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Post by Deleted on Feb 9, 2017 23:16:07 GMT
That works so long as the way your character is feeling was preconceived by the writers, animators, and VA... in which case, it's really their character, not yours. Which is fine if that's what you enjoy. It doesn't work out so well if the character you think you're playing would not react in one of the ~ 2-3 ways the game provides. The article said that it is still only two to four responces, so it is not going to give you a much wider range of personalities than the two extremes, a funny guy/gal, and, if it's 4 responces, "something else". I would not mind seeing an eternal optimist with an upbeat voicing, and a pessimist, and a sarcastic persona, but in the end of the day, they gotta move the plot forward too, and it's 4 options. A lot will depend on the VAs, and if the dialogues are lively and alive enough to actually come to care for your protagonist. I do love Shepard, and feel both the connection and ownership, more so than in DA. For my part - I feel much more connection and ownership with my DAO Warden and various Bethesda PCs than I ever have in any highly cinematic, voiced PC game. In the latter, I'm mostly just watching someone else's screenplay and occasionally choosing a branch in a branched narrative. It's an enjoyable experience - I wouldn't play the games if I didn't enjoy them - but I get a lot more RP satisfaction from games where I have more knowledge of and control over my character's thoughts, feelings, motives, etc. I don't need to watch my character emote to know how she's feeling any more than I watch myself emote, yet I'm quite aware of my own thoughts and feelings. Different strokes and all.
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Post by chococri on Feb 9, 2017 23:20:23 GMT
I like the old system of Renegade or Paragon, it gaves you different, fun and unique conversations and actions. Still It won't let you the freedom that this new style willl gives us plus the old system feels more Shepard.
I'm glad they will remove the Paragon/Renegade system. MEA is a new Mass Effect and seems like Bioware cares about the new personality of this game. I'm fine with this still It's the Internet and people will always complain... And the fandom is pretty toxic at least in Tumblr and Youtube they are always complaining about everything since the 1st trailer crying about the jump of Peebee is too weird because she spreads her legs too much to now about this.
I'm happy to see the fandom is pretty awesome here!
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Post by alanc9 on Feb 9, 2017 23:35:42 GMT
Different strokes and all. Assuming that you actually have any more control in a game like DA:O, of course. The NPCs will react to the PC tone the writer intended, not the one you intend, so which tone is really there? Of course, you can then imagine whatever you need to imagine to keep things coherent, but I find that it's better to just accept the reality. So I don't lose anything by going to voiced. This is a very old debate, of course.
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Post by ssanyesz on Feb 9, 2017 23:50:02 GMT
I never thought mixing paragon/renegade made it schitzo. On the contrary I can point to a time when what should certainly be a paragon way of thinking directly informed my renegade choice: ME1, the side mission where you find an ExoGeni camp overrun by Creepers. If you've already done Feros you know what they are and cut through the lead scientist's bullshit right away. You can call her out for being responsible for the deaths of her people and she tries to bribe you to let her get away with it. For a while there I wasn't sure how to play it. But then, going through the convo again made everything crystal clear. My Shep's a Father to His Men and if there's one thing he doesn't go for it's not protecting the people under you. So this person must face justice (paragon). She tries to weasel out of it once, he doesn't budge, he gives her an opportunity to do what's right. She tries to bribe him. At that point it's clear. She didn't learn. There's only one response- boom headshot. Now obviously the full paragon route would've been to arrest her. But I rather like my reasoning and I think it works perfectly for the kind of character I created. Great RP opportunity and a nice blend of blue/orange. Or saving the Heretic Geths so we can controll them later via Project Overlord, or by Admiral Xen. So a paragon choice was made by a renegade character. It's like in DAI where i can choose the mages, then and after the quest i can choose to free them or enslave them. Good for role playing purposes, also no paragon or renegade colors there, so i think something similiar will be in MEA too, at least that's my hope.
