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(1 edit) (+3)

I agree with that, and it’s a really good approach to storytelling. And it works now, even when we don’t see the whole picture, don’t get me wrong.

My point is that every path Kai takes, even now, really feels different depending on what he wants. Whether he wants revenge or to protect his loved ones, you can see it in his actions. But if you take his desire to free the enslaved, you don’t see a desire for freedom, you see how Kai, in order to achieve his goal, does the same thing that his people do in order to survive – he “sells” himself. Through his actions, he makes the very thing he’s fighting against, becomes an example of the very thing he wants to get rid of.

It’s a cruel irony, and I take my hat off to that plot. But the problem is that Kai does all of this by doing nothing. In a situation where he’s the underdog, where brute force isn’t the answer, he doesn’t try to negotiate, outsmart, or find other ways. He just exists and he is not fighting back. And you, as a player, can't do anything. That's what leaves an aftertaste.

Anyway, I'll be watching and waiting with interest for the further development of the plot and the game. And I apologize if I may have seemed rude - I'm not as good at choosing words as I would like.

(+3)

I'd echo your sentiment; it would've been nice to have a semblance of agency in how you approach each of these ideals, especially when determining whether an active or passive approach was better suited for your particular playthrough. This story has a lot of potential but the lack of proactive interaction we the player receive regarding world interactions, when it's presented as us "driving" Kai, can leave a sour taste.