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If you think about it, it is the apotheosis of your game's core thesis: the player wants to say something but the structure of the game forces the PC to say something else, undercutting the player's sense of agency and choice. Crashing the game just when the player's choices are about to pay off is the very epitome of "Out of Control."

Though I am curious -- and you may consider this if it isn't in the game -- do the player's choices in the first half have any bearing on the story in the second half?