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Post by Cyonan on Feb 10, 2017 1:21:36 GMT
I never thought mixing paragon/renegade made it schitzo. On the contrary I can point to a time when what should certainly be a paragon way of thinking directly informed my renegade choice: ME1, the side mission where you find an ExoGeni camp overrun by Creepers. If you've already done Feros you know what they are and cut through the lead scientist's bullshit right away. You can call her out for being responsible for the deaths of her people and she tries to bribe you to let her get away with it. For a while there I wasn't sure how to play it. But then, going through the convo again made everything crystal clear. My Shep's a Father to His Men and if there's one thing he doesn't go for it's not protecting the people under you. So this person must face justice (paragon). She tries to weasel out of it once, he doesn't budge, he gives her an opportunity to do what's right. She tries to bribe him. At that point it's clear. She didn't learn. There's only one response- boom headshot. Now obviously the full paragon route would've been to arrest her. But I rather like my reasoning and I think it works perfectly for the kind of character I created. Great RP opportunity and a nice blend of blue/orange. Or saving the Heretic Geths so we can controll them later via Project Overlord, or by Admiral Xen. So a paragon choice was made by a renegade character. It's like in DAI where i can choose the mages, then and after the quest i can choose to free them or enslave them. Good for role playing purposes, also no paragon or renegade colors there, so i think something similiar will be in MEA too, at least that's my hope. To be fair the heretic Geth thing in ME2 was a largely gray moral choice that BioWare had to define into "good" and "ruthless" morality by necessity of the system. It's kind of hard to argue that effectively brain washing an entire group of sentient beings is the moral high ground there, but that got assigned as the paragon choice. The system could work at times and it did get better as the series went on, but a decent number of the choices felt really jarring for me as somebody who tried to play a more neutral route rather than largely one or the other so I was regularly picking back and forth between the two.
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Post by Nightlife on Feb 10, 2017 1:45:26 GMT
Had some interesting exchanged with Ian Frazier on Twitter about this: Me: @tibermoon Hey Will you need to 'earn' dialogue choices in ME:A thru your previous actions/speech (like in ME1-3) or full access always? Ian: @thediscoeffect Not in the persuade/intimidate sense, but yes, some options only appear because of your story choices. Me: @tibermoon ok ty. I was worried that if you are a jerk to everyone, it doesn't have consequences. I liked "earning" actions in the trilogy Ian: @thediscoeffect Oh, there are consequences. And characters will call back to stuff you said or did earlier.
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Post by stealthfox94 on Feb 10, 2017 2:14:51 GMT
Had some interesting exchanged with Ian Frazier on Twitter about this: Me: @tibermoon Hey Will you need to 'earn' dialogue choices in ME:A thru your previous actions/speech (like in ME1-3) or full access always? Ian: @thediscoeffect Not in the persuade/intimidate sense, but yes, some options only appear because of your story choices. Me: @tibermoon ok ty. I was worried that if you are a jerk to everyone, it doesn't have consequences. I liked "earning" actions in the trilogy Ian: @thediscoeffect Oh, there are consequences. And characters will call back to stuff you said or did earlier. That's good to hear.
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Post by lastpawn on Feb 10, 2017 3:24:03 GMT
Hear hear. I've yet to play a fully voiced protagonist other than Shepard and Hawke who wasn't boring. Maaaybe Alpha Protocol. Not that Shepard had much of a personality, but certainly more than the Inquisitor. Keeping it down to just two (sometimes three) options made sure that there was consistency in tone. Having four flavors of dialogue might be too much, I think. We'll see. FTFY Ehhh... ok. Hawke was fine. It's more that I don't remember much... or anything... of his/her personality. While Shepard doesn't have much of a personality, he/she had some that I can recall. Admittedly I only played DA2 once.
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Post by Gludipow on Feb 10, 2017 3:28:24 GMT
The devs said they got rid of the Paragon/Renegade system because it felt too tied to Shepard. And the game had become too close to just choosing between good and evil. Which that is something I can personally understand and get behind. The decisions in ME, as much as I love the game, were too cut and dried by ME3. I personally like the direction they're going for Andromeda, and I'm eager to see how it plays out in the game.
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Post by lastpawn on Feb 10, 2017 3:29:09 GMT
Had some interesting exchanged with Ian Frazier on Twitter about this: Me: @tibermoon Hey Will you need to 'earn' dialogue choices in ME:A thru your previous actions/speech (like in ME1-3) or full access always? Ian: @thediscoeffect Not in the persuade/intimidate sense, but yes, some options only appear because of your story choices. Me: @tibermoon ok ty. I was worried that if you are a jerk to everyone, it doesn't have consequences. I liked "earning" actions in the trilogy Ian: @thediscoeffect Oh, there are consequences. And characters will call back to stuff you said or did earlier. This seems like a fairly reasonable way to go about it. There were certain parts in MET where Paragon/Renegade choices seemed unnecessarily gated. For example, Thane's loyalty mission interrogation. You had to have a very high Renegade bar to say, "I'm a Spectre, start talking." Shepard IS a Spectre. This is the most obvious thing to say if you need to interrogate someone who thinks they can hide behind laws. Shouldn't need to be a hardcore Renegade to say it. So I prefer "earning choices" through in-game actions rather than building a bar.
