The intro The introduction was very slow, and I kept feeling like I was doing rather mindless tasks meant to ease me into the story—things that required no strategic thinking, just following orders. I was almost ready to give up when the game finally picked up. The midgame was the best part, with the kind of resource management challenges 11 bit is known for, and a pretty solid atmosphere. The storyline is decent, although the dialogue and conflicts often feel stiff and forced. But I completely lost trust in this game when I realized that player agency was taken away just to force a conflict. I’m referring to the quest where we have to choose how to cure the Alters: either using a corporate chip or a medicine made from the brain of the Tabula Rasa—who was supposed to be just an empty shell, no mind inside. But we witness him moving and screaming, and based on that, I decided no way—I can’t kill him and turn him into medicine. So I went with the chip, and the Alters ended up hating me for it. What really struck me as a player was that I had no dialogue option to explain why I made that choice. Of course not—because if I had said, “Sorry, I couldn’t kill the Tabula Rasa because he’s a living person,” there wouldn’t have been any conflict. So they just took away that option, so the Alters could rebel against me. It’s really disappointing that instead of writing a better, more believable conflict, the studio took the lazy way out. Totally unfair to the player. After that, I just didn’t feel like playing anymore.was very slow, and I only felt I keep doing