Originally Posted by Ginnung
Edit: Also considering where the plot goes, it makes a lot of the '' find a cure '' side quests feel totally pointless and like a waste of time.
I really think the complete 180 of the plot being personal into being a generic alien invasion hurts a lot of the side activities in hindsight.

You know, it wasn't until I read your comments here that I realized that one of my major reasons for ennui with this game is that fact that you CANNOT get rid of the tadpoles, and the game forces someone to become a Mind Flayer in order to complete the final fight. That REALLY felt like a chugga-chugga-chugga-chugga-choo-choo along the railroad narrative to me, after I found out that no matter what choices you make, you can't get rid of the tadpole and somebody, somewhere, that you work with has to either already be a Mind Flayer or agree to turn into one if you want to "win" the game. Now that I reflect on it, that's exactly why I stopped playing my second playthrough where I did. I'm only a couple of completed quests away from having that choice forced on me again. Nope. No thanks. That's another reason that allowing users to create their own story campaigns with modular map/dungeon tools would take this game from "I'll probably never play again," to "I'll most likely play it exclusively as I find new user created campaigns."