The ending was rushed and horrible. Choice based games should have endings be indicitive of the choices you made throughout.
Only needed 2 sentences rather than walls of text.
Except this is an incredibly lazy critique that makes subjective views without anything to back them up, sorry. That's not at all an interesting way to start a discussion. Which is what an opening post in a thread is ultimately trying to do in a topic like this.
Anyway, I am going to have to disagree with you @abendlaender about the nature of a "good" & "bad" ending. I don't think it was nearly that black & white, keeping with the overall theme of the game. If you have to characterise it as anything I'd say noble & selfish but even that is a tad simplistic. I saved Chloe in my game, but I rewatched that ending yesterday after the Beast playthrough finished as people were talking about how it was so weak which I didn't remember thinking at the time. And I didn't feel bad about it. It wasn't a straight forward choice, but at the time I could not imagine Max going through that weak, doing all of that to save Chloe time & time again just to get to this point & accept fate.
I remember being a lot more pig-headed as an 18 year old than that, especially on matters of the heart. Yes, if you do a utilitarian calculation there is only one outcome that seems defensible but put yourself in the shoes of Max. In the heat of the moment with seconds to decide, and only a guess, a feeling, that letting Chloe die would stop this from all happening. Obviously in the meta-sense of watching a film/playing a game you realise that this is the end and that it would be resolved one way or the other, but for the character of Max that context isn't there. And she's having to decide between saving a town which, in my own experience, has seen a good hearted young woman, a friend, jump off the school dorm roof after being drugged & bullied & humiliated. That leads to some negative feelings, as would all your interactions with the Prescott's & their control of the entire town including the police force. Having to choose between saving that town or your best friend, who you may have even stronger, more intimate feelings for, I don't think that's nearly as easy a choice as you make out. You don't have time to make a utilitarian calculation in Max's place, she's going to go with her heart.
I couldn't help put paralysed Chloe out of her misery in Episode 4, even as she begged for it. It was too much for her to contemplate, killing this girl even when it was perhaps the most humane solution. I'm not opposed to euthanasia at all from on a moral level, I had a similar difficulty with it that Austin & Alex both voiced, you just don't want to kill your friend while also trying to respect their right to choose how to die. But that's a lot to ask of an 18 year old, to ask of anybody. So how could I then, having spent so much time trying to save Chloe, just let her be shot by Nathan? I really think the decision was genuinely hard to make but it depends on not just the decisions you made in the game but perhaps how you approached the game, do you roleplay as Max or just play it at a remove? I always tend to roleplay & have a distinct idea of what my character would do in these Telltale-style adventure games (one reason I didn't like the GOT game so much, the sheer volume of characters meant changing roles & perhaps confusing some people with others).
As to the quality of the endings themselves, I'd agree that the Save Arcadia Bay ending feels more satisfying in a way, it wraps the game up with the funeral overseen by Larry David. But sometimes movies & books don't need to have a satisfying, neatly wrapped conclusion: the idea is that life goes on no matter what just occurred, there was already the deer returned to town to hammer that idea in. Max looks shocked at the wreckage surrounding her as they drive through the town but Chloe reminds her that she's there for her, they have a unique connection to one another and can face anything together. They don't know what lies ahead, whether or not the universe will continue trying to kill Chloe in a Final Destination style, whether Max still has powers, whether the freak natural occurrences are over, whether it's all over. But it doesn't matter. When they have each other they can face the world. No words need to be spoken at this point.
To sum up, I'd argue that the choice was absolutely a real & hard choice, impacted by how you played the game not mechanically but emotionally, depending upon the connections & interactions you had throughout the 5 Episodes. And I'd also argue the Sacrifice Arcadia Bay option is well realised. For a game about teens I felt conveniently like video game writing had grown up a little by the end of it: ambiguity isn't necessarily something to be feared in the conclusion of a narrative. Their adventure isn't at an end. Think of Blade Runner. Or how about Inception for a more recent example, or No Country For Old Men?
I've gone a bit so I'll end it now, but I definitely didn't feel cheated or unsatisfied when I got to see the ending of my playthrough, it was just the ending. Being disappointed about it seems to me like being disappointed with how The Sopranos ended. I'd love to know what happens to Chloe & Max from here, if they do get a happily ever after, but leaving doubt in there is no bad thing. It certainly doesn't need to be seen as a setup to a sequel for example, I doubt I'll ever know what happened, but that's a game story that will probably stay with me for a long, long time. It touched me like few other games ever have.
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