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Post by clips7 on Feb 10, 2017 3:31:28 GMT
It doesn't matter for me either way. I never played Dragon Age and I came into the series in ME2. The only gripe that I have about the Paragon/Renegade system was that particualr conversation between Jack and Miranda where you have to choose one or the other. If your Paragon level isn't high enough, there isn't a 3rd option to implement a neutral solution where everybody was happy.
I was only able to get that 3rd option once and this was after when i thought i was building up my Paragon level enough to get that response. It was one of my main reasons why i chose to get Jack last or tried to introduce her to the team as late as possible. When I didn't see that 3rd option after exhausting almost every other possible mission, I chose Miranda, but even if you do Jack's loyalty mission, that particular decision means she will not survive....to this day i have been able to see Jack in ME3 due to this somewhat glitch?...maybe...idk, but i haven't been able to get that 3rd option again.
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Post by tbr1 on Feb 10, 2017 3:52:26 GMT
i like the idea of grey morality (eg. witcher 3) tho i still like to be nice and diplomatic in games such as mass effect. remember its better to have friends than enemies!
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Post by KaiserShep on Feb 10, 2017 4:14:00 GMT
Mass Effect has nothing to learn from Dragon Age i liked the apragon renegade system in the trilogy, but i'm fine if it's gone, i accept the decision of the devs in Andromeda maybe we like it more without that system it can be good too I disagree. Mass Effect has always taken a shallower approach to its characters that I felt could be improved by taking a bit out of the DA playbook. That followers are generally unaffected by how big of a space prick the PC can be really takes them down a few notches.
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Post by ProbeAway on Feb 10, 2017 4:15:54 GMT
It doesn't matter for me either way. I never played Dragon Age and I came into the series in ME2. The only gripe that I have about the Paragon/Renegade system was that particualr conversation between Jack and Miranda where you have to choose one or the other. If your Paragon level isn't high enough, there isn't a 3rd option to implement a neutral solution where everybody was happy. I was only able to get that 3rd option once and this was after when i thought i was building up my Paragon level enough to get that response. It was one of my main reasons why i chose to get Jack last or tried to introduce her to the team as late as possible. When I didn't see that 3rd option after exhausting almost every other possible mission, I chose Miranda, but even if you do Jack's loyalty mission, that particular decision means she will not survive....to this day i have been able to see Jack in ME3 due to this somewhat glitch?...maybe...idk, but i haven't been able to get that 3rd option again. OT: You're usually better off initiating the loyalty arguments (Jack vs Miranda, Tali vs Legion) as early as possible. The system tracks the number of blue paragon responses you have used as you go through the game, as a percentage of the total paragon responses you could have used. Each time you miss the opportunity to use one, your percentage goes down. Eg. at a certain point in the game you have had four opportunities to use a blue paragon response, and taken all four. Your are then at 100%. If you then miss the next opportunity you will be 4 from 5 and drop to 80%. The longer you play, the more opportunities you have to miss a response and damage your percentage. The system is the same for renegade, but tracked separately. You need a certain percentage to be able to defuse each fight. IIRC, the Jack vs Miranda fight is easier to defuse as a renegade, while for Tali vs Legion it's easier as a paragon. If you miss out on one you should still have an opportunity to win back the jilted squadmate's loyalty through a conversation option later, although you'll still lose any romance you started with them.
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Post by alanc9 on Feb 10, 2017 5:21:25 GMT
Well, in theory you can get another shot. In practice if I fail the first check I never end up passing the later one.
I don't sweat this stuff anymore. If someone is not loyal, that just makes things more interesting.
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Post by maximusarael020 on Feb 10, 2017 5:45:42 GMT
I'm on the fence about this decision, for a few reasons. I am very excited for Mass Effect Andromeda and think it will be an amazing game. I have not felt supremely negative about any of the information to come out so far, although the SEEMING limit to 3 active powers is a bit troubling, but I can understand the why and I feel when I get my hands on it this will not bother me as much.
On topic, there are things I really enjoyed about the paragon/renegade system. I enjoyed the classification (is this playthrough going to be a paragon or a renegade Shep?), the iconicness of it (Paragon on the streets, Renegade in the sheets), and the symbols (great ideas for tattoos and whatnot). I also liked that, for the most part, the paragon and renegade options created two very different outcomes, and this is the part that troubles me most about the change.
I would like to see this new conversation system in action, but I fear that it will basically be giving Ryder multiple ways to reach the same conclusion. I know this has been echoed before, and because I fear it doesn't mean that's what will happen, but I really want there to be many meaningful choices and I feel like this system of conversation will limit that.
