Lemming42
Arcane
Essentially, yeah. Her plan was to vacate the Hope (she tells you that there's no chance of saving most of the other Hope colonists - the game contradicts her on this later on, and on everything else she ever says, but at the moment she says it, you can assume she's right) and then use the ship to store the Halcyon colonists, putting an end to the imminent starvation crisis. She's then going to bring people in and out of cryo at six month intervals to keep the colony afloat, presumably while looking to some kind of long-term solution, or waiting for Board resources that exist on the barely-mentioned other colonies to make their way to Halcyon.Can you remind me again what her plan was? Wasn't it freezing everbody until the problems magically disappears? Without any new scientists to work on it except for the idiots the game showed being active at the time?
There's also a crucial bit of info that the game decides not to tell you until the very end - Earth has gone dark. From Akande's perspective, the resources and aid she's been waiting for are never going to come, and she's gone from being in charge of a failing colony to being in charge of some of the last remnants of all of humanity, and they're slowly dying. This goes a massive way to explaining her character - the stress of the situation she's in would obviously be pretty unimaginable - and to explaining her cryo plan, which in light of this information has the added bonus of keeping some of humanity alive indefinitely.
You're right in that in the final game, her plan is gibberish, because the writers deliberately sabotaged it to the point of outright telling you it won't even work, but that's the overall outline.
Ordinarily I wouldn't go in for this type of explanation, but I think it's exactly what's happened. If I had to guess, the game's development looks something like this:My theory is that the core plot conflict was conceived by someone who thought in terms of ideas, while the actual script was written by left-wing tribalists. A conflict of ideas can have nuance and tradeoffs. A conflict of tribes just has the Good Tribe and the Other Tribes Who Are Evil. And, as left-wing tribalists, there was no way the writers would allow the corporations to be the Good Tribe.
1. Somebody comes up with an initial treatment that describes the situation: the colony is starving. The people in charge are having to make impossible, nightmarish decisions. Sophia Akande, a high-ranking member of the Board, is holding the place together with her own two hands, barely keeping it from slipping into the brink - not to mention, she's also grappling more or less alone with the horrible knowledge that Earth has gone dark and that help isn't coming. Forced by circumstance, and guided her own hard-nosed pragmatism, she learns of the Hope and realises that it may be humanity's last chance (notably, she may face opposition from within the Board for this plan). One scientist, Welles, goes rogue - he's an idealist with a wild plan, and if he's right, which he may well be, he can save everyone. If he's wrong, the colony dies. Welles' plan is insanely high risk, whereas Akande's plan is far less optimistic but far safer. The player is forced to choose between "50% chance save everyone, 50% chance kill everyone" and "100% chance save some people, 100% chance doom some people". It is a good plot which can make for a fantastic game.
2. The brief passes to a team of writers who are tasked with translating it into a playable game. Most, if not all of them, are interested in making a "satirical anti-capitalist" game, and trying their hand at a bit of Rick and Morty "humour". The Board - who might not have even been an arch-capitalist entity in the original outline, but have been designated such now for the purpose of conveying this brilliant "satire" to players - begin to transform from broadly sympathetic people making tough decisions in a horrible situation into a group of laughable villains. The harsh measures they're being forced to put in place turn into "ha ha suicide fees for depresssed workers, lol". All Board members except Akande are written as stupid bastards.
3. Someone realises Sophia Akande is still too sympathetic. To fix this, they make a quest where she tells the player to commit genocide, and have it be the introductory quest to the Board for many players. For good measure, they also have her literally open fire on the player then and there if they refuse. Close shave, there - now nobody's going to side with the Board, phew. Someone also realises that Phineas' plan is still unpalatable, so they hastily write an epilogue that says "don't worry, everything worked out perfectly just off-screen!" if you pick Phineas, and "everyone is miserable and dead forever" if you pick Akande.
4. Either because the game was written by several people who didn't communicate properly, or because the game went through various drafts and kept remnants of previous incarnations, or because everyone involved is completely talentless, the game is now tonally and logically incoherent on every level. Despite the best efforts of the writers to shit on their own product, the original plot is still visible if you squint, and can be gleaned in the occasional bit of dialogue or datapad. The result is a truly awful game.
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