Video games often give you massively important decisions to make, but sometimes they matter less than you think. Here are the in-game decisions that never really amounted to much. Subscribe for more: www.youtube.co...
I remember playing Monster Hunter 4 on the 3DS. After the first mission, the Caravaneer ask you if you want to join him. If you say yes, it's all good. If you say no, he's like "Haha, nice joke, we leave at dawn"
@@Human_traain Someone whose username is 'human trafficker' responding "well too bad" to a statement of "I'm pretty sure that's called kidnapping" is... like... inherently freaking hilarious.
I'm glad you covered telltale, because once you realize almost every choice you make basically only matters in a light narrative sense, without real results or consequences, the games really lose a big part of their charm.
I lost interest in the walking dead when i realised that if it lets you save someone, their just gonna die either in a few minutes or the next chapter if they're lucky.
In skyrim In my 6th playthrough I literally just made a old guy with a big beard cuz it looked the best with the Dragon armor and the helmet and literally never changed how my characters looked in the next playthroughs I did
Crackdown 2 is the ultimate in that regard. like the first game it let's you choose your character's head (the only unique part of the model) but as soon as you level up a stat even once, you gain a helmet that covers it and makes all characters identical. you can't take it off. the funny thing is, you can continue to change your character model from the main menu, it just makes no difference in game.
straight up how i do some char customs, if its the first time i boot up the game i care a little bit, but honestly 9/10 times its either a helmet or you dont even see your own character so why bother?
The illusion of choice is my most hated trope in games, i get enough of this irl i dont need it in games too constantly telling me i have no real control
When you think about it, the choices you make in video games which affect the game are still illusion of choice because its all planned and it is only a choice to a certain point. But I see what you mean.
0:17 Cyberpunk 2077 1:41 Call of Duty: Black Ops II 3:12 Gears of War 5 5:05 Uncharted 2 6:32 Fallout 3 7:58 Ghost of Tsushima 9:13 Cain & Lynch: Dead Men 10:14 Fable 11:08 Batman: The Telltale Series 12:16 Dragon Quest 1
The one that would stand out to me is Bioshock Infinite, largely because that one had the unusual move of incorporating the pointless choices into its overarching story. A big theme of the game is the player character’s lack of control over what is happening, something that is repeatedly emphasized when he finds things happening a certain way regardless of his decisions. In fact the whole idea of “constants and variables” is actually a decent commentary on the role of choice in video games- the developers can give you a choice, but they cannot do so without at least some things being fixed.
Infinite was also truncated to all hell in development. It could have an all time great game but it ended up being just okay bc they removed so much and streamlined the story way too much.
*Me as a young boy playing Pokemon Diamond/Pearl* *chooses starter* Dawn: "Aw you chose the one I would have chosen" *reloads save to choose a different Pokemon to be nice* Dawn: "Aw you chose the one I would have chosen" Me: "???"
In Arkham City when you're playing as Catwoman and it makes you "choose" between helping Batman or running away with the money. If you run away, it literally rewinds the game and makes you "choose" again until you select the help Batman option.
I love this dialogue in OoT when talking to Zelda. She asks you if you can keep her plan a secret, and if you say "No" she just responds with "Don't be a blabbermouth!"
I never understood that question because Link is a silent protagonist so her secret would have been safe regardless of the decision. I supposed that is funny because she calls him a blabbermouth when Link is quite the opposite.
Metal Gear Solid 5 You spend an hour on your character only for the game to be like "fuck that" and you just play as snake anyway. I have beaten the game, but that didn't make things any better lol
@@awesomedude2556 Lol i said i beat the game, it didn't justify spending that much time on the character; I thought I'd get him the whole game also, I don't usually play multiplayer games so I didn't know that. That's cool i guess, just not for me
Dark Souls and Metal Gear... Two obviously shitty games that people play for god-knows-what reason. I mean, how do you people even fool yourselves into buying these crap games?
