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It's all in your head if you are good or evil.
Are there "unforgivable" spells, sure. Is that concept mentioned a bit. Sure. Does that mean you are good or evil, nope. Does anyone in the game care? Nopers.
Frankly the ancient magic is just as evil :)
You can pretend if you have a good enough imagination.
Felt bad, but not really evil.
long answer: noooooooooooooooooooooooooooooooooooooooo
For every voice that calls out for a structured and meaningful morality system, there is another that curses they even exist. You can search out articles on the very subject with journalists arguing in favour or against. No shortage at all.
Thing is, once you introduce a morality system, it immediately increases the complexity of narrative story telling. necessitating branching narratives and alternative dialogue, doubling the workload on those fronts.
I can't say I blame Avalanche for steering clear tbh. They clearly had a story they wanted to tell and they've told it well with some flair. I think expecting much more from a dev who is pretty new to this genre, is not wise.
As to my own opinions on morality systems. I like them when they have meaningful consequences. When the evil isn't childish and silly evil or self destructive evil (like a lot of Star Wars interpretations... mwuhahaha, I torture you cus it tickles my funny bone, twirl moustache, flourish cape )
Few devs and fewer publishers will risk a genuine evil narrative and last time anyone felt the waters in this regard (Obsidian - Tyranny) the vast majority of players clearly expressed no desire to play genuinely evil characters. :shrug:
The closest any games came to making a good morality system imho, is SW:KOTOR 2 it just fell short as while you could influence your companions and turn them to the dark side (silly evil included, but some mature expressions of it too) they would still object if you did something evil???
I don't really regard Mass Effect as a morality system. It was more of a hugs and cuddles or any means necessary, system. Was there morality in there? Only in the most superficial way and it didn't really have an impact on gameplay, rather than flavour.
So, all that is why I don't mind that Avalanche skimmed over the concept a little ( a lot)
For example, you can help this little girl collect all of her gobstones, when you go back to her after you've got them all, you do have the option to say sorry, they're mine now.
It is rare for an RPG to have completely divergent experiences and outcomes and other than minor differences (cosmetic, companions/cinematics/dialog/etc.) since they are dependent on heavily scripted story arcs/beats leading to the same finale (with multiple endings at best).
"Good" is usually portrayed by being "nice" and refusing rewards, while "Evil" is always being a jerk that is rude and demands payment (or additional payment) in dialog choices. Sometimes they get really spicy and let you kill ("evil") or let an enemy live ("good") when completing a quest. This trope is pretty lame in my opinion and used as a crutch way too much.
You as a player have to roleplay what "good" or "evil" means in your mind and with your gameplay choices. Expecting the developers to do it for you just leads to "nice" vs "jerk" gameplay since they have a specific story to tell and can't have game breaking choices made by players.