I chose to sacrifice Chloe because it's still a better choice than dooming probably the entire world as this whole thing snowballs
but
BUT
I knew it would work that way because it was the choice the game was giving me, but it doesn't make any sense why her dying would fix anything. It should've saved the world just to go back in time, never rewind again, and pull the fire alarm anyway. Max still used her time travel knowledge to change everything EXCEPT that. The teacher was arrested, Kate was fine, Max obviously interacted with the other people in her life differently because thanks to her week of time travel, she's a different person than beforehand and sees those people differently as a result. So if that's all fine, then nothing at all would've happened from her hitting the fire alarm again since there was no rewinding going on necessary to do that. Basically, Chloe died just because the writers needed to come up with some sort of sacrifice Max has to make to save the world.
Out of all 5 episodes, that's the one thing that bugs me the most
I hate to be late to this discussion, but I can't help myself other than writing a few thoughts down.
The game totally struck me, as many of us. You can tell by all our emotional comments and struggling with the ending. As mentioned before, the game got me really excited when Chloe's powers FAILED her to safe Kate (she died in my first playthrough). And that made total sense as to get me deeply involved and being afraid of my powers failing me any other time when I sincerely needed them. As with the end of Ep. 4 when Max gets doses and Chloe shot - I was almost freaking out, because it was to me by no means obvious that I would be able to unwind that.
Call me naive, but I think there was plenty of chance that the developers inserted multiple endings to that game, e.g. that, depending on your choice, people (not only Chloe, but also Kate and even others) would or would not die, would or would not have their lives wasted through Max' choices or maybe Max could even get herself killed and Jefferson get away with it - YES, that wouldn't be right! But in that case it would be more than obvious that you made the WRONG choices throughout the game and that you had to REPLAY.
What I'm boiling this down to: The game would have dived in so much deeper, if there would have only been more occasions where you actually COULD NOT REWIND and change the whole thing. It would have the whole game so much more explorative so much more explanatory and it would leave the player with ACTUAL choices. Then, what gave a lot of people here including me a lot of unsettling and disappointment is how the game atually ends: None of our earlier choices matter in the end, we get a binary choice neglecting anything else we did. PLUS that choice came totally biased: Chloe even talked us into sarcificing her, Max explains that everything happens because she is not supposed to RESCUE Chloe. None of that kept me from SAVING CHLOE without a second thought. It did not all make sense that Max didn't warn the population of Arcadia Bay to evacuate - that's not even merely acceptable. So I was still expecting the game to actually give me a valid choice of deciding for Chloe and that "sacrifice Arcadia Bay" actually was more like playing a prank to me - of testing me if I'd be able to stick to what obviously was my destiny right from the beginning: Save Chloe. Why else would I have retained these powers? Yes, the game did a great job at getting me sentimental with Chloe, the talk about "destiny" when Max jumps back in time through Warren's photo felt just so right and intended for the game.
I was expecting many things different for the end of the game (more horror in the nightmare scenes - like Max Payne? - and puzzle, more choices coming into effect that can not be undone that late in the game anymore etc.), but:
I know the game is done and my points are moot, but one thing for you all to comment on, how I would made a change to that last scene: The climax is totally there, that's well captured. But how about this: Depending on your choices made earlier in the game, say you have been very much into Chloe and played it the way that she is your ultimate friend and your one reason to wind up with rewind powers: instead of Max babbling on how everything she does is not being able and meant to save Chloe and instead of Chloe babbling how she is not worth the sacrifice: Take away the option to Sacrifice Arcadia Bay at this point and have the decision played out based on how you played the game: Change the scene to be evenly or even or melodramatic by having Max and Chloe actually argue for BOTH possibilities and have them kissing before the Max makes her choice without player interfering. And then it may be an acceptable end for Max to tear the photo in pieces, fall into Chloe's arms, both crying and holding onto one another while the storm wipes out Arcadia Bay - you could even go with a line like, "we don't know for sure Max, if you could have saved any of Arcadia Bay" or whatever. Just make the option to save Chloe an equally allowed option as the "Sacrifice Chloe" one. Because right now it's not: The way the talk goes before the final decision doesn't feel like a choice to me. It entirely posions the "Save Chloe" choice, especially since none of what's happening is explained as for sure and it's all not satisfyingly rounded up at that point. And them just stare and watch and drive away doesn't capture the full potential and tragedy - for me.
I know, it's way too much to read. But then again, this thread died long ago anyways, so I'm sure nobody will mind too much :-)
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