Not even gonna go near the endings issue, but:
Christ, I wish Bioware would start treating dialogue like dialogue again, instead of telegraphed binary character choices.
Heard this one a billion times before, never seen it done properly.- According to the magazine, while enemy levels don't scale to your characters, you can affect environmental changes to drastically influence local settlements, establish trade routes, capture territory and disrupt the local ecosystem.
Peter Molyneux? Is that you?- Wild flora and fauna, useful for crafting can be hunted to scarcity, allowing other species to proliferate.
Defeating intelligent enemies like bandits or dragons will have a significant effect on a given region.
Well this is confusing as fuck. Do you have to pick which wheel you use, or does the game do it for you? Why the arbitrary distinction between 'role playing choices' and 'choices'? For that matter, why the distinction between 'roleplaying' and 'emotional moments'?- "We have three wheels that we use in response to any given piece of dialogue" says Gaider. "One of those is what we call the 'tone wheel', which is mostly for role-playing choices. The other two are the 'choice wheel'- for taking an action or stating an opinion-and the 'reaction wheel,' for emotional moments"
Christ, I wish Bioware would start treating dialogue like dialogue again, instead of telegraphed binary character choices.