"2.5 start out of 5. Try Harder"
What was the point of this? Was it supposed to subtly give me an illusion of choice? It wasn't subtle. Whenever you choose an option that could meaningfully impact the story, even if it eventually has the same conclusion, the game tells you that you chose the wrong answer, or it says the path you chose was just a dream.
I would much rather have watched a movie about a character realizing they don't have free will, rather than being forced to make pointless choices. "That's the point of the game" some may say, but that's a cop out answer. This concept isn't new, it's just been given a new skin. It doesn't lead to anything, it doesn't have a clear purpose, it doesn't payout, it just forces you to force a boy into psychosis and then "OMG the patterns and he figures it out and breaks the fourth wall!" There are only one or two interesting choices, and I would say they are the most dissapointing because they come at the end and again lead to nothing interesting.
I would say the concept deserves a try in video games, but it has already been explored in games. I feel that this was a lot of tedious build-up for absolutely no climax.