@macka1080: So I'm never a fan of stories that circle back around to ending by undoing what happened during the story. Even though Max remembers what happened, closing it off by undoing everything that went and wrong over the course of your playthrough leaves me frustrated. It's too neat, it closes off so many story possibilities and potential consequences and problems in the easiest and most convenient way.
The other ending didn't completely gel with my understanding of Max's character, but because so much of the game was specifically about Max doing anything to save save Chloe it felt dissonant to the story to choose anything else. With that ending, by leveling the town, I'm throwing away all the world building and intrigue around the town (particularly with how much buildup goes into the Prescott family). All of that time and investment is also being thrown away. Again, my issue is it's too neat.
The game spends a lot of time establishing things about its world that had me intrigued, but it never does anything with most of them, and also doesn't let them just lie there, but feels compelled to throw them away one way or another. It all feels like they solved the problem of having too much story by smashing it to bits rather than drawing it together for a compelling ending. A lot of my goodwill towards those earlier episodes relied on their ability to draws these threads together by the end, so an ending that fails to do that also means I have less affection for the earlier parts.
And I don't actually think what I wanted was that complicated: I wanted a sequence structured like the end of episode 2. Instead of a binary choice, a puzzle-like sequence that specifically relies on the choices made previously throughout the series and the information you did or did not gather. Whether or not you could tell this ending with that structure, I'm not sure, maybe you could, but that matters less to me. The design that went into episode 2, where your powers are cut off from you and you need to make choices in the moment based specifically off what you'd experienced up to that point, that's what made me fall in love with the game and I'm disappointed that they never attempted that again in the finale, despite recycling every other mechanic used throughout the game (The return of bottle collecting, and stealth specifically irk me there).
I didn't need a happy ending, I just needed a little something so that it felt like my play experience mattered, because that's the debt the game was telling me it would pay up on.
As it stands it's either the story of a girl who sacrifices her best friend to save a town, or sacrifices a town to save her best friend. Neither of those is a story I'm particularly into, and if you try to look at it as a way of dealing with grief (Just getting more time with someone) I don't think the game presents that idea well enough, getting too bogged down in the time travel mechanics and psychedelic nonsense of the final episode. Either way the ending devalues the end of episode 2, aka the part of the game that meant the most to me.
Log in to comment