Pretty much all of Cyberpunk is "Oh I can't wait to see how this plays out if I make different choices next time" only to realize almost everything is a fixed outcome
I regret finishing the game and not getting the refund. Clunky, lifeless and boring from start to finish. No patch can fix how sheit the game is at its core.
@@Deidara85 agreed however I wanted to see if it would get better. The story would be fine had they not hyped the game up to whole new RPG lvls and fall super short lol
I'm pretty happy with the choices in The Outer Worlds. I think it's about the best you can hope for in a medium-budget game and a good example of how to make choices count, but still manageable for the devs.
When it comes to Skyrim, who remembers the Dawnguard ending? Where you decide whether to give the bow to Harkon or not and you end up fighting him anyways?
I practiced all types of combats in skyrim ....... all except stealth type classes bcz they were boring and game was more fun if we go full on aggresive
@@sheepdog5799 I mean a big theme is having to choose between 2 bad things, or between a bigger or lesser evil. At least in The Witcher they are very open about that.
The Kravchenko interrogation actually does change something, it gives you a reason to doubt Hudson during the mission "Suffer with me" when he asks you to shoot "Menendez".
If you resist the brainwashing and collect the CIA dossier in “Time and Fate,” Woods and Mason comment about something being suspicious regarding the info after they capture Noriega in “Suffer With Me”
@@loganmorton1543 Indeed. Man, CoD needs to start doing this stuff again, but with the attention to detail, and prowess of the MW2019 engine. Cold War paled in comparison because it wasn't as polished and focused as the previous game.
@@chaitanyakulkarni9141 I genuinely don’t feel like explaining the black ops storyline, in bo2 you find evidence that somebody’s a mole, later on its explained it’s Hudson (unless Cold War changed the story)
I felt so cheated when I struggled endlessly to make it past the train wreck scene with stealth. Had some setbacks along the way, but I finally did it and then backup arrives and starts shooting at me. It was such a fun and challenging stealth scene, so I was disappointed when I realized it wasn't actually a choice. Also, any time I see the "yes or no" option in games, I just assume I have to say yes, but I typically say no first just to see the dialogue for why I can't be self-centered/lazy. It is a little annoying when the game cannot advance without saying yes, but then again, some games can't actually happen if you said no to the quest.
I remember that happening in Skyrim a few times. Moments where I thought "oh no, accidentally clicked the wrong answer" and the NPCs turned out to be totally fine with that answer.
and to be honest I kind of like the 2 bad options cuz that's pretty much like actual real life. There are times when all you have is 3 or 4 absolutely terrible options and you can only try to guess which one would be the least terrible.
The amount of old school rpgs that ask you a yes or no question where no, only repeats the dialog... In ocarina of time the owl at one point asks if you where listening and the No out of yes or no is selected and when you are just trying to speed through and tap to quickly he just starts repeating again... thats one thing I don't miss from older rpgs.
Infamous second son: You can beat the big Concrete dude Augestene sends without revealing you have Neon powers. After you beat the dude with only smoke nothing changes at all. Not even a trophy.
Slight correction with Fallout 3 - it was the Enclave's AI President that wanted to poison everyone. Not the rest of the Enclave. The main commander of the Enclave Forces even out right refused the order from the President, which is why the President asked if you would do it for him.
@@sausageman4706 To be fair, if I remember correctly, I don't think the difficulty was meaning the games difficulty. More so you're characters life difficulty? I dunno, been to long since I seen it.
I definitely agree especially when it's a matter of saving people some games just remind you that it's not just good all the time and no matter what you do you're not a god or even a super hero and that's why i love games like the witcher
I mean in defense for both games, they are designed as single linear experience game more than an rpg, so yeah aside from spec ops ending they never ask you to make your own choices but instead they "want" you to experience the story they had serve on the table..
As well as in Kane & Lynch. The game makes it extremely clear that Kane has made bad choices his entire life and a single decision isn't going to magically fix everything.
I clearly remember first time I completed Fallout 3 main quest with Fawkes as my companion: "How stupid this is! He is immune to radiation. Come on!" 🤣🤣🤣
Pokemon Scarlet/Violet. I'm not done with the game yet, but every time the game has given me a yes/no question I've chosen the silly answer. The character asking the question then just laughs and says something like "Oh, I'm sure you don't mean that!" and dialogue carries on as normal.
