E3 2005: The RPGs
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The most tantalizing, something that's been hard to find outside the long-gone Fallout games, is that of ambiguous morality. There's no clear-cut good and evil. It's not necessarily always particularly well obscured, but often the decisions are much more complicated than they seem. An example from the demo was that a king sends the player out to hunt down a monster in the sewers beneath his castle before granting him an audience. The player hunts his way through various minor monsters, encounters the final beast itself only to learn that it can talk and used to be a human being. OK, standard-enough fantasy fare, right? Well, the problem is that the player needs this monster's head before he can see the king, and to make matters even more complicated, the monster was actually someone that many of the townsfolk are glad to be rid of - because when he was a human being he wasn't exactly the nicest guy in town.