Silva
Arcane
I'm playing the Enhanced Edition and it occurred to me that this is one of the few games to track your behavior toward a moral compass in a way as satisfying as Ultima 4 did. But differently from Ultima, here you don't really have a long term consequence/reward for doing it, and so it ultimately feels less impactful a feature, imo, than finally beint able to brave the Abyss as seen in Ultima.
The exception, imo, would be if you had different endings, or even better - entire endgame segments - based on that moral compass. And that's something I never noticed, frankly, in the couple times I've finished PS:T. Perhaps due to it's story getting kinda weak and convoluted post-Sigil, or perhaps there's really no such thing.
So, is there some change in the ending based on your moral compass? If negative (as I suspect is the case), then was this planned in some point in development and ditched at release? It seems such a logical extension of the concept that I find it hard to believe the devs never thought of it.
EDIT: oh, and coming from a playthrough of Nier Automata, I can't shake the parallels in the games. Both have as strong points the exploration of their central themes, and inconsistent narratives and gameplay as the weak points. The difference being that PS:T narrative gets really bad post-Sigil and never recovers, while N:A gets really bad mid-game and then shine again by the end.
The exception, imo, would be if you had different endings, or even better - entire endgame segments - based on that moral compass. And that's something I never noticed, frankly, in the couple times I've finished PS:T. Perhaps due to it's story getting kinda weak and convoluted post-Sigil, or perhaps there's really no such thing.
So, is there some change in the ending based on your moral compass? If negative (as I suspect is the case), then was this planned in some point in development and ditched at release? It seems such a logical extension of the concept that I find it hard to believe the devs never thought of it.
EDIT: oh, and coming from a playthrough of Nier Automata, I can't shake the parallels in the games. Both have as strong points the exploration of their central themes, and inconsistent narratives and gameplay as the weak points. The difference being that PS:T narrative gets really bad post-Sigil and never recovers, while N:A gets really bad mid-game and then shine again by the end.
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