Deuce Traveler said:
Yet the game weighed the balance against me because my good intentions weren't recognized by its arbitrary moral compass. Serpent in the Staglands manipulates you into performing horrible actions and then accuses you of wrongdoing even when you never intended any harm.
...
I understand the thinking behind this narrative decision, but the game takes away too much of your free will as a player, forcing you to play an immortal with a long history, and making you act in a certain way at the end even if you never envisioned your character acting in such a manner.
The road to hell is paved with good intentions.
(sorry, it was too tempting)
In the review this sounds like a criticism, but for me that's actually intriguing. The premise conveys very strong message. If that was intended, keeping players in dark might be a sort of requirement for that. Trying to understand and adapt the game's moral system if one wishes to become Stagland's Avatar can also be part of the equation. Games are often making it too easy for players to choose to be 'good' (or 'bad') and to be recognized as such.
And yeah, I know it can be done poorly and I have yet to play the game. However, I would rather be challenged and disappointed by an imperfect attempt to make me think out of the box, than mindlessly experience the same engineered safespace over and over again.