I don't have a ton of conspiracy theories, myself, but for so long, I was simply unable to tell theorists to stop with that nonsense, already, whether it was about workplace, classroom or global politics. It's so tempting to listen, because that stuff's imaginative if you haven't heard it, yet it dies out.
Fortunately, conspiracy theory is fertile ground for satire, and The Cabal hits a lot of good points. It collapses several favorite political theories, places and lore into being about text adventures. This highlighted, to me, how conspiracy theorists like the me-me-me angle while really it's just more about an uncaring world and people willing to accept how things are to get by.
There's only one potentially vicious part. Though most characterizations are clear jokes, one personality is depicted as living at Ruby Ridge, which left me uncomfortable enough to look for an explanation. I got one here--well, at an archive.org copy of it--and was impressed. The essay's worth it even if it's a necessary distraction from an otherwise free-flowing game, because it hits on conspiracy theories some writers have when really it's about laziness or time limitation. It's also nice to have conspiracy literature that actually cleans things up.
I found the puzzles worked as conspiracy debunkers by giving you the opportunity to go off on useless tangents. So many of them (Spoiler - click to show)give the solution up front, then provide absorbing writing so it's possible to get caught up in details that utterly don't matter. The final maze is particularly funny, as (Spoiler - click to show)the game seems far more likely to trap you if you map it by UNDOing.
The author did the right thing by throwing a large chunk of this work into multiple-choice conversation. It establishes the character-player as someone with bizarre thoughts but never really kicks him--it's more about outlining your basic conspiracy theory fallacies. It's good for a thoughtful laugh, even for someone who wasn't present when the game was released.