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It seems like a deceptively "deep" game at the end, although I wonder if I'm giving it too much credit. I think a stronger narrative element might have served the game well. The mystery is obviously important, but I don't think a clarification of the stakes and the nature of the decision at hand would have done any harm to it. But then, if I'd got it "right," I probably wouldn't be spending so much time thinking about it, and I certainly wouldn't be considering a replay. So as "big picture" outcomes go, I suppose this was for the best.
i do like how the moral choices were sometimes difficult though, and sometimes it felt more like choosing between the lesser of 2 evils than an obvious binary good/evil choice. it just took me by surprise at the end, where i felt that my attempt at doing good deeds fell through.
it didn't mar my enjoyment of the game though, and will be going for a third playthrough soon, still need to get that "good" ending.
Agreed. In fact, despite my questions I'd say the "surprise" ending increased my overall enjoyment. I have a bit of an urge to play it again too, maybe even a couple more times, just to see how it works out. Glad it's as short as it is.
The big theme is that it is not your place to judge the others for their sins. Killing the guard, freeing the jester, not bringing attention to the bird, etc, are all situations in which you the player judged another character, when you had no place too.
I had a similar outcome-- I did two "bad" things (releasing the spider to kill the guard and ratting out the winged guy), and did the "good" thing for every other choice in the game. I picked the angel key at the end, and got the bad ending. So, the game's message is supposed to be that it's never too late for redemption, cruelty/vengefulness serves no purpose, don't pass judgement on people no matter how awful they've been, blah blah... and it illustrates these points by punishing you for deciding that, on balance, you've been more of a good person than an evil bastard after spending the entire game behaving selflessly, compassionately, rationally, and non-judgementally 80% of the time? Really? After all that, to be considered a good person worthy of forgiveness, all I really had to do is decide that I was really an evil bastard on balance because of those two choices I made?
Sorry, but that makes absolutely no sense whatsoever. Don't get me wrong, I enjoyed the game for the art and puzzles, but the morality is completely incoherent-- one of the most facile and arbitrarily mechanical approaches to moral philosophy I've seen in a game.
You sentenced two people to death/torment (of which you had no right to do so), and you consider yourself good?
Wat?
When somebody goes out of their way and endangers their own life in order to free prisoners, forgives and saves the lives of others who have tried to use and manipulate them, and generally behaves in an all around righteous and benevolent manner eight times out of ten, and those other two times when they indirectly caused someone's death it was in order to save someone else or possibly prevent further innocent deaths, in the end on final reflection they're considered evil for no other reason than that they deemed themselves to be more good than evil, given the black and white choice of only those two things? That's about as irrational and arbitrary a moral judgement as I've ever seen anywhere.
Edit: I think it's also worth mentioning that the game apparently doesn't hold it against you that you have to kill or maim several monsters just because they're in your way or you need one of their limbs in order to accomplish your goals. Presumably those monsters are behaving according to their own nature or instincts, or simply trying to survive, but it's okay to poison or eviscerate or impale them to get what you need. Actual intelligent beings on the other hand, who choose to commit mass murder and relish in tormenting others, are not yours to judge, even if eliminating them appears arguably justifiable in the moment to save another life.
The lizard man knows what's up, well, he wishes he knows what's up, the rodent is a monster!