So — even though Stephen had absolutely no clue on how to
actually open a narrative therapy school / clinic, however — he followed his teachers advice and opened one anyway.
Not exact matches
You're never presented with something that could truly change the outcome of the paper thin
narrative, but rather with choices that
actually open or completely close out quest opportunities.
Ah yes, the whole «Not
actually a spoiler, but let's put it behind a jump anyways» bull ****, while games with actual
narrative get left with game ruining spoilers out in the
open before the jump.
You're never presented with something that could truly change the outcome of the paper thin
narrative, but rather with choices that
actually open or completely close out quest opportunities.
Trevor — the funny but ultimately terrifying lunatic — is the embodiment of what the game
actually is: an experience uncomfortably pinned between grand
narrative ambition and
open - world incontinent madness.
A significant number of dungeons and challenges
open up post game (again, furthering the
narrative that Final Fantasy XV had a ton of content but no idea what to do with it), but, more importantly, after it's over you have the option of reverting to a previous save and mopping up all of those sidequests (you can
actually do this at almost any point, through a plot contrivance, but it only felt appropriate after I concluded Final Fantasy XV's story).