WARNING: Some might consider the stuff below somewhat spoiler-ish (nothing specific - it may just give you preconceived expectations, going into the game, which in turn could take away from your own experience of discovery).
T_ConX said:
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OH! The game is SO DEEP because there's this one point where the narration says one thing, but you can totally do THE OTHER THING. I get it! After years of chasing objective markers in games like Call of Duty and Halo, all it takes is a simple binary choice to get you excited.
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Well, the thing is that it is a meta design; It gives you the choice to disobey the immediate narrative, yes, but in doing so, highlights how no matter what you do, no matter how much the narrator chastise you for your actions, with much the very same snark that you just provided; the options are there because the makers of the game built them and authored and recorded the scathing words - you are still moving down a prebuilt corridor.
How much is your free will at play, here? The main theme of the "immediate" narrative and the completing of it, prove paradoxical in nature, which is worth a chuckle, at the very least.
The game is a humorous experience that lets you reflect on story structure and player agency in the game medium, specifically, along with the mechanics that are commonly used to facilitate this, and you really need to have played a few other story/player_choice games, to get the most out of it. Recognition and all that...
Different things have different value to different people -- I hope you'll enjoy The Stanley Parable, once it comes around at a pricepoint that is suitable to you.
In the meantime; Consider trying the original mod - there is a point of recognition or two, in the remake, for returning players.