I wish these game studios would realise that when someone says "your actions matter", that means they're actually supposed to matter! Like if all the actions I take in a game lead to more or less exactly the same ending, with at most a couple of cosmetic changes, then my choice never really mattered (looking at your Mass Effect 3). Ironically I think that the "Shadow the Hedgehog" video-game (back in like 2007), despite being an otherwise mediocre game, actually did this aspect pretty well. The actions you took per level directly affected the next level you played, and so on and so on, until the end of the run; then to get the "true" ending, you actually had to play through all those different endings, so you got to see the results of doing things differently. It is possibly the only part I actually liked about the game, as it was otherwise quite clunky.
Shadow I have played and honestly if they did a remake where you didn't have to play that first level like... 30 times or whatever.. I would of played longer.... I did a pure neutral and then realized it booted me back to that first level and I gave up and returned it to the place rented it from
I'd say any Fallout game NOT developed by Bethesda has some decent choices (although Bethesda did do a good job with Far Harbor DLC). And to echo what others have said - Witcher series. Witcher 2 is for sure the best example, cause your choice in Flotsam can put you on one of the two different paths for the rest of the game. Witcher 3 choices mostly just affect the endings of certain quests rather than an entire game, however there are a lot more choices in Witcher 3 and they have much more unpredictable consequences that play out hours and hours after you've made a choice, so you can't just save scum your way through it. Both Fallout and Witcher are definitely my top 2 game series of all time purely because of freedom of choice, exploration and story. Cyberpunk is also decent and has multiple endings, they just messed up the life paths.
As much as I can't stand David Cage and his writing, Heavy Rain is a great example of multiple choices done right. Guess a broken clock is right twice a day.
Detroit Become Human is even better in this case, the choices can make the characters die and the different finals is really different. Heavy Rain some are just similar, but they're both great games.
Heres another : Your starter in nexomon extinction! Go ahead and make it powerful by leveling! it doesnt matter anyway because you wil get it swapped with a weak legendary after beating the main game! its so weak its not worth leveling it to your party's level again!
I like the (Quasi) real life version of this from the Disney Jedi academy attraction. The pre scripted dialog for the characters implies that kids have the option of joining the dark side, but they actually don't have a script for when a kid tries to do so. You'd think they would have seen that coming and put an actual decision point in the script of the attraction. Still didn't stop some kids from trying to join the dark side.
i remember the south park stick of truth, where you type in your name ,but no matter what you type cartman always calls you a douchbag , that part was hilarious AF
In Witcher 1 you can either choose to romance Shani or Triss. If you choose Shani, she wants to stay with you and Triss is pissed. But in Witcher 2, you always end up with Triss at the beginning. If you romanced Shani and imported your save file from Witcher 1, the game simply gives you a letter that says that Shani decided to focus on her medical career and left Geralt for it. Geralt then ends up with Triss no matter what.
This is why I loved the witcher and dragon age series because in the subsequent installments of the game you could load your previous choices or determine your previous choices at the beginning of the game and there would be some impact.
Yeah i was worried about Witcher 3 not carrying choices over from the second game but answering the backstory questions during the prologue was handled perfectly
The beginning of Saints Row 4. They give you an intense choice even though you know it doesn't matter and it's presented as a jab at fake choices in games, it still took me awhile to choose.
4:22 Wolfenstein The New Order does NOT ignore your choice from the previous game. It literally recreates a flashback scene of the choice at the beginning and you have to remake the choice. So it still matters and you get different bonuses from whoever you save.
The fallout 3 ending was absurd =))) I remember when everyone refused - i took the rad-x pills, radiation suit and was almost taking no damage from radioactivity, so I had to stand there waiting to die =///
The pointless "no" choice makes me think of interactive cut scenes. A recent example of this is Cyberpunk, when you are crawling out of the trash heap it requires pointless input from the player. A famous example is press "F" to pay respects.
