Also, we never get any indication that he’s in the cult at any point earlier in the story. However, all he does is wake up the hero Isaac from cryogenic sleep. Franco’s excuse for killing Sarah is that he’s part of the Unitology cult, and he’s about to do something secret that she can’t see. It’s a twist that doesn’t make any sense. ![]() Depending on what path you take through the Sprawl, Sarah will either be killed by the necromorphs or killed by. The game plays very much like a choose-your-own-adventure story: You do a hacking puzzle, then make a choice that branches the story, then do more hacking puzzles, etc. You play as Franco, trying to escape the necromorph invasion on the Sprawl with your partner Sarah. The worst example of this confusion (or would that be best example?) is Dead Space: Ignition. ![]() By virtue of being in the same game, one plot thread affects our perception and interpretation of the other, and sometimes this can make for inconsistent characters and themes. Different endings and different outcomes of a choice reflect different themes, but even if each plot thread is meant to stand on its own, they don’t. Branching stories are popular in games, but they sometimes don’t make a lot of sense when the game is taken as a whole.
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