Originally Posted by Ecc2ca
I think in a recent interview either a head writer or Swen Vinke said that in the game, being evil is an isolating/lonely experience… a bit like in real life I suppose? So the isolated/lonely aspect of the evil path may be intentional.

This sounds like a bad excuse for delivering an unfinished product. The "evil" path is not a lonely experience, but one devoid of content.

They were not forced to provide a separate "evil" path. It is okay not to include it. It is perfectly fine to punish murderhoboing with loss of content. But, once they give you the option to pick between path A and path B, with the unsaid promise of equal quality, it's not unreasonable to expect them to keep that promise. The game presents the evil options as legitimate and viable alternatives. Just the mere existence of a companion tied to the evil path suggests that their (at least initial) intention was to provide a similarly fleshed out experience for players who want a darker story.

The thing we got is bad, and we should call them out for it. All the hype and the exceedingly positive reviews were based on the very first act. We are celebrating a bugged and unfinished game. Guess what lesson will the gaming industry take from this.