Appears like a typical "outsmart the rogue AI" story in the beginning - and will continue to be that type of story if you let it - but if you look beyond the surface and get to know the game's posited "villain," you'll discover that they're more complicated than they seem. The game might hint that the objective is to escape the AI, Solis, but if you give them grace and encounter the poignant moments where you discuss freedom and will and being human, you might find yourself hoping to escape with Solis instead. Thankfully there are multiple endings to accomodate for which objective you want to pursue. Play as you like, but personally, I would choose to fly off into the sunset with one of the most memorable IF NPCs in recent years.
Truly feels like being at a festival - the overheard gossip, the dancing with strangers, the drama and fights you might witness, and the social anxiety that bubbles through once the conversation goes silent - with the added tension of hints of "something big" brewing in the background.
As you explore the map and make your choices, the festival progresses. The people you talk to do not stay in one place, and you may miss some events that occur elsewhere on the estate. Rarely do you get a repeated entry when re-entering an area. No click is ever boring, even when you're not even trying to solve the mystery, because there is always someone to talk to, something to witness - and if there is nothing big happening where you are, then it is happening somewhere else.
Easy to read poetry written like an actual drunk woman making stupid decisions. Must play all love interests and get all endings to be fully appreciated, though only two are what I would consider "required" choices - the two choices that are summed up frankly and succinctly by these lines from the end:
you are built
to only hurt and be hurt