
Originally Posted by
Consurgens
The moment Thancred "died" and the characters were just "okay, moving on", that was already a sign. When Estinien was "dying", the first thing I thought was: "Oh, it's gonna be one of those moments" that have been done countless times in other japanese RPGs and animes. Just because something was done before, doesn't mean it's bad, but Ultima Thule did it in such a formulaic, non-impactful way that whatever immersion I had was just replaced by "Alright, here's zone 2, who's next to make the speech and disappear so we can move on?" When the writing becomes this predictable, it becomes hard to create immersion to begin with. I feel they could've just kept the scions there the whole time, interacting with the different alien races and it would've probably been better.
And before someone says it: I don't think killing characters for the sake of emotional impact is good either. That said, this expansion was advertised as an apocalyptic moment. There is a limit of how many random NPCs you can kill in the most tragic ways before it stops being impactful because the main cast just seems to be immune to it. You don't have to kill the scions, but surely you can leave scars - both literally and figuratively - on them: it's a sign of development and of the stakes the story is trying to present.
Why did a banquet in ARR leave a bigger impact on the scions than the actual end of the world? Most of the WoL's dialogue became heavily influenced by Haurchefant and Emet-Selch, because those characters left a legacy after death that shaped the protagonist's view. Death doesn't need to happen everytime, but it can improve a narrative and I feel EW had some great opportunities to use it.