bazilisek: Wow. I disagree with your post so much.
Seriously, there
are multiple solutions to several puzzles within each individual path, and the three paths are so very different from each other there was no other way than to choose which you're going to play in advance – the overall structure of each of them is absolutely incompatible with the other two. Have you actually played through all three?
As for the plot's over-dependence on Orichalcum, yes, that is true. But that occurs mostly in Atlantis which was supposed to be powered by that stuff, so it makes sense. Also, I agree the third act has quite a few similarities with The Dig, but it also pre-dates The Dig by three years, so I don't really see what's the problem there.
Well, it wouldn't be overrated if most people agreed with my post now, would it.
I didn't replay the gamen on a different path, firstly because I didn't like it enough to replay it, secondly because I find the principle poor. If you want to have alternative paths, branch them in the game depending on choices. If you want a game that allows for opposite approaches (action, strategy, etc), make these approaches selectable on-the-go. Or else, it is not a game with different possible approaches (like Crusade ws), it is several indivudual games. With re-used parts. This is just a cop-out, lazy structuring, to m eyes.
And I should try to dig up my sources, but I had learnt that the plot similarities with The Dig were not a coincidence. Atlantis was built upon a script and concepts that were meant for The Dig, and that work much better in The Dig, where everything takes place on a weird planet, and has damaging effects when used on humans. In Fate of Atlantis, the magical nuggets work on everything, not just in Atlantis, they are basically sonic screwdrivers, which makes no sense in that context (being fuel more than machines). It is a very very cheap, universal, plot and puzzle device. Indiana Jones and the balls-that-do-everything. Again, the puzzles in Crusade were more elaborate because they weren't centered on such wildcards, and they were more grounded. I like the Indiana Jones trilogy because, despite of some rare magical tricks, most of the stuff are quite grounded in logical, material, down to earth action-adventure. Atlantis went way too far into ridiculously convenient fantasy. Convenient because "use bead on (it will work)" is easier to think up, as a puzzle solution, than thinking up a real coherent solution, and convenient because just aligning "reactivate ancient machine" puzzles for half of the game also spares you to think up plot development and puzzles that are grounded in it.
This game features a nice sum of what I dislike and consider lazy in adventure games. Last Crusade happens to be the opposite exemple, for me. And, unlike Crusade (in which it was the case for a reason), none of the puzzles and solutions felt like an "Indiana Jones would do it like that", they just felt like "Simon the Sorcerer would do this" - that is any random adventure game character. The puzzles themselves didn't have the Indy flavor. You could just as well switch the fedora wth a baseball cap and call this game "Flight of the Amazon Queen : the magic beans". I felt closer to the Indy movies with Crash Garrett or even Lost Horizon.
There. Disagreement.
Also : I didn't like Baldur's Gate.