Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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jarlath. May 27 @ 5:20pm
(Spoilers) The endings left me speechless
I love the game, I truly do and as I wrote in my review is on my all-time podium.
I just wanted to share my thoughts on the only thing that makes me unsatisfied... The endings.

I accept them, and it's fine like this, but I want to express my still burning opinion after finishing the game. Sorry for the strong tone (and bad english) but it's just to make myself clear, I repeat: I bought the game twice because of how much I liked it.

So... The endings. I mean, they could have been perfect for a bad run where you maybe miss a lot of important content, but they are very bad as canon endings.
Would have been better having just one but on point ending, or a third one as the true ending.

We spend the entire game with "For those who come after", "Tomorrow comes" and in the end it all comes down to "instead of stopping the gommage, we'll do it by ourselves". We basically spend 60/70 hours playing as antagonists but with a nice dress and beautiful words (which will be completely forgotten in the endings)... Meh.
I understand that's the point of the plot twist... But a plot twist is one thing, the growth of the characters in the game and their choices is another. When you enter the canvas at the end... It seems that everything that had been said and happened until a minute before disappears more than the people (Aline's intervention and words for example, they should have had a deep meaning... Instead what purpose did they serve? To let us become like her or even worse? Zero psychological growth of the characters if that is so).

All this after being fed with lots of information from multiple sources to make us understand that EVERYTHING in the canvas is sentient and not fake. We have the whole White Nevrons story, right from the beginning of the game, desperately screaming at us that the people and monsters in there are not like in the Matrix. Especially humans are born, rise, and learn, and develop inner voice/feelings/self-determination/etc. and in the end, die. Even a nevron asks and begs to be killed rather than do what he was created for (if this isn't free will...), and they should be the lower form of life since they are created by Clea actually with the intent of killing, and EVEN them can develop free will! (Like a lion that becomes humanly-sentient in our world!) Imagine who was created with an act of love like the population of Lumiere, or Monoco, or Esquie.

It is probably the very fact that the painting comes to life from the painter's soul that makes the creatures themselves participate in that soul and gifts them their uniqueness. Which is very close to the Dante Alighieri vision of God as "The love that moves the sun and the other stars."

Painted Verso himself, if you analyze all his story, over the years changed his mind many times, before reaching the state of depression that led him to push for the cause of total annihilation. Another sign that the characters make their own decisions internally in accordance with their wishes and will, and are not guided by strings.

We could go on forever, anyway, I've read several threads about endings and they all seem to miss one very simple point. The question is not whether Maelle's or Verso's ending is the right one but that they both suck pretty bad.

To put it simple:

In Maelle ending we simply become an antagonist, manipulative, monstrous enslaver of the painting, used as we want for our mockery and infantile attitude of rejection of reality (with a complete erasing of the entire psychological growth of the character which is the basis of any narrative work). The first time I chose Maelle's ending not because I wanted her to live in the canvas, but because I thought that after an epic, lasting, incredible adventure, the loss of many people she loved, and two 16 years-old complicated lives (first in her world, than again in the even harsher world of Lumiere), she would choose wisely and not like a mental regressed psycho. I thought I could trust her and enjoy the beautiful intricated ending the writers would give me. Well. I got the psycho. Guys... The adventure was not needed for this ending, I felt like I lost my time.

In Verso's ending we annihilate an entire world of sentient beings, many of whom we loved. Yes, of course, for beautiful reasons such as the suffering of Verso's soul fragment or the depression of painted Verso or even to let Alicia go back to her "true" life. All this topped by the fact that Alicia has once again regressed in her psychological evolution and must be forced to make this choice because otherwise the ending mentioned above would occur. (Manipulation and erasing of individual freedom with the apotheosis of Gustave resurrection, which I consider the most frightening thing, even worse than the scary look at Alicia face). Isn't this just a MAY CHAOS TAKE THE WORLD! ending? How could this be acceptable?

If the people in the painting were us, and the authors do everything to make us understand that they are just like us, we would not consider this choice correct. The moment you bring sentient beings into existence you are responsible for them, eternally, just like when you have children. The correct ending should have followed this message first. First: accountability to the sentient beings in the picture (you've been bombarding us for 60 hours about how real they are), second: overcoming the family's grief through an intermediate narrative solution.

0 IQ example from someone not paid for: Verso is completely freed (both child and adult) and left to die, the painting from now on feeds on a fragment of Alicia's soul (I think exactly as the miriads of paintings her parents made?) who inherits her brother's world as a legacy of love, and finally to avoid the problem of dependency the painting is - after being decently restored - closed/moved away from everyone's availability in accordance with all the members of the family (and this also helps restoring their bonds with a common decision).
In fact, it would actually be even more morally dense if there was no need to even remove the painting from the family. For the mother the painting no longer has any attraction since Verso has been definitively removed from it, while for Alicia the ability to move away from it in agreement with her family could be her final step in growth, where she accepts the responsibility of having saved all those living beings at the cost of never seeing them again (any more decent writer than me could invent a stronger reason here why she should never return there again).
Doesn't the faceless child right outside where Clea is, actually say "take care of the paintings and the people around you"? Isn't exactly this kind of ending (mine is just a very basilar scheme) in accord to him? Isn't him child Verso?... Why he says something like this and than approves the total annihilation asked by Verso? It has no sense. It asks for responsibility, love and care for both painting creature and people (now we know, outside the canvas) for the entire game and then agrees to destroy everything? This could work only if beings inside the canvas were mere npcs, which is clearly not the case (if you can read). Meh (x2).

