(Seen somewhere on the internet) The choices in awakening make sense in that you can’t choose something for someone else. Your first choice is wether or not to sacrifice emmeryn. In the end, she interrupted your choice by choosing to sacrifice herself. She was the one who could influence the situation, not robin. The second choice is about fighting lucina. Again, it’s interrupted by chrom because he’s the one who chooses to trust you. Finally, your last choice is wether or not you want to kill grima. This time, chrom is the one who has to make a choice, either kill grima for good or save you. He’s the one who has to make a very difficult choice, and you interrupt him by attacking grima directly, or have someone else kill him (since you’re the one giving orders on the battlefield). Your choice matters this time because you’re not the one confronted with a dilemma, but the one choosing to solve it before chrom can make a choice he’ll regret later.
Also, the plan was that FEA was the last game. Seal grima, and you like that FE continue. Kill grima, and FE end, but can still play the old games. The problems is that fake dilemmas comtribute to a broken aesop about sacrifices. Emmeryn and the avatar sacrifice their lives to free people of the evil, but is easy make this if you actually dont die.
I agree about the part of Byleth's dialogue choices being a means to sort of "roleplay" as Byleth, or at least immerse ourselves in their position. I disagree that Awakening failed, though. You say that it's unlikely that players will connect the lack of choice to one of Awakenings two central themes: Fate, and whether or not our choices really matter. Yet I made that connection just fine. And I'm the guy who didn't even understand FE 7's story on my first playthrough because there was too much going on for me. None of ypur choices matter, and Lucina consistently questions whether her time travel is even accomplishing anything. The villains try to convince you that destiny is already written. Yet how does the game end? After a handful of choices that gad no effect, all of a sudden, the final choice matters big time. I do think Robin should have stayed dead for the sacrifice, in that sense I could have been executed slightly better. But over all, I don't understand why people think that these choices aren't there for any other reason. Really, why would they even bother putting them in otherwise?
Regarding the final point, I personally believe that it's quite possible that Awakening's choices, especially the Emmeryn one, in the original scope of the game, did result in things changing gameplay-wise, however due to time constraints or something along those lines, the choices were changed to merely being superficial. I believe this since Awakening was supposed to be IS's "last hurrah", so I don't see why they wouldn't at least attempt to include something along these lines. Of course, this is just my opinion, and one with scarce evidence as well, so I wouldn't be overly suprised, nor upset if I was wrong.
@@masene4121 I just don't know about that. Emmeryns death is such a gigantic point of the game, arguably the most memorable plotpoint in the script. I honestly don't even know how else they could have made that scene play out. And really, most of these "choice moments" have to play out the same way, the plot just wouldn't work otherwise. And it would have been much easier to just remove the choices if they serve no real purpose anymore, according to your theory anyway. It's possible, but not very likely if you ask me. And man, I was really tired when I wrote my initial comment. Just look at all those typos.
@@hansgretl1787 I believe the point of the Emmeryn choice was to show that even though you make the choices in battle, not everything is under your control. At the end of the day, it was Emmeryn's choice. It helps to not only show that there are real stakes to the war, but also that Robin and the player aren't perfect. It doesn't feel like you're being told your choices don't matter, but instead that you sometimes need to put faith in other people's choices. You may not have been able to make a choice in that instance, but Emmeryn was, and it was because of her choice that the Plegian soldiers lost morale, helping the Shepards in chapter 10.
