- Jun 17, 2019
- 4,343
- 14,450
Main difference with that other game (in which I basically felt and did the same you're describing) it's that here there's a heavy background for that relationship that we as players need to adjust to. Sonja is not a random girl you meet and then you are forced to see how your MC falls for her against your will. When you take charge of COBD's MC, they were a happily married couple who worked in the same business (and sometimes even on competing sides) until that Caracas event that blew everything away and effect them deeply. If we could choose how we feel about that incident from the start, the game would be a completely different one because all the internal conflict in this story is based on how the MC reacted to that event, so that emotional reaction needs to be solid and not a player's choice.We can only hope.
But seriously, if the author's plans are to have a dramatic death scene for Sonja, it will fall completely flat for me because I'm so sick of her by now. Forced relationships in these game came grow very tiresome when you are allowed to make all sorts of important choices that lead to branching paths, but then you have this one character who is off limits. I have a tendency to resent those characters enough that when some tragedy befalls them, I just shrug because I'm glad that they are finally out of the way. For example, when I played that one game that made you choose which love interest to save from a house fire, I left the mandatory starter girlfriend without a moments hesitation. And that poor girl didn't even do anything wrong.
I would also prefer to be allowed to directly choose how we feel about Sonja, rather than have it decided by a hidden stat. It can be quite frustrating to have to replay the game and min/max a bunch of conversations just to be allowed to respond a certain way to an unrelated event.
Once we accept this storytelling starting point, it's only natural that sometimes our MC would say and act differently from what we (who only know Sonja since the start of the game) feel for her. Then from the fight at Ellen's loft we can slowly decide how we (as players) feel now about her and whether if we want to dig in the past to 'solve it' or not, but some parts of the script will still be affected by that common past, especially her own behaviour, and I can live with that. If in the end there's a pretendly redeeming death for her, well, it won't be so meaningful for me either but I could understand it in the game's story context
edit- in a certain way, it's the same situation with Meredith, only from an opposite perspective. We are forced to hate her from the start without actually knowing what happened in the past, we can just assume there's something wrong with that relationship in the past but first time I played I was like 'hey, why my MC needs to act like a dick with her in their first meeting? I don't wanna!'
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