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Spoilers ahead!

Just finished the game. Wanted to discuss what the game's lessons were with other players because the last act felt like it was designed to make statements instead of being a game.

Here are my thoughts on the lessons the gamedevs tried to teach us:

1. Real justice didn't exist back then. It didn't matter if you murdered someone, stole butter, had an affair with your neighbour, or served your customers diluted alcohol. The consequences of your crime is entirely based on what factions supported you and what corrupt people need to do at the time to appease them for power. I went from acquitting a squatter to beheading a 17 year old soldier who fell asleep while watching prisoners in a week - all to save my own in-game neck.

2. Truth is subjective. Without understanding all the possible info, people will operate on only a partial truth and that is quite dangerous. Besides the story crimes, the other crimes felt pretty grey to me - except for the pedophilia ones. I wish there was some sort of sandbox mode so I can go through my own leisure to understand the truth from both sides behind each crime to judge fairly, which can only be done by listening to all the responses and following the jury.

3. Reaching the real truth reaching it takes effort. Making links between clues and questions and failing constantly reminds players of this value. Some of the clues and questions were so mismatched and unrelated to represent how unfair the game mechanics were. This forced you to reload and try again.

4. Everyone's only looking after themselves / No one is to be trusted. Lots of espionage, blackmailing, beatings, diplomacy, persuasion, and seducing back then. Even when you think you're doing someone favours, like acquitting your good buddies for propping you up, they run away afterwards and leave you out to dry. Not cool. Later in the game, you learn that regardless of all the choices you made in the game, it doesn't matter in the grand scheme of things (revolution).

5. Bad things happen that are out of your control. What matters is how you overcome them. For example, all the intrigue, random letter events at the beginning of each day, rumours that decrease your reputation, and regarding Bruno. Because the game works is always working against you, it represents how powerful the French Revolution was - it just steamrolled over everyone involved.

6. You are only a hero if you keep on struggling even if someone swoops in and takes credit for everything. Pretty self-explanatory with the gameboard and with dice rolls with Bruno.

Like many others, I liked the first 10 hours of the game before Act 3 started. After that, the game went downhill, but I still enjoyed the art and setting. I'm sure there were other ways to implement those messages inside the game without sacrificing replayability. In particular, lesson #4 kind of stings because it kinda invalidates what I did for 10 hours before Act 3. Quite a pessimistic and bleak game.