I think it would have been better if the choices changed some dialogue and scenes but ultimately don't affect the plot just like how Emmeryn's death was changed (she went from being assassinated by Validar in the og timeline to committing suicide in the game's timeline) but the result was still the same
To me the false choices in awakening really play well with the concept of fate that the game vastly explores You cannot save Emmeryn because she'd sacrifice either way You cannot let Lucina kill you because Chrom would never let you die You cannot prevent Grima from harming your friends because their vicious nature means they'd harm your friends either way The only choice that really matters, matters because YOU'RE the only one that has the leverage on it, so no one can prevent you from doing it to me 3H falls flat because the choices presented are just dupont and dupond they change nothing whatsoever and have no stakes behind so you don't feel betrayed, yes but you don't even give a crap about them in the 1st place In Awakening you feel betrayed, yet it complements the characters that "ignore your choice" Emmeryn is too determined to die for her people, Chrom is way too caring to accept letting you die for this stupid concept that is fate and believes in you to the end, and Grima is vicious as fuck The one time where your choice matter, it compliments your character : will you betray the future generations to continue to live ? or will you betray chrom to save the future ? ~Robin should've stayed dead tho, f that crappy friendship link~ The Edel decision is good tho, but like all of the other ones feel .... useless The "choices" in Awakening make sense from a story standpoint : for Robin it IS a choice But for us, the outside viewer, it isn't It's a matter of immersing yourself in Robin's eyes
You ever try playing dragon age, I like that concept of me being able to make a choice that will really change the story how I would make a decision in a situation that’s presented, it’s just the game designers not putting in the time it takes to have really different routes based on your in game choices, hopefully they can make a game like that cause it makes dragon age extremely fun as if your really making decisions that effect your whole party and the finite world around you. It would be a huge undertaking but imagine the success from a game that each player’s decision is completely different ahh pipe dreams doe
Exactly. As the tactician, you're the one who makes certain life or death choices in battle, but those scenes help show that sometimes, decisions are just not within your control. They're never actually your decisions, and that helps make the final prompt so much more meaningful. Now, it *is* your decision, and the impact is huge this time to add to that feeling.
I like to think that Awakening's dialogue choices weren't failed. The way I see it, these prompts are choices for what Robin should do, but they're never actually Robin's choice. In fact, I think that works perfectly. Robin is a character who never really had any choices when they were young. Everything was decided for them. Whether it be by fate, or because of someone else. They didn't get to make a choice on whether they wanted to be the vessel for Grima, they were always the victim of fate or those around them. Being a tactician for the Shepards gave them the chance to make their own choices, but that didn't stop them from being powerless in some situations. The scenes with dialogue choices are there to force this idea. Ultimately, no matter what you as the player, or even Robin as a character want to do, it was never their choice. Emmeryn was the one to decide her fate, no matter what you choose, it's still Lucina's choice to spare you. However, in the end, with your prompt toward Grima, it's already established that you can't decide everything. But it's here that the message of friendship being able to overcome tough situations comes into effect. In the final prompt with Grima, it's reinforced that you're choices don't matter in some situations, and just like with every other prompt, the outcome is the same. But this time, it's because of the Shepards. They help you through the final battle, and it's their words that help Robin release themselves. They offer a different view to the choices you had seemingly been given. They show that Robin, and subsequently the player, don't have to burden themselves with every decision. Even when all hope is lost, and you can't do anything to change it, those close to you can help you through it.
I don't see, how awakenings choices could have ever affected the narrative. The first choice shows our powerlessness in the situation and emmeryn taking the choice from our hands, it is the one time Robin was outplayed. The second choice is more or less just us being asked for our opinion. The third choice is stupid and shouldn't exist.The fourth choice is the only one, where we change fate.
I like the fake options, they embrace the thematic determinism of the story, you shouldn't be able to defy fate until the last minute of the game, if you were able to just change destiny in the middle of the story that would make the climax of the story irrelevant, even with Lucina there the story seems to be predefined. That's what makes the last desision so important, because it is the first time you can truly defy fate, and it's embodiment, Grima. If you take the gamble with your life in that moment you successfully changed destiny. It's the prior fake choices that make this final choice great.
100% disagree with Awakening failed choices. I didn’t feel cheated or disappointed at all. It was very effective to get me to understand the subtle emotional aspect of the plot that I wouldn’t have had if it was no choice to begin with. The appearance of choice made perfect sense to me. I thought having the choice felt natural being in the mind of Robin, the one who make strategy and decisions for everyone on the battlefield. Those tension plot points you brought up would have been extremely downplayed if the choices didn’t exist. It would have me not be invested in plot as much if the Robin didn’t have a set of contrasting dialogue. It helps with the characterization of Robin and others. Maybe I view games differently but the lack of choice or the illusion of choice does not hinder my experience. It doesn’t make sense for me to have an expectation that a player’s decisions can control the narrative. It does make sense to me that decisions can help the player understand the motivations behind the narrative.
