The amount of reactivity in each Dispatch segment is so cool. The demo showed this but I was kind of afraid that they were frontloading it. Literally every episode so far has had impressive reactivity.
>The tutorial with its own dialogues
>The sabotage dialogue between heroes that depends on who sabotages who, which depends on the exact group you send for missions
>The dialogue exclusive to who you fire and who you hire as a replacement
>Plus just the mission dependent dialogue with characters occasionally commenting on the mission you send them
I think they nailed it with this formula. Instead of boring pseudo point and clicking, have the "real" Telltale experience just be cutscenes and then actual gameplay with some sort of low management/strategy/abstract overview where you can very easily have reactivity that doesn't cost you an arm and a leg.
They can totally recreate this formula even if they make a new game that isn't literally Dispatch 2. It's so easy to imagine this for any of Telltale's previous choice simulators.
>Walking Dead but it's about group resource management and survival, kind of like This War of Mine
>The Wolf Among Us but you investigate cases in a way similar to The Rootrees are Dead
>Game of Thrones but it plays like a way simplified version of Crusader Kings
And on and on
This could be the start of a new era for choice chads. Telltale dying is the best thing that ever happened to us.