Changes

First off, the implementation is pretty well flawless. The world-building is exemplary, and the setting is beautiful. I think Elizabeth "Runnerchild" (I don't know her last name) makes the best analysis of what appears to be the author's statement. To summarise: it appears to be a statement about the lengths to which one would go, the amount of destruction one is willing to inflict on the pristine earth, in order to achieve one's ends.

Perhaps this message might have been better served if the first victim had not been the unrelentingly adorable otter. That first step is the hardest, not only because the otter is so trusting and hopeful and utterly innocent, but because that step strikes me as being rather unintuitive.

Looking back, I suppose there is a bit of hinting: you observe a live rabbit dragging its dead companion over to the mother tree; both rabbits are taken into a pod, and when the pod opens there is only the formerly dead companion, now very much alive, and no sign of the other rabbit. I think it might have been useful to know that the consciousness of the first rabbit had survived in the reanimated second rabbit, even if the first rabbit's body was gone. Whatever the case, it never occurred to me that I should go about killing the other creatures in order to possess their bodies.

On the whole, though, the statement is very well and slickly made. It is interesting to note in the end that, due to the destruction wrought on the mother tree by the player's actions, the final exchange of consciousness -- by which the player might have expected to be transferred back into his original body -- cannot take place: the mother tree chooses to absorb both bodies instead, in order to effect much-needed repairs. In so doing, and because the human consciousness is so many orders of magnitude above anything this planet has to offer, the mother tree attains an almost god-like level of awareness, and reaches out across the planet to others of its kind.

I rather suspect that this is meant to be a prequel to Aaron Reed's "Blue Lacuna".

In addition to the above, there is also some interesting tracking of object states going on: the player has some low-level telepathic ability, and can sense the emotions of creatures in neighbouring rooms. This is quite a neat little trick.

Blood pudding and foie gras (let us not forget just what sort of nastiness usually happens before you get your foie gras) on Melba toast, canned peaches with cream, and sugarcane juice.