“Act 1 and Act 2 are interactive scenarios, but Act 3 is different: a tragedy one cannot change–fate.”
In 1992 Kojima answered the common criticism that Snatcher’s Act 3 allowed little freedom and resembled a digital comic, acknowledging this was true but explaining that the story was so complex and there was so much to convey that they risked making it less interactive. He said he wanted to create a final tragic scene where the player could not participate, with each character beholden to a fate they could not change so the player would experience anger and frustration; unlike the interactive Acts 1 and 2, Act 3 is an immutable tragedy, fate.
“I wanted to create a final scene (a tragic conclusion) where the player couldn't participate. Each character was beholden to a fate they could not change. I wanted Act 3 to let the player experience that anger and frustration.”