is a great mix of gaming conventions and new ideas alike, but there's one break from industry standards in the game that has particularly unique implications. Although many aspects of player freedom that offers feel fresh, they mostly stem from the tradition of classic computer RPGs like the two previous entries in the series, with an extra dose of modern physics-based possibilities. After years of mainstream RPGs that lack a deeper level of freedom, however, examining what does differently can bring some interesting choices to light.
Some of 's more spotlight-stealing attributes have to do with pushing buttons, as the free publicity generated by a particular romance opportunity with Halsin clearly illustrates. Allowing players to forge their own destiny includes letting them break plenty of standards for morals or decorum, although taking dark paths can often have consequences that may offset some of the forbidden appeal. definitely isn't a game for kids, and it turns out that this proscription is true in a more literal way than the typical application of the M rating would imply.
It's common for video games to make key NPCs unkillable, but takes off the training wheels when it comes to most of the characters milling around the world of Faerûn. Although a certain number of figures that the party can interact with have unique claims to immortality, most can be offed through a wide variety of methods. Generally speaking, there are so many paths forward through the story that even the deaths of central characters don't stop the narrative, although they can add some challenges of their own.
The biggest exception to this rule is the category of children, who are mostly afforded the divine protection that video games tend to provide. Notably, however, this rule isn't ironclad, with the biggest exception being that goblin children can be killed in any way that the average NPC can. It's an interesting and somewhat uncomfortable exclusion, and examining the inconsistency
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