>>725084796
it's wiser not to expect too much from a funny animal adventure, that's just setting yourself up for disappointment, but different strokes and all that
>breaks from that mold
>false dichotomy
that is plain wrong view on how all the variable narrative stuff works, different endings are not even a relevant point (assuming no huge genre pivots later on)
from a purely mechanical standpoint, there is absolutely nothing revolutionary in the way player can interact with the story: there are opportunities to skip cutscenes, confirm progress, get some different flavor and optional scenes, and (notably) see gameplay reactivity with castle town and snowgrave
it worked like that so far, which is not too different from undertale, so why assume some big shakeup later? one which would requires more work and a very different style of interaction? especially when elaborate dialogues are a huge selling point, that's something that gets baked in from day one, but really only in (w/c)rpgs, not added in the last act, and even in such games opportunities get fewer and branches wither as end approaches
jrpgs rely on generic NPCs banter changing after each notable plot point (such as at chapter end), whatever choices you get will have negligible flavor differences (like photo with ralsei), or simple mutually exclusive scenes (making camera follow susie)
again, it is not strictly speaking IMPOSSIBLE we will get a heart-to-heart with kris via twelve different lines that branch off in different directions, but expecting that seems unreasonable