yeah I thought of the rotating tool rack, but before it came up, so I was frustrated about that
also why are 2 of the left side screws just missing, also how is it loose but still seemingly fitting into that slot. If it was loose enough to swing to the other side, the rack should be resting diagonally, with only one screw being its center of rotation. And the culprit could not easily rotate it and fit it over because that screw is on the other side of the barrier. This is why I thought the screws would be accessible from the other side of the barrier by the way. (or you can finagle the logic so that "it never rotated" and the ingame logic is faulty)
During this I was kinda imagining some high sophistication solution involving ways to grab and maneuver items off the other side from a far range (tying clothing together and using it as a long stick). This probably would not work well for precise or forceful movements though so I should have discounted it earlier probably. However the range I think would be sufficient that you could find SOME inanimate object to use to 'bypass' the barrier, like taking off shoes and pushing the knife into the shoehole.
The mechanics of the barrier are mildly unclear to me in that you don't know what happens if the barrier activates while someone is in the middle. Thought that would come into play, didn't.
It is revealed at the end the frame is a lie (there is no real murder), but within that universe, what exactly did the culprit know? would that culprit really, *really* want to participate in the kind of game where someone else was unconscious and they would have to frame the other to obscure who did it? leaving the bloody ID card seems like a really stupid move if it was actually Ethan who had time to mess with and move the body, just leave it on yourself or drop it down the sink or behind something.
also the "grabbing the screwdriver to unscrew" logic is a bit more of a leap than it has to be, if you just unscrewed it it would rotate out and you couldn't put the screwdriver back. But you can hold it in place, unscrew, put it back and then let it rotate.
why no try to scrub ID with the sink under guise of washing hands to see what the name was
why no ability to present id badge earlier
irene's logic about "why did you have to willingly present the badge" doesn't quite make sense in terms of doing it immediately to me. ethan gave that willingly, not accidentally, so irene should still be willing to answer to some level of cooperation with the new information before hitting the button. yes I know this does happen AFTER the pistol is dropped, but imagine that wasn't there and ethan got to ask/learn nothing even after showing that info? although Ethan could propose asking before showing I guess
i did not immediately get the logic of "swapped bottles", I thought again that a bottle would be hidden or destroyed. i thought "a small amount inhaled could be lethal" would strongly prevent opening a deadly bottle, so any use of it, would have to be small and very little of the bottle would be used, but the 'deadly' bottle is completely emptied in the game. do all the contents go in the sink too? (possible I misread 'inhale' related parts)
did predict simulation, did not predict it wasn't real (I thought the administrator did not know the real killer). i think the help menu should stay up during that scene. also how much do they remember? irene seemed to remember 'how ethan behaved'. do both of them remember their amnesia-like personalities?
anyway that was a cool premise and nice 'broken commandments' name relation, although as my vid shows I feel like I was thinking more ahead and game did not recognize. didn't feel particularly smooth there, but I didn't use a walkthrough until looking for endings. also expected more different kinds of endings but whatever