Played it a bit. I'm going to make this general comment on narrative, especially if devs or writers are reading - there could have been more payoff to the situation of the prologue, which resolves too quickly and without much player intervention. The whole set up is destroyed as soon as it is presented, I don't think this is too good of an idea. First of all, this is really basic but, a character death only has impact if you have time to attach yourself to them. This may be only habit that is forming a trope, in so far as every Owlcat game starts with a kind of catastrophe ; I'm really not sure why this is a necessity and, at any rate, it's starting to feel old. Also this whole situation with the various heirs could have been really interesting politically, it could have led to some hard choices ; all that tension was unfortunately tossed out the window for little payoff (only the necessities of the plot and the game seemed to have guided this). The twist of making the unsympathetic character heroic was good, but it didn't have enough time to have an impact, as with anything else. You really need some more breathing here.
Also, please write more concisely. Thanks.
Just being funny about that last one, I know this will never change.