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Killing off a main character that the player has a bond to, and then have the player take control of the killer is a risky move for sure, as the writers risk losing the player if that transition is executed poorly. But at the same time it's decisions like these that ultimately moves writing forward and expand the ways for how we can tell stories in games. As far as I'm concerned it's also a great example of how gaming as a medium can take writing to places that books and films can not, in how games forces us to not only view the story from the perspective of the antagonist but also interact with that character. To me that's intriguing.