terrorist activity to continue to escalate in the region.
But where are consequences?
Shaheed will possibly feed you intel throughout the game if he lives, and will even ask you to betray the United States in an end-game conversation if you choose to meet with him.
But where are consequences?
If you save Madison but allow the bombs to go off, Madison will become a crusader against ineffective anti-terror legislation that just creates more tension and lines the pockets of government contractors. If she dies, Senator Darcy will exploit her death to push for new sweeping anti-terror legislation that would put the PATRIOT Act to shame.
But where are consequences?
You just prove that the game has nothing but flavour text.
Here is an example of C&C from Fallout 2. You choose to join one of the families in New Reno instead of just remaining an associate - that means that whenever you'll go into areas controlled by other families they will try to kill you and you will never be able to get any jobs from them. However this also opens additional stuff to do with your family.
Now compare this to AP with its "oh you will get 2 lines of flavour text in the end"
SPOILERS AHEAD (vague spoilerish - I'm mostly leaving out names and trying to keep it as vague as possible)
.
.
.
.
.
.
.
This is just a couple of examples of non-flavour C+C (as I've listed many times, Deus Ex has NO non-flavour C+C, so I'm not agreeing with Skyway that cosmetic changes don't count):
- finding out that (a) a certain NPC is the daughter of another major character, and (b) that NPC is murdered by a certain (very difficult to kill) NPC will transform a later scenario from one in which (i) the character utilises turrets and marines against you, to one in which (ii) the character lets you through and instead tries to kill the badass villain, unsuccessfully (he shoots him in the shoulder) but making a subsequent fight against the wounded opponent MUCH easier.
- of course, if you don't piss off that aforementioned opponent enough in earlier conversations, he won't be there for you (or the aforementioned unfortunate character) to fight, as his faction is still hoping to recruit you. In fact, you won't get a chance to fight him at all unless you go out of your way to get ultra-low rep with him so he 'breaks his cool' and makes an in-person unfriendly appearance.
- the opportunity to take over control of the bad guys' organisation and keep on running the conspiracy, just with yourself in charge (ok, that's a flavour ending, but a damned cool one) only exists if you gain rep with the right characters and make a particular series of choices;
- becoming friendly with different handlers/NPCs isn't just a matter of different clothing for the same troops. Some NPCs won't have any troops but will simply bring their badass self (Heck, for example). Others will bring squadrons, but the AI is quite different depending on the faction. Actually that ends up being a bad thing, because G22 troops are pretty much the only ones who are any use to a stealth player, as they are ultra-conservative and take cover, giving you time to take out the snipers and turrets, while most other factions either rush in to get slaughtered in front of you, or are otherwise too noisy). I suspect the attempt to write different AIs for different factions led to some of the factions having stupid AI (see Deus Ex 2: IW for another example of that occurring).
- At several stages of the game you get a 'do A or B, there's probably not enough time for both!' choice. Usually it's a matter of saving someone or stopping a catastrophe. Sometimes you actually can do both (but you have to be quick) and sometimes you can't. Yes, sometimes it is just a flavour choice. But I can think of a few cases where saving the person leads to them being your ally later (e.g. in one case you might save a faction head before disarming a bomb - doing so means that he will later give you turret and troop support during a later fight, and if you didn't kill his henchwoman in an earlier encounter she'll help out as well. If you let him die, you won't have that help - it isn't a matter of 'each ally has the same benefits in different clothing'). On other occasions, not preventing the catastrophe has ramifications (in terms of the intel you receive, letting you know an ally is using/backstabbing you and providing an opportunity to turn the tables, or sparking direct confrontations).
I'm not saying it's all implemented well. But it certainly isn't a case of Deus Ex-style flavour conversations either.