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No chemistry? Literally sophie says ''you two should be together.'' LMAO
SPOILERS!!!! but... As you find out later HE DID. He was not the one that killed him but he allowed it to happen so the girl has less reasons to stay in this world. So yeah, 100% guilty as charged even if its just by allowing it willingly to happen to get what he wanted out of it.
And then, the absolute booldshed at the beach. When Gustav was alone ready to end his own life I was asking myself "Man... where will he summon strength to keep pushing foward?"
It was actually easy, because the knew continent is full of gooffy characters and funny interactions. Actually, there were some survivors full of curiosity and enthusiasm with this new world...
wtf
Also the fact that his weapons don't have any special skills, which you could argue that "his elemental coverage is his gimmick" up to that point but still.
Act 1 was amazing
Act 2 writers went on holiday cuse there are almost no story it was a really weak act (Also gustavs death was terrible, i really loved his character)
Act 3 OMFG the writers came back and chose violence, it was so GOOOOOOOOOD!!!
Gustave’s death made the world feel grounded to me. A lot of games or stories build up this brutal, high-stakes setting in the lore, but then the actual plot shields the main characters like they're invincible. This one didn’t do that — it followed through. It made it clear that no one is safe just because the player gets attached, and that fits the tone they were going for. Honestly, what else could we have expected?
Even from a gameplay perspective, there were subtle clues. Gustave’s skill tree was noticeably limited compared to others — that was a red flag for me early on. It felt intentional, like the devs wanted us to sense that his role was temporary but impactful.
Yeah, it sucks to lose a character we connected with, but I think the way it was handled added weight to the world and raised the stakes. If the game’s about surviving in a world where expeditioners “fall like raindrops,” then someone like Gustave being lost early really sells that. It hurts, but it’s powerful storytelling.
It would’ve been a lot more engaging if there were smaller, well-paced info drops throughout the journey — whether through character dialogue, environmental clues, or subtle lore hints. Right now, the mystery feels like it's just being held back for dramatic effect rather than unfolding naturally. The big reveals land well, but the road getting there often feels a bit too empty.
I just finished act 2 and it was great but it was a bit hollow until the end as u said but still delivered
By the time Gustave died, I not only mourned him (still mourning, I am actually surprised the game made me care about him till the very end of story), but I also felt the pressure of finishing the mission "for Gustave". I could understand Lune and Sciel better in act 2 during the conversations with Verso, and Verso also turned out to be quite an interesting character.
I actually didnt like Sciel at all, but I liked her more to the end of act 2 after learning more about her past.
For me, I did come to the realization that a story can be told from the perspective of multiple characters a long time ago.
In fact, I think I prefer these kind of stories at this point, because having multiple fleshed out perspectives seems more interesting to me, than having only one and removing one of these established points of view in one way or another (death for example) can be very dramatic.
That is a personal thing though.
However I do unerstand that sometimes it is possible to like a specific character so much, that without him or her the story loses something vital and then you may lose interest in it.
As long as you dont try to shove down peoples throat that "this is supposedly bad" its fine.
You do you.
And it's a story about loss and how you cope with it. It's an unconventional plot twist and a daring move but it fits the story perfectly. If anything it got me more invested in the story.