The game's core argument lives in its dice rolls.
When you fail a Physical Instrument check to notice your own hands shaking — the system presents failure as a bug, a misfire in your neural wiring that you might solve by leveling up, by finding better clothing, by acquiring the right thought cabinet — this is software logic applied to interiority.
But watch what happens in dialogue: when Electrochemistry whispers something true you didn't consciously know, or when Drama lies to your face so convincingly you almost believe it, the game treats these as features, not defects. Your broken brain is speaking in tongues.
Yet the skill system asks you to suppress this chaos — to increase Logic, to make yourself coherent — and the architecture itself argues for optimization. The problem crystallizes in the final days: Harry has the option to take a hypothetical pill that might fix his brain chemistry, and the game doesn't forbid this, presenting it as a choice, as if consciousness were a configuration file.
Tragedy isn't something you patch — it's something you name and live inside, but by modeling the mind as debuggable, the game accidentally tells you the protagonist's dissolution is a failure of self-optimization rather than the irreversible cost of being alive. The game understands this intellectually — its text screams it — but the system disagrees, and in games, the system always wins the argument.
Load a save before the thought cabinet and deliberately tank every skill check for 30 minutes—fail at noticing things, fail at remembering, fail at reasoning—then load that save and succeed at everything, and notice which version feels like the game's actual thesis.
Read the 2021 interview with lead designer Aleksander Gavran in Rock Paper Shotgun where he discusses why they built failure into the skill system specifically to punish optimization, revealing the designers saw the problem before the architecture solved it.