Spin on 1/3/2001 at 14:37
Hey,
LOVE the game. Love it love it love it. It seems that at so many points you are making pivotal decisions to the direction the story will take?
For example, if I had killed Lebedev and followed the straight and narrow, would I be in the mess I am in now? (just had helicopter kidnapped en route to hong kong).
Dying to know!!
Thanks,
Steve
Darkstalker on 1/3/2001 at 17:20
Sorry if u think i'm being funny here but the only way to have a truly customizable game is ...(spoilers follow)
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to design your own.
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http://www.ttlg.com/forums/ubb/wink.gifThe customization in Deux comes in being able to develop your characters efficiency in the available skills, choice of weapons and implants. And being able to approach an objective in more than one way. The way you play the game is customizable, the story and chain of events aren't. Until right at the end.
Denise on 1/3/2001 at 18:09
Or rather, you have control over minor elements of the story like how other characters relate to you, giving you the illusion of choice over major plot elements. It's a really innovative way to put things together without making a game that costs five times as much as it should.
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PsiBGrat on 4/3/2001 at 03:35
This reminds me of the "Golden Saucer Date" on FF7. Anyone else rememember? When you reach the Gold Saucer, you will eventually go on a ride. Who in your party goes with you depends on a lot of the (previous) small choices you have made. (i.e. Buy a flower or not? Say the abusive answer, or not?)
In DX, you get to find out what the gameworld/NPCs response is straight away. Except for the battle at the 'Ton.
frozenman on 4/3/2001 at 19:41
Its great - cause you have all those choices, and you dont even realise it.
It would really up the replay value if you could do more that just "take Sandra Renton off your hands for a few hours' -
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