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While the game is a achievement in its production quality, setting, and sound design, I agree with you on the point of its story. There are a lot of questions left unanswered, and while I assume the writers are doing this to hint at a sequel, it feels cheap and disappointing (especially when you might recall the satisfying conclusion to the first story).
One of the writers from the first game was not involved in this one, I think that is why the story was not as solid.
For me the story was gripping until the very end.
The way Arnaud's character came about was weird. I remember thinking when he showed up to save Amicia from the rats it felt like it was supposed to be some kind of shock moment, but at the time I had no idea who the guy was. The context wasn't there because they did a terrible job of introducing who he was originally.
And the actual ending was grossly unnecessary. Making Amicia shoot her own brother in the head was complete overkill. Of the myriad of options for Hugo to die, that's what they went with?
Edit: I also thinking giving her the crossbow as a usable weapon for the rest of the game was a mistake. It's overpowered and trivializes the rest of the game's combat.
The worst part for me is when the Count tries to kill Amicia. I mean, he had the opportunity to just finish her, but he suddenly forgets how to use his sword, giving Amicia time to escape. This is something that happens too often in movies too that the villain finally has a chance to kill the hero, but instead of doing that, he gloats, letting the hero escape.
I liked the ending. I understand why it's upsetting to some, but it's a logical conclusion that makes sense story-wise. I also like how that final scene is prepared. Hugo realizes that there is no hope for him after the scene at the Sanctuary, but Amicia, naturally, doesn't give up so easily. Given her characterization thus far, she wouldn't let go until there is some hope left. Then, after exploring the island, it becomes clear that no, there is really no cure. As outside observers, we can realize at that point that Hugo has to die. But from Amicia's perspective, it's understandable that she won't accept it that easily. She tries to grasp the last straw that if Hugo is happy, the rats won't come, so all she needs to do is to keep Hugo happy. Obviously that won't work, but Amicia, being who she is, isn't allowed to see the outside perspective just yet. Her obsession with saving Hugo is her main character flaw that drives the entire plot. Even at the very beginning, Vaudin says that he cannot be saved, but she doesn't believe it. At that point, at least it's plausible enough that the island really has something to hide. Finally, at the end, we have the dream sequence. The really great thing about it is how the gameplay is used to enhance the story, something that cannot be done in a film or book. You play as you would do intuitively, and fail over and over again. You, as a player, has to realize that the approach that had worked previously doesn't work now. First, you shouldn't follow the phoenixes, but run away from them. Next, you shouldn't fight the rats, but put out the flames. Once you realize this, Amicia finally overcomes her flaw and realizes that her previous approach won't work now and she has to do the opposite of what she'd do intuitively, i.e. she has to kill Hugo. But, being a video game, you have control over what Amicia does, and you don't have to kill Hugo. If you don't do that, Lucas will do it for you. Which, again, is something completely in character for Amicia. She knows she has to do it, but depending on player action, she either manages to find the courage to do it or not, but whichever is the case, it's a moving emotional scene but also a satisfying conclusion to the plot and Amicia's characterization.