>>718299452
>It literally does
No it doesn't
>But for the sidequests which are easily 80% of the game.
Nope
>Example the guy you find in the downtown hospital.
Cherrypicked, then the game forces you into combat sections, fetch quests, and basic dialogue options that amount to choosing who to kill at the end of the questline, completely sidestepping the attribute system in dialogues and leaving clan related dialogues as flavour or to skip some.
It even has several dialogue options to be pacifist or not eliminate target that go nowhere.
Dialogue remains completely not influential then. Nobody cares if you leave the werewolf alive or kill him from breaking the masquerade in the end because you still have to engage with the scrapyard boss fight.