On the first playthrough when I woke up with amnesia, I simply played a cop with amnesia in all of my responses. It was goofy, I annoyed Kim for fun, I beat the game, etc.
On the second playthrough, I chose all of the dialogue options that honestly explained how the character became an alcoholic. It changed the vibe of the whole game to somber, and I was fascinated that the relationship with Kim felt different. It also felt natural to explore all of the lore and sidequests of the game involving the pale in this mood.
And then I went on a completionist binge and found some great social commentary in the "high-net-worth individual" sections.
the dialog, trees, and story were the game, everything else was kinda clunky
Perhaps I'll look into it again in a few years time, when I finally finish Factorio.
The political history, nature of reality and shape of the world, even things about how computers ("radiocomputers") work are all fascinating to me. It's a shame what happened to the studio. There deserve to be more stories told in that universe.
And there's an extremely funny winking self-reference in the game:
https://fayde.co.uk/dialojue/4600609
For context: ZA/UM was, for a time, called Fortress Occident.
Hah! I've spent some time reading trivia about the game recently, but I hadn't come across this. That makes a lot of sense.