After giving it some thought, I'm keeping with "Four" living as he escapes to freedom. One of the things I talked with Alan was a freedom-imprisonment scale that the handler and Four simultaneously travel during the story. The more free Four becomes, the less free the handler gets until both of them are at opposite ends by the end of the story.
Earlier today I had a chance to experience the remastered version of Bioshock. It is one of those games (Bethesda Softworks being a big fan of this) filled with macabre little set-pieces that have their own narratives to them. Scattered across the game there are all sorts of peculiar arrangements like a man slumped in a corner hugging a rocket launcher, a couple dead in a hotel room with the wife hugging her husband, An accompanying tape that had the wife talking about seeing their young daughter as one of the game's "Little Sisters". One level was filled with crates marked "contraband" full of Bibles, outside newspapers and wooden crosses. One set-piece involved an audiotape on a park bench surrounded by four wine bottles. These weren't used to tell the main story but did lean to tell their own stories. Some had no verbal explanation, others had a tape recorders lying next to them.
These set-pieces helped me understand the power of telling a story without words. Depending on where it is for instance, a bottle of wine can indicate a character was being romantic, or drinking away their sorrows. I tried to apply this kind of set-piece placement into the office scene.