The live-action version of Ghost in the Shell has a number of marked differences from the 1995 film of the … More
Shonen manga and anime are popular for a reason: they feature young protagonists with a drive to fight and overcome … More
“Strange phrase, the pain of death. See, this one’s in no pain at all. [He was] a thief, a slaver, a killer–the kind that give[s] honest killers a bad name. ”
Nil […] presents an interesting dilemma of morality for Aloy and not just when it comes to choosing whether or not to duel him and by extension, kill him.
These choices [within the game] do not have any massive consequences, but they do change how Aloy is perceived by the player and they give the player a degree of control over the situation. The developers could have simply let the quest end with a cutscene without dialogue options, but instead, they added a degree of choice.
Cutscenes in HZD are often broken up with dialogue options, giving the game a much more intimate and personal feel.
So why wasn’t that at the end of the game?