-> "You are a rock. You say nothing."
And if repeated a few times, this makes for a perfectly respectable playthrough with a legitimate ending:
-> "You decide that this is not so bad."
I loved this.
Of course, you might be tempted to try and greet one of those random walkers-by. In which case you find out that a) apparently rocks do talk (or at least you are rock-hard proof that at least one rock does talk), and b) that there’s a whole intricate web of potential interpersonal relations between all these characters just waiting to be laid bare, and that you, this particular talking rock on this particular path are in the perfect position to be the go-between.
In a sense, A Rock’s Tale reminded me of last year’s The Apothecary’s Assistant. A number of apparently haphazard encounters, each a small and pleasant scene in its own right, builds and tangles until a larger whole of connections and relations comes into view.
Sweet, funny, sincere. I liked A Rock’s Tale a lot.