alternate endings which decided by players' decisions. that'll make replayability more meaningful.

certain side quests may not determine the outcome but it'll determine the difficulty of the end game. say for example, in fallout tactics u will have to convince your former commander to mend his evil ways or just kill him off. the first will have him change subtly how the end game will be & made decisions easier. however killing him off will make your final decision harder & big sacrifice on your part is needed to solve the crisis.

subtle & yet full of impact. this isn't stuff of dreams & i'm sure larians can make actions more subtle & consequences have more impact in not one but more parts of the world which the characters are in.

for those who have yet to try the demo of lionheart, the dialogues have little signs to note whether the lines u are about to deliver will provoke or calm or sweet talk or intimidate the NPC that u are engaging. nice little hint to prevent wrong words flying that may break certain quests.


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......a gift from LaFille......