There's a mission in Prototype where you're supposed to hack into some mutant detector devices so they don't alert the main bad guy of your presence since you're also a mutant. That way he will land his helicopter and come out and you can kidnap him and interrogate the man. After like 10 - 20 mins of stealthily hacking the devices, in a cut scene: the villain simply comes close to the ground in his helicopter, he sees you through the window, recognizes you and decides not to land and flies away. 💁♂️🤣
I can't believe Mass Effect 3 didn't get a mention. They marketed the series as having hundreds of weighted choices throughout that would influence the finale, then it turned out to all just come down to picking from three different endings.
the GBA game yugioh the sacred cards was one of those infuriating "choices" at the end you have all three god cards you are the best dualist, and the game asks will you give the cards to be sealed away forever. I of course picked no and then the dialog repeated itself.
What makes that choice a little more messed up is the whole heart of the cards thing. Its kind of implied that cards have their own personalities and even souls in the yu-gi oh series. So sealing away the cards, would kind of be like locking away 3 friends you have been with for ages.
The "But Thou Must" situation I hated the most was in Dragon Quest IX. My former mentor shows up out of nowhere and demands I give him these fruits I've been collecting despite the fact that I was to give them to another character. The whole thing sounded weird and I did not want to do it. Only to find out "But Thou Must."
I'd like to point out one choice that didn't mean squat in a game: choosing Mia or Zoe in RE7. Obviously we're meant to choose Mia, as she's Ethan's wife. But we can also choose Zoe, which leaves us with an awkward situation of Ethan leaving his actual wife on the pier, and going with an infected woman who we still don't trust 100%. And to top it off...Zoe gets killed by Evelyn...like what was the point of giving us a choice in the first place? Also, how does Mia end up on the ship if we chose Zoe? I enjoyed the game, but that fake choice shouldn't have been added to the game.
On the other hand: Fuck Mia, save Zoe, Zoe supremacy. Mia is essentially a villain in the game she was aware of what was happening as far experimentation.
@@alexbenton6306 Agreed!!! You may be stereotypically told to choose Mia, and may choose to do so...and then almost immediately afterword you get the truth yanked out from under you that your 'wife' is a bio-terrorist that has been lying to you for years and manages to get away with it all. It's almost as if the Devs had wanted to do a subversion of the "Save My Family" trope by showing how such a blind decision making can be bad, but got overruled at the last second and was forced to change it at the last movement.
I remember playing through Xenoblade Chronicles 2 and getting to Moritha where Mythra asks if you want to call her Pyra or Mythra. I spent 15 minutes weighing my options then I chose mythra, but my answer didn’t matter because all it did was change ONE WORD in like 3-4 dialogue boxes and it didn’t change anything else. So that option was kind of useless.
I always considered Pyra to be Rex's blade and Mythra's to be Addam's blade. She should have been called Pneuma since that is the name the Architect gave her. I think Mythra seemed a bit bothered if you chose Pyra.
Dragon quest still does this. It's hilarious. Someone will tell about how their child is missing or their family is in danger and it asks "will you help? Yes or no?" When you say no your friends berate you for being heartless and they just keep asking till you say yes. I always say no just to see the reaction.
In the first Dragon Quest game, there are two instances of the princess saying that infamous line of her. The first being what Falcon showed us. The other being after you take her back home, she’ll ask if you love her, and if you answer no, there it is. I haven’t verified this myself, but apparently you can choose not to rescue her at all and still beat the game.
@@whitewolf3051 interestingly one of the later DQ games actually has a REAL choice that a MASSIVE story fork. I forget which number but in one of them early game you meet several characters you can recruit as party members. Well you are the crown prince of a kingdom and one of your duties is to choose a wife to be the mother of your heirs. Your choices are limited to your female party members. Then shortly after you get married... evil stuff happens and you get petrified for 10+ years. When you finally get un-petrified, you find that your wife gave birth to a pair of children who have grown up to an age where they're useful party members now. Here's where it gets REALLY interesting.... what your children look like and their startign stats are based on which party member you chose to be their mother. For example one of the options is a mage, another is a speed attack physical fighter. yeah.... that's a major story branching point. Big picture is still the same bad guy, but it changes your party in a way you can't undo.
