@humanity: OK so this is all over the place but I do get around to addressing all your thoughts.
As to your question, I didn't actually put much thought into the methods or motivations of the Rattlers. From my viewpoint, they were simply a new faction invented to facilitate the epilogue. All the stuff with Abby getting tipped off to the Fireflies and talking to them on the radio, I took it at face value and thought the Rattler ambush was a sad coincidence. Now that you mention it, their quick arrival does seem convenient, but I do think it's more video-game-economy-of-storytelling convenient.
Personally, I wouldn't mind changing that last fight into a cutscene. I did feel the gameplay artifice of that moment got in the way of my emotional experience, because I as the player absolutely wanted to stop tapping triangle but, due to my knowledge of the gameplay mechanics, kept going because it would've led to a fail state and made me do the fight over again, which would've been annoying. So I kept beating on this girl not because I was a hate-filled monster like Ellie, but because I wanted to avoid a minor inconvenience. Then I only get to throw in the towel when the cutscene says it's time to do so. It's messy, for sure.
However, I do think that interactive fight exemplifies what at least I believe ND's intentions are with parts of this game: to force you to do stuff you don't want to do, and which may in fact disgust you. I remain dubious of the artistic value of leaning so heavily on it, but there it is.
In addition, I don't agree with your statement that you get "complete agency" over your character and then have it stripped away at key moments. I don't feel you ever have anything approaching agency over Ellie/Abby's actions, which is what produces that weird tension from the end of TLOU1 and various parts of this game. All the substantive choices are made by the script. At most, you embody Ellie/Abby's... survival instincts, maybe? Their strategic and tactical acumen? I guess that's true of nearly all narrative AAA games to varying degrees, it's just that TLOU makes the distance feel especially wide because they try to treat these scenarios with more emotional verisimilitude and honesty than the typical AAA game. I agree that the end result is still a disembodying effect, but not because I had agency taken from me, but rather because I never had it but trusted Ellie to adhere to my basic worldview, and yet we slowly drifted apart.
I think our experiences varied a bit with regard to identification between player and character, is what I'm getting from all this, and so experienced that effect at different rates or times. I felt Ellie ditching Jesse to go after Abby was the moral event horizon in her section, and through the following whitewater rafting section I was 100% Team "Can we go home now, please?" By the California epilogue, no part of me wanted to be there, and I fully believe ND wanted me to not want to be there.
I totally murked all those dogs though. No hesitation. I appreciate the thought behind all ND's efforts to humanize the NPCs (and pups), but none of those anguished cries of "Oh god no JACOB!!!" changed how I approached or even thought about the combat encounters in any way, either during or after. I continued to approach the gameplay sequences like the murder pinball I truly am. Maybe I'm misinterpreting ND's design intentions here, though? Now that I think on it, the NPC stuff could just be an extension of ND's reaching for verisimilitude and building an emotionally consistent world (where of course NPCs are buddies and express horror on said friend's death), and my reaction to it wasn't really on their minds.
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