Ok, so that's the first playthrough done, with a few extra replays of the last mission. In the end, I saved the world and sailed into the sunset with the double agent clinging to my back.
But the first time, I sailed off alone after killing all my enemies and any links I didn't trust. That, too, made complete sense.
Then I attempted caving at the last minute to Leiland - and there was another ending based on my choices so far.
The thing is that during the missions, the conversations are tailored to what happened earlier. And that really makes it work - not just look like it works - to give you an impact on the world without being presented with too many cartoonish black and white choices.
This ranges from enemies commenting on your style and approach (you do have a villain like that in the game), and to who will seek to ally themselves with you. Which you can then turn down, because you want to seek other alliances.
You will also be able to betray everyone if you want at at least two points - but it's not completely certain that you will be able to, the way it is presented.
That you are also tested afterwards on the choices is a nice touch - because it's used to make the plot flow, not to narrow down the ambiguity.
(you can read the other posts on AP on my blog :) )


fleinn Blogger Jul 14, 2010
And they hide them in the cutscenes really well. Too bad about the rest, I guess.
Suskie Jul 14, 2010
fleinn Blogger Jul 14, 2010
Suskie Jul 14, 2010
fleinn Blogger Jul 15, 2010
I started a "veteran" campaign now, just to test out the direct action a bit more. And the worst I've managed so far was to piss off Darcy and Mina, and shooting the arms-dealer and the guards. "Here - let me show you my credentials" lol.