I know that this is a Bioware game and of COURSE there is going to be meaningful decisions to make. I just don't want conversations to go about the same way, just with a snarky/caring/ragey demeanor.
I will say that I think this will allow us better clarity on what is going to actually be said and with what tone, and that is very nice. Before I would pick an option and occasionally say "No! Shep! Wait! Why would you say that?" when the words came out of her mouth. So this could mean a much better dialogue system. I am sure I will be happy to play it as is. I don't mind change, and sometimes it is for the better. This doesn't diminish my excitement for MEA at all, just some nostalgia for the old times will be had when I can't smash that renegade interrupt (I know there are still interrupts, but it won't be a RENEGADE interrupt).
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Post by Ocelot on Feb 10, 2017 9:09:57 GMT
For me it is connected, because in the MET Paragon/Renegade system, the consequences of the game-play choices were "business" related, while what you told to the companions personally moved your relationships with them forward. I have not seen that since... ever, probably, and boy, was it a relief. In Baldur's gate games your alignment impacted your companion's reactions, and in KOTOR2 you could simply bend every companion to your will. In DA2, the blue-red meter moved from the Paragon-Renegade to the Love-Hate you meter on each companion, and consequences of your "business" choices became personal. In ME:A they say that the companions would Love-Hate you based on your business choices as well, so that is going bring back the DA2 meter, even if it is hidden. If I am to have a meter (which seem to have to be an obligatory feature so they can say we are RP'ing) I'd rather it makes a selective audit of my decisions that impacts the state of my PC's skin or my response options in dialogues, not my ability to build personal relationships. Because, it's not exactly self-expression if I pick all the choices that an NPC I am trying to please likes, while not offending the other guy... In a personal dialogue I can take it. But in the quest resolutions, with multiple NPCs present, I'd rather not. I just felt much less constrained in making whatever choices I wanted in MET than in DA2. I think DA:I did the love/hate meter better since it doesn't apply any sort of actual reward to it and hides it from the player. With Inquisition the thing about the meter is that a few decisions, even "strongly dislike" ones isn't going to turn a companion from loving you into hating you. You have to build up the hate over a pretty significant amount of time and keeping the meter out of view of the player stops the thinking of "oh crap it dropped a bit, that's bad!". It's also how actual RP tends to work. Not every character is going to accept your decisions and like you for it. If you want to RP a character that is always trying to please all of their squadmates to make them love them, that's your choice but assuming it's like DA:I there is no real penalty for not doing that. Feeling like other characters in the world wont just blindly accept whatever you say and do is the main part of RPing. It's what makes it seem like a real world as opposed to a sandbox where I reign supreme. Though I think developers are not fully getting what the point of the alignment system from D&D that these meters are all supposed to replace is for. It's generally supposed to be used for giving the player a better understanding of what the character's moral compass is supposed to be rather than some kind of reward based mechanic like many of them are making it out to be. Except for when they use it to make all Paladins eternally have a stick up their ass, anyway. I disagree with the notion that you don't worry about the approval score when its an invisible bar. In fact, I hated it. It constantly forced me to choose dialogue choices with companions that would grant me their approval, simply because I had no idea where I stood with them. And I most certainly didn't want to lose them. Which eventually happend anyway. I lost Cole after Halamshiral. Because I had no idea where I stood with the guy, and apperantly two "Greatly Dislikes" were enough to get him to leave. Considering I had the same with Blackwall, he probably would have left soon afterward, if I hadn't restarted my playthrough. So no, I didn't feel more free, I felt more restricted during my DA:I playthroughs about what to choose than I ever did before during Bioware games. Thankfully, at some point people were able to figure out the approval points numbers, which made future playthroughs alot easier. But it doesn't change for me that I greatly dislike the invisible approval bar. I'll don't want to waste my time on a playthrough, only to find out that I'm going to lose a certain companion soon and there is nothing I can do about at that point. If you enjoy that, then more power to you ofcourse. So I'll take an approval system that makes the characters feel less real (whatever that's even supposed to mean) over what DA:I had.
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Post by alanc9 on Feb 10, 2017 9:22:53 GMT
Perhaps the "you don't worry" there would more properly be replaced with an "I don't worry." I have no idea how the fanbase as a whole reacts, but Ocelot, your playstyle sounds a little ridiculous to me. What sort of spineless weakling bases all his decisions on what his friends like?
I don't worry regardless of the system. Meter or no meter, I play my PC and the NPCs do whatever they want to do. As a matter of RP, of course, my PCs will be concerned with some of the NPCs reactions some of the time, but it's very much a secondary concern. And if a guy walks, he walks, although I don't see how you can manage to drive Cole away without doing a lot of bad stuff. And Blackwall too? What sort of douchebag were you playing?
