As is fashionable in the modern RPG, your choices in the dialogue tree can direct some story elements, including the fates of primary and secondary characters alike. At predetermined intervals, and the conclusion, the game will end the result in Fallout-esque abstracts along with attractive gold and sepia-toned still images. These columns are told with great gravity narrator throat, as if it were a tale for the ages to be passed from one generation to another.
Dungeon Siege III does not have enough character to give weight to these decisions. You spend a lot of time for the hearing of Jeynes Kassynder thirst for revenge, but rarely attended. There are many family memories, but you are not given any emotional hook to draw you into any flashback scene, no music signature, no moment of rest in peace.