I won’t get into too heavy of specifics but there is spoileryness, even while I am as vague as I can be.
In the literal ruins of Hobson’s past, I learned that I can look to his advice but I cannot live in his footsteps. The lesson of the game was that of choice. Hobson imparted knowledge throughout my adventure but, ultimately, taught me that the choices my own through a carefully measured pace of notes that blended with the tasks I found myself choosing to do. There were a lot of decisions to be made as Beatrix, but for every door I chose, another closed. I think we are all choosing doors every single day; what is life if not a series of doors and a mixture of emotions about the ones we did and did not go through?
Slime Rancher let me break convention by allowing me to fly over locked doors, choosing how I approached the world around me. With freedom abound, it is beautiful that they did not take away the culminating final choice. So many games end in a this-or-that scenario masked as decision making that is supposed to be reflective of the person playing. Slime Rancher, while more constrained in overall scope, is so much more. Consequently, Instead, I am now sitting here in my chair, and I am exploring my mixed emotions.
I recommend you play Slime Rancher, or not. The choice is yours.