I like to think that all of the decisions of byleth are based on logic because of the way he/she was born and the decisions that include Edelgard are the only ones that he/she take with the heart
General response, if awakening wanted to convey the unimportance of will/immovability of fate they should have let you believe you had control in the first place with prior options and have the last decision (that actually changes something) be more impactful than "your avatar survived the cutscene, now back to the postgame" At the end what we have are just options that doesn't matter and an option that is meant to matter but doesn't, while never having any sense of why anything should be different, if it was a miracle of friendship and struggle they could have done anything else than a deus ex machina and actually presented a viable way for Robin to survive, needing a lot of effort and sacrifice in particular situations thus earning the name of miracle and breaking fate, but this would take effort and maturity from awakening, and by playing half an hour you know it doesn't have much, and none at all after you play more. Now that I write this I realize that locking the postgame behind this decision would have been the right call in many ways
You think Awakening choice mechanic are bad because no matter what you choice the same will happen, then let me remind you that the little choice that you can make in New Mystery of the Emblem are --regardless of what you choice-- useless, because the only thing that will change is only dialogue of X character. However, with the haircuts the things changes and stuff, yet, I find those a little bad. Nice video btw
What bothers a little is that in FE3H you have the choice to pursue Jeritza in that little garden area, and it was kinda pointless. You also lose a small amount of cutscene time too. If we get choices in FE games then they should have a point.
I suppose if you are optimistic it's possible the choices in awakening are a result of the "fate narrative" but it's also possible they planned for a route spilt and simply ran out of time or money but guess only the devs know that one
This is a really well-crafted video. I look forward to seeing more of your content. If I could give any tips, I would ask you to avoid "squashing" the aspect ratio of some gameplay clips, simply shrinking them instead. I think it would make your videos look even more professional than they already appear.
I would say the choice mechanic works to enhance Awakening's narrative: You the enigmatic tactician who holds the lives of this army in your hands, must decide how they fight, what casualties are acceptable. As you evade danger and overcome foes you discover annenigmatic traveller who claims your world is doomed, they have chosen to stop that fate and they ask you to join them. Their allies too choose to risk everything to join the fight against fate. Along this path your commitment is tested: should you sacrifice for an advantage? Can you out maneuver that which is fated? The game taunts you with this choice when it has already decided the answer to be NO Through this fate you again must choose: to push on and accept the choices of others, or give in to fate? At this moment Fate rears its ugly head; the face is none other than your own. Your actions; choices, doom the world, you are the evil plaguing this land, knowing this will you choose to stop, end now before you Fate takes you By presenting these choices the game highlights the futility of your journey asking you to Quit, but it is only through defiance of fate that we can change the future, that we can awaken a new tomorrow Anyway that's my reading of it 🤷♂️
Der Langrisser, despite being inferior to Fire Emblem in a lot of ways (difficulty broken in favor of the player, clunky interface, plays too slowly, early-to-midgame battles devolve to stalemates, maps too long) remains more compelling because you actually do have choices in that game and they matter a lot. And except for one particular route out of four of them, each of the paths have a huge reason to exist. It even did the plot Revelation tried to do better than Revelation did: there is an option where you get to save everyone (everyone being the nations and commoners, not the characters), but the price is that while the world is much better off on a societal level, you the protagonist lose everyone important to you and you're creating a possibility of instability as your price for the greater good.
You caught me at a time where I’m about to go to sleep, so I’ll just leave this here to stimulate the algorithm and then edit the comment when I watch it tomorrow.
Nice vídeo. think the dialogue In Three Houses work just fine , they allow for a bit of roleplay with the silent protagonist. I just think when you're presented with "Go north or south" like in Azure Moon, it really should affect the game in some way. The best example of this is in Shin Megami Tensei Devil survivor where you decide where to go or who to talk, people die or live on your choices and some ending are unlock by your choices too. If some character die, you can't do a entirely ending or some story events never happen because of that. But there's still non important dialogue options like three houses. I would to see that. Like for example , you didn't gave enough attentionn to a city , later in the game , you see friends of yours dying to the enemies because of that.
I agree with everything you said, and the Azure moon route split should’ve definitely happened. Cutting it from the game is just another sign of the game being unfinished, but at least the game tried more than awakening did with choice
(Seen somewhere on the internet)
The choices in awakening make sense in that you can’t choose something for someone else.
Your first choice is wether or not to sacrifice emmeryn. In the end, she interrupted your choice by choosing to sacrifice herself. She was the one who could influence the situation, not robin.
The second choice is about fighting lucina. Again, it’s interrupted by chrom because he’s the one who chooses to trust you.