@@marhawkman303 You're talking about the fifth one, Hand of the Heavenly Bride. I choose the childhood friend Bianca as the wife. I might try the others, but I like Bianca more.
In the original Cyberpunk tabletop RPG, your character's lifepath was more intended as backstory but also what potential resources and options may be available to you during the game sessions. Although less 'fleshed out' in CP2077, this is reflected in the dialogue options that become available based on your past.
Yeah, the lifepaths are actually somewhat important in that regard, since some missions will give different dialogue options depending on whether you started as a nomad, street kid, or corpo. An example is having to pay a decent sum of eddies for info if you're anything else but a corpo, which to me does make a difference.
After playing tow of the life paths in Cyber Punk, I was impressed with how many unique dialogue choices each had throughout the game. It was enough to make the playthrough feel different even if there wasnt much change in the actual game play or quests.
I think Cyberpunk is actually a very good game, and the game loop reminded me a lot of Witcher 3, with great story, side quests and choices throughout it. But because of the state it was released in, and continuous bashing online, people aren't willing to give it another try. It's a real shame.
@@Graz190 yeah, the events play out exactly the same, but I'm not bothered by that. I've played through the three life paths and my "head canon" of each character definitely changes depending on the life path I've chosen. The additional dialogue and a few unique events is alright, but I'm not really big on games that lock you out of major sections of the game depending on choices you've made early on. I suppose that makes a game more replayable but honestly, I'm not really interested in investing another 30+ hours leveling up a character each time I want to see what happens if I choose differently. In those games, I tend to make the same decisions anyways.
Wait for the GTA set in Alabama or eastern KY, they'd be the same person. I've lived in on of those states, I can make that joke tyvm. If anything, I'm being nice to KY by limiting the region to less than what I knew someone honest being friends with someone who was the kid from such a couple.
@@szepi79 Same, it's been what, 10 years? And I still remember the utter disappointment that the endings were basically different color animations. I sinked hundreds of hours into the games, played them back to back, to this day I don't think there have been better romance options (Liara 4ever :D ), it all felt so important, real and impactful... and then the whole trilogy ended in that mess of a "choice".
@@kujda22 The problem is that the ending was a choice to begin with, when it should have been a consequence. Thankfully the journey was satisfying enough for me to overlook the ending.
God i remember that one. first playthrough as a bad guy i go to save her and the twist was that she was actually a doctor so it made sense to put her with the other doctors on the roof. I was blown away by this so when i played the good side later i was double pissed that the choice didnt matter at all...
The fake stealth mission one reminds me of the finale of the Prison Break heist in GTA Online. It's seemingly set up like you can at least get in and find your guy before all heck breaks loose, but no, no matter what you do, two seconds after getting off the bus your cover is automatically blown and you basically have to massacre the entire prison to get in, get the guy, and get out.
In Final Fantasy 6, you're "given the option" to join the rebels or not. There's a minor difference in the item you get if you refuse 3 times and you're forced into joining after the 3rd refusal
Glad you mentioned Uncharted 2. I came to party late and never played Uncharted. I loved the stealthy gameplay options in The Last of Us. I picked up Uncharted 2 because everyone said how good it was. If I remember rightly, the opening level is basically a stealth tutorial, so then it really rubbed me up the wrong way when throughout the game it was virtually impossible to use stealth to any great effect. The game constantly forces you into gun battles (at which I suck) after the opening level suggested that stealth would be a valid play-style.
