I was tempted to reset, but decided to ride my decision through in the hopes it could be salvaged later on. Long story short, it could not!
While I enjoyed the game overall, I do think it would benefit from more depth, and it often doesn’t allow for proper emotional reactions at key points. What happened with Kyle shook me up, but the narrative rushed on while barely acknowledging ‘oh, I guess your character might be sad to have lost the love of their life?’. Like, I get that it tries not to make too many assumptions, to fit a broad variety of players, but that would have been a pretty safe assumption in those circumstances.
Why does a character who’s happily married to Kyle not get any special options or dialogue during the breakdown? Why can a character who has a child with them not bring that up, when they start going on about family? Why was there just a single line afterwards about ‘Kyle’s stuff gets taken out of your quarters’? Why did K’lk have nothing to say about losing his favourite sibling? Why did it get blamed on ‘the Synths who created Kyle’, when we’re supposed to have no idea who created them? Why was Kyle designed with the same sort of socially adaptive functions as a Synth MC (can cry to express grief, can taste food to join in on meals), if they’re really meant to be a self-replicating death machine? I’d bring these questions up in the main game thread, but it’s already published and too late to change anything now, so might as well just vent here and make my peace.
…Er, so that this comment is slightly more on-topic, I’ll say that there’s one RO I’m surprised I haven’t seen mentioned here, and that’s Silvanus/Silvana from Fatehaven. Probably because it’s one of the older Hosted Games, and not all that good compared to newer titles. They’re a character I personally like, but since I’m also in the defence camp for Manerkol and Hayden Winter, my liking them doesn’t mean they aren’t still kind of awful.