Finally, your last choice is wether or not you want to kill grima. This time, chrom is the one who has to make a choice, either kill grima for good or save you. He’s the one who has to make a very difficult choice, and you interrupt him by attacking grima directly, or have someone else kill him (since you’re the one giving orders on the battlefield). Your choice matters this time because you’re not the one confronted with a dilemma, but the one choosing to solve it before chrom can make a choice he’ll regret later.
Dang, this comment section is really giving me newfound respect for Awakening. Never realized this.
Also, the plan was that FEA was the last game. Seal grima, and you like that FE continue. Kill grima, and FE end, but can still play the old games.
The problems is that fake dilemmas comtribute to a broken aesop about sacrifices. Emmeryn and the avatar sacrifice their lives to free people of the evil, but is easy make this if you actually dont die.
Always love it when the algorithm recommends new FE content, I'm definitely looking forward to watching more, especially the Berkut video.
I agree about the part of Byleth's dialogue choices being a means to sort of "roleplay" as Byleth, or at least immerse ourselves in their position.
I disagree that Awakening failed, though. You say that it's unlikely that players will connect the lack of choice to one of Awakenings two central themes: Fate, and whether or not our choices really matter. Yet I made that connection just fine. And I'm the guy who didn't even understand FE 7's story on my first playthrough because there was too much going on for me.
None of ypur choices matter, and Lucina consistently questions whether her time travel is even accomplishing anything. The villains try to convince you that destiny is already written. Yet how does the game end? After a handful of choices that gad no effect, all of a sudden, the final choice matters big time. I do think Robin should have stayed dead for the sacrifice, in that sense I could have been executed slightly better. But over all, I don't understand why people think that these choices aren't there for any other reason. Really, why would they even bother putting them in otherwise?
Regarding the final point, I personally believe that it's quite possible that Awakening's choices, especially the Emmeryn one, in the original scope of the game, did result in things changing gameplay-wise, however due to time constraints or something along those lines, the choices were changed to merely being superficial. I believe this since Awakening was supposed to be IS's "last hurrah", so I don't see why they wouldn't at least attempt to include something along these lines. Of course, this is just my opinion, and one with scarce evidence as well, so I wouldn't be overly suprised, nor upset if I was wrong.
@@masene4121 I just don't know about that. Emmeryns death is such a gigantic point of the game, arguably the most memorable plotpoint in the script. I honestly don't even know how else they could have made that scene play out. And really, most of these "choice moments" have to play out the same way, the plot just wouldn't work otherwise. And it would have been much easier to just remove the choices if they serve no real purpose anymore, according to your theory anyway. It's possible, but not very likely if you ask me.
And man, I was really tired when I wrote my initial comment. Just look at all those typos.
@@hansgretl1787 I believe the point of the Emmeryn choice was to show that even though you make the choices in battle, not everything is under your control. At the end of the day, it was Emmeryn's choice. It helps to not only show that there are real stakes to the war, but also that Robin and the player aren't perfect. It doesn't feel like you're being told your choices don't matter, but instead that you sometimes need to put faith in other people's choices. You may not have been able to make a choice in that instance, but Emmeryn was, and it was because of her choice that the Plegian soldiers lost morale, helping the Shepards in chapter 10.
@@thepotatoking13 Yeah, that also makes sense
I think it would have been better if the choices changed some dialogue and scenes but ultimately don't affect the plot just like how Emmeryn's death was changed (she went from being assassinated by Validar in the og timeline to committing suicide in the game's timeline) but the result was still the same
To me the false choices in awakening really play well with the concept of fate that the game vastly explores
You cannot save Emmeryn because she'd sacrifice either way
You cannot let Lucina kill you because Chrom would never let you die
You cannot prevent Grima from harming your friends because their vicious nature means they'd harm your friends either way
The only choice that really matters, matters because YOU'RE the only one
that has the leverage on it, so no one can prevent you from doing it
to me 3H falls flat because the choices presented are just dupont and dupond
they change nothing whatsoever and have no stakes behind
so you don't feel betrayed, yes
but you don't even give a crap about them in the 1st place
In Awakening you feel betrayed, yet it complements the characters that "ignore your choice"
Emmeryn is too determined to die for her people, Chrom is way too caring to accept letting you die for this stupid concept that is fate and believes in you to the end, and Grima is vicious as fuck
The one time where your choice matter, it compliments your character :
will you betray the future generations to continue to live ?
or will you betray chrom to save the future ?