Meaningful dialogue options? Besides hollow exposition that doesn't affect any of outcome of convo nor spills into changing/opening/closing another quest later on
Seems like the nomad route is the only one that felt like it was complete. Start as a ex-nomad, Meet up with Panam and her group, get to know her and them, then you can end the game with them. Corpo and street kid just don’t have that kind of closure in their paths
I thought it would add fluff in terms of dialogue, which is exactly what it was, idk why people were expecting more, it's not like CDPR promised the entire story would be different based on your choice. There's enough choices in the game that do carry weight (saving/not-saving Takemura, working with/fucking over Panam, the 5 different endings to name a few). Obviously the story itself was gonna be similar for everyone, even in Mass Effect its entire trilogy you basically do the same stuff as everyone else, you can just decide whether you're a dick or nice. The only one in that series that had any significant choices were the loyalty missions in ME2 for the best ending.
@@justaloadofash Fallout 4 objectively has less dialogue choices that are somehow more useless than any other Fallout game ever, and you can't argue that.
I like to believe the indoctrination theory is canon. Go look up game theory's series on it if you haven't. It has a ton of evidence pointing to it being the canon ending, and if you accept it, it redeems me3 entirely
ya its rather sad to see so many games where you get into dialogue, get multiple responses as options, and the only thing that changes is the next line. i know in the past it was because the game had memory limits, but nowadays developers that wanna go the route of "your actions matter" need to start hiring D&D DMs to flesh out the options.
The honest truth is that branching choices very quickly gain complexity far beyond what they're worth to develop. I.E. A single conversation with 4 choices each with 4 outcomes is 256 possible paths to test. Which is probably why Mass Effect is full of broken choices.
@@chiffmonkey exactly, have some people dedicated to fleshing out each storyline so you can keep track of minor choices and major choices. they can talk and discuss when they should cross or even be allowed to swap over. its not gonna be easy and requires alot of manpower, but thats what you need to do it right and not be talking out your ass like cyberpunk and no man's sky did.
Funny thing is, and not many people probably know this, but if you let Dent get burned and then choose to save Wayne Manor and not stop The Penguin, you'll end up causing Dent to become the full Two Face: His face will be horrifically scarred by the hot stage light, and during the Manor fight you'll throw a Batarang into his gun's slider causing the incendiary rounds to burst and burn up half of his body, giving him his true Two Face look. Also, confronting him at Wayne Manor arguable means he goes full criminal, while talking him down in the ruins of it has him come to his senses.
What's funny is that after you rescue the princess in DQ you can talk to her in the castle. She asks if you love her and if you say "no", her response is "But thou must!" I guess princesses are accustomed to getting their way.
I remember a choice in Suikoden 2 where we capture Kiba and we have an option to either recruit him or cut off his head. The conversation will goes around indefinitely if you choose to cut of his head until you choose to recruit him. 😂
Great vid, but I don't see how the entire Mass Effect trilogy could have been left out of this list. They told you that your decisions mattered. You made decisions throughout the entire trilogy... and can transfer your character and your choices from one game to the next... only to have your decisions really make no difference on the ending whatsoever. The Mass Effect trilogy will always be known for the multitude of decisions that had little to no impact.
Debatable in a purely negative and technical sense. Other than maybe 1 or 2 in ME1, there are no player decisions that could possibly have an effect on the final outcome of the trilogy. With that in mind your choices do matter, they just aren't related to anything that would affect the final outcome a galactic invasion. I blame this entirely on ME2's writing. It has no relevance to the main plot, prevents the player from interacting in a meaningful way with any factions that could influence the main plot, background events explain that the politicians in charge of said factions have no concept of impending doom and therefore don't make any preparations, and the timeline ends too close to the invasion for any decisions made even at the very beginning of ME3 to affect the outcome in a believable way. So with believability out the window, it is now up to space magic to solve everything. But to retain a little bit of believability they need the ending to be a tragic final stand type of situation. I have no idea why they chose the exact ending they did, just that they wrote themselves into a corner and had to come up with something.
Their exclusion is probably due to the fact that they're brought up in this context so much. WhatCulture would happily rehash this same list 5 different ways, and all 5 would include the ME games.
