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7/23/2025, 5:30:42 AM
>Clothing also affects your interactions on the streets and in the story – characters will treat you differently if you’re wearing something seductive or scary, so it’s functional fashion as well. In one instance, I approached a woman on the street to seduce her into an alley, but it turns out the woman was a sex worker, and Phyre was wearing provocative enough clothing that the stranger assumed I was a competitor moving in on her turf.
>Characters in the campaign will treat you differently as well, either approving or making fun of your fashion choices based on their preferences. In general, it’s clear that you’d need to walk a fine line to stay on every character’s good side, as they can be set off if you say the wrong thing in the dialogue tree.
>Even though you control what they say in a conversation, Phyre has a clear, strong personality that makes each dialogue option feel natural, whether it’s aggressive or affectionate. It’s not just picking “the mean option” or “the nice option.” It’s usually two equally viable things for Phyre to say. It’s far from the blank slate protagonist I’m used to in a game like this – Phyre is a complete character. According to Thomas, that’s by design.
>“I think one of the touch points, one of the closest, is probably Commander Shepard,” Thomas says. “But we wanted to very much play with story and the legends of a particular character. And the stories that everybody in a city such as Seattle may have heard of this figure? Some of those could be true, and some of those could be false.” He goes on to explain that “there is a legend, this character called The Nomad, but like any legend, it’s fuzzy, and it goes in several different directions, and it’s up to the player to kind of solidify that legend.”
>Characters in the campaign will treat you differently as well, either approving or making fun of your fashion choices based on their preferences. In general, it’s clear that you’d need to walk a fine line to stay on every character’s good side, as they can be set off if you say the wrong thing in the dialogue tree.
>Even though you control what they say in a conversation, Phyre has a clear, strong personality that makes each dialogue option feel natural, whether it’s aggressive or affectionate. It’s not just picking “the mean option” or “the nice option.” It’s usually two equally viable things for Phyre to say. It’s far from the blank slate protagonist I’m used to in a game like this – Phyre is a complete character. According to Thomas, that’s by design.
>“I think one of the touch points, one of the closest, is probably Commander Shepard,” Thomas says. “But we wanted to very much play with story and the legends of a particular character. And the stories that everybody in a city such as Seattle may have heard of this figure? Some of those could be true, and some of those could be false.” He goes on to explain that “there is a legend, this character called The Nomad, but like any legend, it’s fuzzy, and it goes in several different directions, and it’s up to the player to kind of solidify that legend.”
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