~Robin should've stayed dead tho, f that crappy friendship link~
The Edel decision is good tho, but like all of the other ones feel .... useless
The "choices" in Awakening make sense from a story standpoint : for Robin it IS a choice
But for us, the outside viewer, it isn't
It's a matter of immersing yourself in Robin's eyes
You ever try playing dragon age, I like that concept of me being able to make a choice that will really change the story how I would make a decision in a situation that’s presented, it’s just the game designers not putting in the time it takes to have really different routes based on your in game choices, hopefully they can make a game like that cause it makes dragon age extremely fun as if your really making decisions that effect your whole party and the finite world around you. It would be a huge undertaking but imagine the success from a game that each player’s decision is completely different ahh pipe dreams doe
Exactly. As the tactician, you're the one who makes certain life or death choices in battle, but those scenes help show that sometimes, decisions are just not within your control. They're never actually your decisions, and that helps make the final prompt so much more meaningful. Now, it *is* your decision, and the impact is huge this time to add to that feeling.
I like to think that Awakening's dialogue choices weren't failed. The way I see it, these prompts are choices for what Robin should do, but they're never actually Robin's choice. In fact, I think that works perfectly. Robin is a character who never really had any choices when they were young. Everything was decided for them. Whether it be by fate, or because of someone else. They didn't get to make a choice on whether they wanted to be the vessel for Grima, they were always the victim of fate or those around them. Being a tactician for the Shepards gave them the chance to make their own choices, but that didn't stop them from being powerless in some situations. The scenes with dialogue choices are there to force this idea. Ultimately, no matter what you as the player, or even Robin as a character want to do, it was never their choice. Emmeryn was the one to decide her fate, no matter what you choose, it's still Lucina's choice to spare you. However, in the end, with your prompt toward Grima, it's already established that you can't decide everything. But it's here that the message of friendship being able to overcome tough situations comes into effect. In the final prompt with Grima, it's reinforced that you're choices don't matter in some situations, and just like with every other prompt, the outcome is the same. But this time, it's because of the Shepards. They help you through the final battle, and it's their words that help Robin release themselves. They offer a different view to the choices you had seemingly been given. They show that Robin, and subsequently the player, don't have to burden themselves with every decision. Even when all hope is lost, and you can't do anything to change it, those close to you can help you through it.
I don't see, how awakenings choices could have ever affected the narrative. The first choice shows our powerlessness in the situation and emmeryn taking the choice from our hands, it is the one time Robin was outplayed. The second choice is more or less just us being asked for our opinion. The third choice is stupid and shouldn't exist.The fourth choice is the only one, where we change fate.
Your content looks promising! Can't wait to see what else you'll create.
I like the fake options, they embrace the thematic determinism of the story, you shouldn't be able to defy fate until the last minute of the game, if you were able to just change destiny in the middle of the story that would make the climax of the story irrelevant, even with Lucina there the story seems to be predefined. That's what makes the last desision so important, because it is the first time you can truly defy fate, and it's embodiment, Grima. If you take the gamble with your life in that moment you successfully changed destiny. It's the prior fake choices that make this final choice great.
How does this have so little views, this was high quality for the amount of subs you have
100% disagree with Awakening failed choices. I didn’t feel cheated or disappointed at all. It was very effective to get me to understand the subtle emotional aspect of the plot that I wouldn’t have had if it was no choice to begin with. The appearance of choice made perfect sense to me.
I thought having the choice felt natural being in the mind of Robin, the one who make strategy and decisions for everyone on the battlefield. Those tension plot points you brought up would have been extremely downplayed if the choices didn’t exist. It would have me not be invested in plot as much if the Robin didn’t have a set of contrasting dialogue. It helps with the characterization of Robin and others.
Maybe I view games differently but the lack of choice or the illusion of choice does not hinder my experience. It doesn’t make sense for me to have an expectation that a player’s decisions can control the narrative. It does make sense to me that decisions can help the player understand the motivations behind the narrative.
Just binged a good amount of your videos. Good stuff man, keep it up and youll spike big time.
