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Time to decide and go in the right direction !
But imo it's quite realistic. My path was hard and unpleasant (mostly because one bad decision I suppose but who knows), many adroid died like from bad luck, so why beloved girlfriend can't die by accident on the field of war. It's a good thing for the game, which can be named as interactive story, to give players an opportunity to fail (and even total fail). But it can be unpleasant especialy that you are starting to like the characters and put an effort to keep them alive till the end. But how we could appreciate this effort if everything would be always fine, even if we've been screwing all the decisions and QTEs? I appreciate that I can replay the game from selected parts.
It's actually because designers put in the game ideas which somethimes out of minds of common peaople and event some of them just don't make sense. Gamers are required to think about machines as living beings and only in this case you can rich so called "good" endings.
I also used common (human) sense while I played the game and got the ending when all died.
By the way, I hate game designers for the lie that the girl Alice was a human being. It was the single bright story line which I followed carefully. But I have got SOOOOO dissapointing ending of it when truth was revealed.
Connor died 4 times in my run and the one that survived the ending was the worst version of him. All this because the options i chose were not the ones i wanted to actually choose but those one word options didn't give me much clarity or maybe i am just stupid.
(After playing that missing section, I don't think I could ever willingly play it again. It's like puppy-kicking painful to watch, even when succeeding that separate section of the story.)
Also, choices of action can be tricky.
Towards the end it can be easy to kill a character "by accident", and I don't think a player made the worst choices. As in real life, when we are in a stressful situation we make decisions we thought will be good for us but result in a mess. ♥♥♥♥ happens.
Anyway, I don't think there is a bad or good ending in this game. There are stories. Actions and consequences that remind us (players) that we are no gods and we don't know everything. We try our best, like the characters we are playing. And sometimes, we fail to achieve our goal because of consequences we couldn't predict.
It is the same for our life as humans.
Despair, hope, love, faith, anger, joy, sadness...
Fighting, fleeing, observing, hiding, understanding....
Stories.
Lifes.
The truth is that we can rewind in DBH and that we are able to see there are options we didn't take. That makes us deities in the stories of DBH.
By that measure, we independently decide which possibilities achieve our individual criteria of good.
The game doesn't attempt to tell the player what's "good". It rewards conclusions that seem like failures to me just as it rewards conclusions that seem like successes to me. (Cheevos for contrasting results.)
So, right/wrong choices are something each player can decide due to the omniscient abilities of the player—the ability to metagame the stories.
Is it wrong to metagame? The fact that the game does so many things to encourage trying again says it's not wrong... except maybe the first time when Chloe recommends against rewinding/restarting the game on the first run, but the game still leaves it up to the player all the same.
You're describing the exact thing I've been experiencing. I really wanted Connor and Hank to stay friends and have a good relationship (which I luckily managed in the end). But the dialogue options for Connor sometimes really did not seem to match whatever he was saying next. I made a couple of annoying 'mistakes' there, by choosing what I thought would be a good way to respond, and then the actual dialogue changed as opposed to what I was expecting based on the one-word prompt. I felt this was generally the case with Connor, as I didn't really experience it when playing the storylines of Kara and Markus. I felt like some of the prompts in Connor's dialogue options could be interpreted in many different ways, which kind of sets you up for disaster.