Okay, thanks! Makes sense. If that’s the explanation in game, then I may actually change my choice and select that in future runs.
I think it’s obvious from my talks about the Lupita scene with the weapon, but I really like the fact you don’t downplay the trauma the MC went through, and that it can show more or less depending on your choices (like that choice with Bas, by the end, where you could select an option where the MC is clearly getting unconfortable and stressed out about that). It would be so easy to make a MC who overcomes that quicky and then the story moves on. But it’s way more interesting the way it is. It’s especially nice since usually the stories that actually show the effects of trauma tend to be overall very grim and dark. But that isn’t the case here, so it makes for a nice equilibrium I guess.