Nah dude, you weren't there. YOU DON'T KNOW YOU WEREN'T THERE I SAW THE BODIES
So with the endings being better, I've carried a second dude into it. The missions don't actually change, but it's really amazing how much the feel changes. For instance, if you have Wreav instead of Wrex, the Renegade choice seems like the responsible option rather than pure evil. If you sent Legion to Cerberus, the quarian/geth stuff takes on a much different feel. It makes me wonder how I would've felt had this been my 'true' game. For instance, I never completed Samara's loyalty mission with this character, and she died in the Collector Base. When I went to the Ardat-Yakshi monastery, I had to be explained what it was by Liara. At the end of it, you're presented with a living Ardat-Yakshi and have to decide if you let her walk free or shoot her right there. I wonder what my reaction to the choice would be if this was the first one I had met, if Samara had never explained it to me.
As much as the actual game content, levels, enemies, art assets, basic narrative plot points are the same, it's super impressive how they make it feel specific to your Shepard. Really surprising how many little flags it remembers. It actually makes what David Cage said true, he didn't want people to play through Heavy Rain two or three times, because he didn't want people to find all the seams. It's not necessarily that everything you do actually changes everything, but that the player feels like it might. The best situations are when things you really sit and moralize and have conflicted emotions about end up being irrelevant, and something you never thought twice about ends up being crucial (easiest examples are the rachni queen and the genophage data... one felt incredibly important and wound up being largely irrelevant... the other felt like just another P/R choice and ends up with possible huge ramifications).
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