Arkham Knight or City i don't remember.... Where you play as Catwoman and choose to leave Batman to his fate to once again make you go through the choice
That was City, I remember because I replayed that recently and got to that point and abandoned the sucker to his fate. The game literally just rewinds like a VCR back to the two choices after choosing the "bad end" lol
With the first Dragon Quest, though I haven’t tried it myself, you can opt to not rescue the princess at all, rescue her before the final boss fight, or say yes to the offer presented by the final boss. That’s what some say is possible. As for the princess, after she’s rescued, she’ll ask if you love her, and if your answer is no, that dreaded phrase of hers is right there.
It is possible to just leave the princess in her cell, just as you can say yes to joining the dragon Lord. The screen turns red and freezes though. The cool thing about opting to join the dragon Lord is that, that's the plot of the first dragon quest builders game and you can actually have a battle against the fallen hero. Dragon Quest builders 2 also goes in an alternate path from dragon quest 2
Except for that one forgettable random side quest in the tutorial where if you make the wrong decision a whole portion of the map gets a foggy depressing shader
Choices actually matter there, you can get a good or bad ending depending on how many members of your family survive and depending on what you say to your brother\sister.
don't make the same mistake as with CP2077, it's better to lower your expectations and be suprised that game is 'not that bad", than expect a miracle and get a shitty half game in comparison
@@vardaruus5243 Well when they make promises and don't deliver then we should get mad at them. It's mostly their own fault that hype gets out of control.
I read down a bit and I'm sure it's mentioned (I didn't see it though), but in Rambo (NES) you get a choice much like #1. You get the option of saying NO to Trautman when asked if you accept the mission, but Trautman replies something like "the game won't start unless you choose YES."
Resident Evil 7: Mia or Zoe I spent like 10 minutes thinking about it, and it mattered NOTHING in the end, and the Zoe choice is not even canon after all
In the same way of Ghost of Tsushima, Sekiro. Yes, technically, you can beat the first "boss" but on the end you end up losing your arm anyway. Batman Arkham City save Batman or go with the money. The second choice, the game will rewind to make sure you'll end up saving B-man.
I remember one in sekiro where owl orders wolf to obey the iron code Then we can accept or decline tht order ...... i think tht choice is very useful And sekiro is not even RPG
I haven't played Cyberpunk, even though I had been hyped for it. But I'm fairly certain that CDPR were very clear during their marketing that the life path would affect your starting point and the first couple hours of gameplay and the converge into the main story. I never expected any differently.
You forgot Bioshock Infinites "Heads or Tails"/"Bird or Cage" by the Letece Twins. The first one, Heads or Tails, has no impact on the story and the answer is always the same. The second one, Bird or Cage, also doesn't impact the story and is just cosmetic. There a couple more choice options in the game, but they also have little to no impact to the story.
that game sucks but those “choices” were meant to be like that to show how even tho there are multiple/infinite versions of a person, they still get the same outcome ... which totally contradicts the ending tho 💀
@@keane2160 Wasnt that the whole point of the story , that you either become booker or comstock , that there was not real choice because you were destined to become one or another , so by not making a choice and dying you broke the cicle and finally free/rescue elizabeth
Starship Titanic did one too. When you check in, the receptionist asks you a whole bunch of questions about the kind of room you'd like, all multiple choice. And at the end of all that, she says "Well... you certainly won't like the room you've got, then!" and you get a random one of hundreds of identical cabins...
Vault dweller: hey Fawkes, can you go into the heavily radiated chamber and start the purifier? Fawkes: i musn't, it is your destiny to activate it. Vault dweller: ok but im asking cause your immune to radiation, it makes sense for you to activate it... Fawkes: yes that's true but this is your fathers legacy and so you should activate it. Vault dweller: wha--? my fathers legacy? you dont even know my father, you have been locked in a chamber untill recently, how would you know what my fathers legacy has been? Fawkes: uhm. well you see its this thing called plot. Vault dweller: PL-PLOT!! WHAT DO YOU EVEN ME PLOT... WHETHER YOU KNEW WHAT MY FATHER WAS DOING OR NOT DOSENT ADVANCE PLOT AT ALL... WHY WONT YOU JUST GO IN AND ACTIVATE IT. Fawkes: i musn't, it is your destiny to activate it.