And what on earth do you mean by "nothing you can do about it"? I can't think of any mandatory approval penalties in the game. Aren't all the points choice-related?
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Post by helios969 on Feb 10, 2017 10:09:18 GMT
In theory this new system is better, although I still do not have a good feel for head, heart, professional, casual as they relate to distinctive voices. Like many others I hated DAI's approach...sure it had a lot of options but was pretty vanilla sounding regardless of the response. I also didn't care for so and so disapproves and such and such approves constantly popping up. I think all that does is steer people to certain decisions because of how their most beloved characters will react, ultimately limiting decision making. I'd like such things hidden...or the ability to turn it off in lieu of Bio taking it off the UI would be nice. My favorite approach so far was DA2's. Despite being one of Bioware's poorest games to date (as a whole) my male/female Hawke's are among my most memorable characters...right up there with many of my Shepard's. I can barely remember my Inquisitor's. The point is I hope these 4 voice options are 1) present in every conversation; 2) very distinct from one another allowing us to craft different personalities. If Bio does it correctly, at a minimum, I should be able to play through each dialogue option for either gender leading to a different story experience.
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Post by stysiaq on Feb 10, 2017 10:10:18 GMT
All that matters to me are PLENTIFUL dialogue options like I had in DA:O. It doesn't matter to me if it comes with or without some blue/red boy scout/douchebag points.
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Post by ssanyesz on Feb 10, 2017 10:36:47 GMT
Peter Miller @thediscoeffect Hey Will you need to 'earn' dialogue choices in ME:A thru your previous actions/speech (like in ME1-3) or full access always? Ian S. Frazier @tibermoonNot in the persuade/intimidate sense, but yes, some options only appear because of your story choices. Peter Miller @thediscoeffect ok ty. I was worried that if you are a jerk to everyone, it doesn't have consequences. I liked "earning" actions in the trilogy Ian S. Frazier @tibermoon
Oh, there are consequences. And characters will call back to stuff you said or did earlier. This sounds good.
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Post by Ocelot on Feb 10, 2017 11:02:52 GMT
Perhaps the "you don't worry" there would more properly be replaced with an "I don't worry." I have no idea how the fanbase as a whole reacts, but Ocelot, your playstyle sounds a little ridiculous to me. What sort of spineless weakling bases all his decisions on what his friends like? I don't worry regardless of the system. Meter or no meter, I play my PC and the NPCs do whatever they want to do. As a matter of RP, of course, my PCs will be concerned with some of the NPCs reactions some of the time, but it's very much a secondary concern. And if a guy walks, he walks, although I don't see how you can manage to drive Cole away without doing a lot of bad stuff. And Blackwall too? What sort of douchebag were you playing? And what on earth do you mean by "nothing you can do about it"? I can't think of any mandatory approval penalties in the game. Aren't all the points choice-related? Because if I didn't get those approval points, I would miss out on content eventually. Since you need a certain amount of approval points to unlock further dialogue with companions etc. And its quite easy to lose both Cole and Blackwall. If you let Celene die at Halamshiral, they both get Greatly Dissapproves twice. And yes, the points are choice related. Which is was my first issue as mentioned in my post
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Post by javeart on Feb 10, 2017 11:11:33 GMT
Peter Miller @thediscoeffect ok ty. I was worried that if you are a jerk to everyone, it doesn't have consequences. I liked "earning" actions in the trilogy Ian S. Frazier @tibermoon
Oh, there are consequences. And characters will call back to stuff you said or did earlier. This sounds good. This sounds really good. I never minded much the paragon/renegade system, it was kind of fitting for ME (or maybe I was just used to it, whatever ) but I always hated that there was so little reaction to your actions and words from your companions, relationships were way too linear...
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by ssanyesz on Feb 10, 2017 11:28:14 GMT
This sounds really good. I never minded much the paragon/renegade system, it was kind of fitting for ME (or maybe I was just used to it, whatever ) but I always hated that there was so little reaction to your actions and words from your companions, relationships were way too linear... Like the Turian seller in ME2 when we let the council die. Or in DA2 the friend/rivalry system, when Aveline didn't really like my criminal lifestyle I'm hoping much more of those moments.
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Post by projectpatdc on Feb 10, 2017 11:44:27 GMT
I think the quality of voice acting from the main two will cease everyone's skepticism and complaints. Pretty sure Tom and Fryda know what they are doing to make each choice sound believable and accurate. Having four options is always better than having two.
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