could you elaborate on those feelings?
That's a huge question for those who cannot write on their own..
The finale is as fast paced as it is
Hm... Maybe it's the story literally leads the character by the hand? In FwB1 we have at least an illusion of choice in good route
and we can join Morrigan.
In Monster girl 1000 we didn't got to choose/say, but we actually fight! And we can get "bad" ending by rushing action.
How about giving the player ability to choose?
When you recognize Morrigan's voice (i can not believe MC didn't realise who she was in the prison), you can get scared or start calling her names, you can not release her (she
must be chained in some kind of anti-magic rings or something, which won't affect MC because he don't have any magic inside)...
Choose which girls collect first, what to advice to do with broken relics, etc... And if you select too many wrong choices, then you'll get bad ending & join in Midnight's harem?
Oh! Also it is a.. Change of pace?.. You calmly "collect girls", earthquakes didn't actually put a strain to the player, we can't see darkness slowly creeping on the city each day (damn, that would be cool), there is no scary music or oppression, except for rain : D
So everything is peaceful, and then everything immideately bad, but you literally handholded from situation without a chance to fail once(prison eqrthquake), twice(morrigan helps out), thrice (morrigan comes in)..
To conclude, in FwB1 at final route you (player) doing everything you can and choosing destiny. In FwB2 you just watching how MC waltzing out of the situation.
I think it was this sense of choice that made me feel that the final FwB 1 root is bigger