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Clea manages to find her path, even though it hs been severely influenced by external events
They aren't fake. They have consciousness and have real experiences/feelings. The writer/painter war thing has nothing to do with the story of this game other than Verso's death, and leaves room for future development if they choose. And no growth? Did we play the same ♥♥♥♥♥♥♥ game? Just admit you want to hate the game for some reason only you know. I don't think you are emotionally intelligent enough to actually understand the point of the story tbh.
I'd say Clea is not so different. To me an intreresting comparison is with the 5 stages of grief.
Denial — Aline is in denial and escapes to the painting to live with Verso and a made up family amongst made up people.
Anger — this is where Clea jumps in. She is angry at mother for running away, her father trying to save her, Alicia for allowing herself to be tricked (I wonder if the typewriter in Alicias room is a hint there) and Verso for sacrificing his life, but she shows that she cares for everyone in different moments
Bargaining — clearly Renoir, trying to bargain with Aline to return. Success here means that they all can continue to remember Verso with the canvas.
Depression — Alicia, she feels guilty of Versos death, lost and as if there is no meaning in life.
Acceptance — depends... Verso with his sacrifice and wish to end it in the canvas, or it could be Aline moving on, as she uses her power to allow painted Verso to save his soul fragment and move on.
I think Sciel is acceptance, since she states that if there is an afterlife she'll be with her loved ones, and even if it does not exist she would be together with them in death.
Even in the end she understands Verso's choice and she seems to bear no ill will.
what growth is there for Lune and Sciel? It's not hating the game nor does it require a lack of emotional intelligence to point out that they completely get put to the side in Act 3 with no growth or arc in favor of the family drama. Literal NPC characters
To me they don't grow during the development of the game because they actually are already developed: most of what they are is what they went through: the hate for the parents, the grief for a loved one that poisoned a new life.
They are paintings: they have a story, but they are fixed in time, unable to move forward.
That, or being pretty much a year away from death before being brought back to life by an unexperienced paintress (so we can assume a not-so-perfect copy of an altready imperfect creation) make their feeling dull, because they have pretty much resigned to death (the former shows it by obsessing over the notes she has to leave for the next expedition -almost like she can't see her own succeed -, the latter by saying basically flat-out that death would be a way to be together with her loved ones, so she does not fear it, but accepts it and, in the end, even welcomes it. .
Of course, this is only my opinion and maybe I am overlooking something to paint my picture over the game.
The simple explanation as to why Gustave and Sophie matters is that Maelles subconscious (Amilia) simply recognised traits and appearances of Verso in Gustave. Gustave is only important because he serves as a stand-in for Verso. Gustave is only there to be killed that we may see a reflection of Maelles relationship to Verso, and the irrational behaviour that comes with her grief.
Sophie is there to showcase Gustave grieving for her in a much more healthy way than Maelle ever could until the end of the game. Creating contrast and comparison.