I like to think that all of the decisions of byleth are based on logic because of the way he/she was born and the decisions that include Edelgard are the only ones that he/she take with the heart
General response, if awakening wanted to convey the unimportance of will/immovability of fate they should have let you believe you had control in the first place with prior options and have the last decision (that actually changes something) be more impactful than "your avatar survived the cutscene, now back to the postgame"
At the end what we have are just options that doesn't matter and an option that is meant to matter but doesn't, while never having any sense of why anything should be different, if it was a miracle of friendship and struggle they could have done anything else than a deus ex machina and actually presented a viable way for Robin to survive, needing a lot of effort and sacrifice in particular situations thus earning the name of miracle and breaking fate, but this would take effort and maturity from awakening, and by playing half an hour you know it doesn't have much, and none at all after you play more.
Now that I write this I realize that locking the postgame behind this decision would have been the right call in many ways
All I would like them to do is either change the upcoming map item drops enemy and player starting positions
You think Awakening choice mechanic are bad because no matter what you choice the same will happen, then let me remind you that the little choice that you can make in New Mystery of the Emblem are --regardless of what you choice-- useless, because the only thing that will change is only dialogue of X character. However, with the haircuts the things changes and stuff, yet, I find those a little bad.
Nice video btw
What bothers a little is that in FE3H you have the choice to pursue Jeritza in that little garden area, and it was kinda pointless. You also lose a small amount of cutscene time too. If we get choices in FE games then they should have a point.
I suppose if you are optimistic it's possible the choices in awakening are a result of the "fate narrative" but it's also possible they planned for a route spilt and simply ran out of time or money but guess only the devs know that one
This is a really well-crafted video. I look forward to seeing more of your content.
If I could give any tips, I would ask you to avoid "squashing" the aspect ratio of some gameplay clips, simply shrinking them instead. I think it would make your videos look even more professional than they already appear.
I would say the choice mechanic works to enhance Awakening's narrative:
You the enigmatic tactician who holds the lives of this army in your hands, must decide how they fight, what casualties are acceptable. As you evade danger and overcome foes you discover annenigmatic traveller who claims your world is doomed, they have chosen to stop that fate and they ask you to join them. Their allies too choose to risk everything to join the fight against fate. Along this path your commitment is tested: should you sacrifice for an advantage? Can you out maneuver that which is fated?
The game taunts you with this choice when it has already decided the answer to be NO
Through this fate you again must choose: to push on and accept the choices of others, or give in to fate?
At this moment Fate rears its ugly head; the face is none other than your own. Your actions; choices, doom the world, you are the evil plaguing this land, knowing this will you choose to stop, end now before you Fate takes you
By presenting these choices the game highlights the futility of your journey asking you to Quit, but it is only through defiance of fate that we can change the future, that we can awaken a new tomorrow
Anyway that's my reading of it 🤷♂️
Der Langrisser, despite being inferior to Fire Emblem in a lot of ways (difficulty broken in favor of the player, clunky interface, plays too slowly, early-to-midgame battles devolve to stalemates, maps too long) remains more compelling because you actually do have choices in that game and they matter a lot. And except for one particular route out of four of them, each of the paths have a huge reason to exist. It even did the plot Revelation tried to do better than Revelation did: there is an option where you get to save everyone (everyone being the nations and commoners, not the characters), but the price is that while the world is much better off on a societal level, you the protagonist lose everyone important to you and you're creating a possibility of instability as your price for the greater good.
I pray that one day your channel well get big
You caught me at a time where I’m about to go to sleep, so I’ll just leave this here to stimulate the algorithm and then edit the comment when I watch it tomorrow.
did you ever wake up?
Nice vídeo. think the dialogue In Three Houses work just fine , they allow for a bit of roleplay with the silent protagonist.
I just think when you're presented with "Go north or south" like in Azure Moon, it really should affect the game in some way.
The best example of this is in Shin Megami Tensei Devil survivor where you decide where to go or who to talk, people die or live on your choices and some ending are unlock by your choices too. If some character die, you can't do a entirely ending or some story events never happen because of that. But there's still non important dialogue options like three houses.
I would to see that. Like for example , you didn't gave enough attentionn to a city , later in the game , you see friends of yours dying to the enemies because of that.
I agree with everything you said, and the Azure moon route split should’ve definitely happened. Cutting it from the game is just another sign of the game being unfinished, but at least the game tried more than awakening did with choice
Good video
:)