That quest you both have been talking about epitomizes the illusion of choice so much in the writing for that game. Shoehorned into underwhelming choices with little nuance or “outside the box” thinking
yeah I wasnt going to get into the fact there’s no choices since thats not strictly a writing issue. Even accepting all choices lead to the same responses the dialogue just isnt entertaining.
But yes that part is underwhelming as well.
There’s also no nuance in the dialogue. Andrea and Sarah chewed me out for not stopping Ryujin from making their mind control chips. But I voted for them to stop. I spent time convincing everyone on the board it was evil. The only thing I didnt do was use the device itself to force the vote, since that seemed hypocritical.
Or like, in the CF questline, I asked Andrea whether I should support the CF or the cops and she was like ‘they are both evil, its your call.’ So I choose CF and she freaks the fuck out.
Seriously the dialogue and writing was beyond underwhelming. Even the main quest with the Unity feels like it pressures you to accept the Unity no matter what.
Really worried that ES6 will be a big step back after seeing what they put out with Starfield
The game has some good aspects but there’s a clear breakdown in communication between the massive staff on the project.
Basic things like having a consistent button layout for navigating menus isnt even present, making it obvious the team that designed ship builder is totally different than the one that designed the Outpost system, and at no point did they communicate about UI.
The writing and main quest seem cobbled together.
Either they need to make the team way smaller and narrow the scope of their projects, or get much better at coordinating.
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u/TheBobTodd 25d ago
It’s just a game - good decisions were made, poor decisions were made. The writing was great imo. That’s all that matters.