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Can't leave without the artefact.
Can't defy the Absolute.
Can't kill the Absolute (short of Galesplosion).
You've got to be an obedient little slave all the way through to the end.
And that my friends is how the you know the DM is rail roading you and the party.
You're only allowed to fail the way the developers want you to.
And while searching for this weapon have you find said artifact and THEN have it free you!
You lose much less apparent agency because now the new quest is not to walk through those gates, it's to find this "weapon" and while looking you find a magical artifact that now has significance to you personally because it saved your life from being dominated by the absolute!
Example and spoiler: here's an innovative way to lose
https://www.youtube.com/watch?v=97DBWimh5k8
This is actually idiot proofing, so noobs who try to run all the way to the mountain pass for the lulz don't immediately get a game over
Yeah, this is just a fail-safe.
Would people prefer there to be nothing? Just a game over screen? I find this far more interesting.
The game is a gem when you actually play it. When you start diverting from that it get's a bit wonky.
A tiny secret, that's kind of the point of the ending. Even when you thought you were in control of your character, you weren't. It was the Netherbrain's story all along. Not yours.
Just like in real life, it was the illusion of free will all along. Bummmbummbuuuuuuuuuuummmmm!!!
Nah, I just don't wanna talk or deal with Shadowheart. From her name right down to her literal underwear is cringy edgelord my first D&D character.
She's the character the moody teenager at the D&D table makes when they wanna be seen as dark and cool and so they make an anti social arse who doesn't contribute anything worthwhile while brooding all the time,
And when I say literally down to her underwear even her underwear comments on brooding! lol
Somehow this game deluded everyone into thinking it was open world when it has more obvious rails than Railroad Tycoon.
Heck, WotR forces you to lead a crusade against hell! Even if you're chaotic evil or should realistically just want to get out of there. Baldur's Gate 2 forces you to sail to an island where your enemy is imprisoned to save someone no matter what. I dunno what people were expecting.
Compare the agency of your character to something like Fallout 4 where every conversation choice is a version of 1. Yes 2. Not now 3. Snarky remark (return to original menu of choices), 4. Exit conversation without resolution. If you try to go somewhere too soon in that game you just run into literal unlockpickable doors and essential NPCs that get right back up if you attack them. They don't have any reason for being invulnerable like Ketheric does. They just are.
It's amazing this game even bothered to have a real route for people who intentionally avoid the content that is at the very start of the game and meant to be unavoidable.