I don't know
let's start from the fact that MC should not know his mother's surname and that Neil should think it's a good idea to send him to the college founded by her family who hates him (but Neil with his evident neurodegenerative disease may not know it either), and already it would be a huge strain on the verisimilitude
it would not be the worst thing seen so far for sure
I agree, I'm not saying it would make sense for the MC not to already know (and comment) about the connection. I'm just saying it IS a way the connection could be used to serve a dramatic effect, which I had not considered possible previously.
a good light-hearted speculation?
Maya's problem will be quickly resolved by Sage's parents. We imagine the worst because of what the MC has done, but let's not forget that it is not the MC who comes to ask for help.
It is Sage, their daughter, who asks for help, not even for herself but for someone else. Considering their position at college, it shouldn't be at all complicated for them to find a solution for Maya.
I think during episode 9 Maya will be freed from her father.
Actually, I imagine the worst because we (the audience) know Burke is a sleazy piece of shit and if he learns why Maya needs the money he would be in an excellent position to blackmail her (for real, not the toothless Tybalt-style blackmail we just suffered through). I'm confident DPC wouldn't go through with such a scheme to the end, but he'd sure as hell wring some drama out of it first and I'm not anxious to see that.
Still, I like your starry-eyed optimism! Here's hoping!
Otherwise to compare AL and BaDik (and be a little reassured). The story of AL revolves around fate and chance. The drama of the end of the game is unthinkable and inevitable. It does happen, but the player and the MC had no way to predict and avoid it. The whole story is like that. The story begins with the fate that sends the MC to this store at the time of a robbery. It's chance or fate (we call it what we want) that makes the best friend sick, and that takes everything together.
In BaDiK, that's not it (no offense to Jill), we are on a story that revolves around action / reaction, or to put it another way, we harvest what we sow. We have and we will have dramas that are not linked to the actions of the player / MC, but that we can solve by our actions (for example Maya's problems with her father). And we will have possible tragedies because of what we did.
Perhaps. I'd argue AL seemed to be about our choices as well, until DPC dropped the boom on us. How BaDIK seems at the moment only goes so far.
I don't think BaDIK is going to do anything as dark as what AL did, but I'm more concerned about the means than the end. My problem with AL was never the choice itself. That sucked, but could have been a strength of the game if it had been handled correctly. My problem is that the choice wasn't adequately tied into the game itself by theme or by narrative. It was just something that happened completely out of the blue and knocked the final act of the game into an entirely different genre.
When I see DPC forcing us into an ill-fitting crossroads only to immediately introduce a whole new romantic complication in the closing montage, I worry that we're going to wind up overriding the fun parts of BaDIK that led us here so that DPC can tell the next part of his story. I don't want to start jumping at shadows, but I'm nervous.