This way Alicia is locked forever out of the canvas, which will on the counterpart be fed from her soul forever and you have the most tragic part aside from Verso departing, which will be the acceptance of the definitive abandon from the real Alicia of Lumiere and the friends of the canvas that have helped her to grow and take on her real life.
As for the resurrection part, to make it decent you can make only the people died with the final gommage to be born again without weird resurrections (that are symbolisation of the puppeter-Alicia and support the fake people theory, contrasting with all the info the game gives you).
You close then with the family reunited at the funeral of the brother.

Isn't something like this more connected with the 60 hours of dialogues ecc we received? I don't know but I know that these two endings are the only things I don't feel ok with this game.
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Showing 1-15 of 25 comments
Ratsplat May 27 @ 5:30pm 
inb4 both endings are actually the same ending, they are just at different moments. Alicia enjoys her life inside, then mourns Verso in the real world.
I feel the same way. Both endings left me with the feeling that I had become invested in a complete waste of time. It just felt like they threw all their work in a trash can and then set it on fire.

I can't imagine that this is what the devs wanted.

I am eagerly awaiting either DLC or story/ending changes before even attempting another playthrough.
Samus May 27 @ 11:23pm 
The game's endings are not meant to be "a happy ending." There is no happy ending to grieving the loss of a loved one. And that is something both endings make quite clear.

In Maelle's case, she never leaves the Canvas preferring to avoid her pain in the real world. She doesn't want to live a scarred, silent life where her brother is dead and her family blames her for that death. It's easier to remain in the canvas where she has everything she wants and is happy. Ironically, the rest of her family is okay with Alicia staying within the canvas as they one, don't want her to be involved in the coming confrontation with the Writers, and two, they all just want Alicia to be happy. Even Clea tells her sister this. The problem with staying in the canvas is two fold; first, Alicia has already stayed in the canvas too long and is beginning to experience the same effects of Chroma disease that her mother Aline did. Alicia's face is falling away and it won't be long before her mind goes as well. Second, she is forcing Verso to live a life in the canvas that he does not want. Verso wants to rest knowing that he is dead in the real world. Although Verso finds it difficult to continue, he reluctantly does so for his sister's happiness. On her own, Alicia will never leave the canvas and it will kill her.

For Verso, he wants to save his family and to finally let the fragment of his soul stop painting and rest. Yes, it does mean that destroying the canvas will obliterate the world, and characters, he created as a child. But like he told his sister, "We are all hypocrites" by putting their own wants and needs first before everything else. It might have been better if Aline had not created the people of Lumiere for this particular outcome. If she hadn't, Lune and Schiel would have not to be erased. But while Schiel was understanding of this, Lune was incensed because it was the second time that Verso had lied to her about his intentions. But in the end, she let Verso go existing right up until the very end (Schiel gommaged. Lune did not.)

Verso knew that Alicia had lied to her father that she would leave the canvas. That's why Verso forced her out. Alicia would die within the canvas and Verso had already saved her life once. He wasn't going to let her kill herself and not face reality. In essence, Verso saved Alicia's life again. "It will get better in time," said Renoir. Finally, as Verso told Alicia, she was a powerful Painter and Verso knew that she would create new worlds to live in and that Maelle would live on within her. Does it seem cruel to condemn Alicia to a reality where she is everything she doesn't want? It could be interpreted that way. But refusing to face reality is not healthy. Eventually, Alicia will be better even if she is not perfectly okay with her situation. But that is life. You must take the good with the bad. With the entire family out of the canvas, they have no choice but deal with Verso's death and finally grief his loss. It's not going to be easy. But they will get through it.
jarlath. May 28 @ 12:31am 
MAJOR ELDEN RING SPOILER AT THE END.

The point is not to have a happy ending, the description you made is the basic description of endings, which continues to present all the problems I said.
Rereading them once again, both endings look like villain endings, not just negative ones. At this point a third ending should have been the entire Dessendre family elimination, and that would have been the good ending if that's the case.

Maelle's ending continues to be intentionally negative in disagreement with all the elements of character growth and sacrifices made throughout the game. The ending of Verso continues to be a continuous denial of the principle of human responsibility towards other beings, human or not, but perfectly sentient like us. The ending I said is obviously worthless and is hyper simplistic and banal but I wrote it to make it clear that there are a series of very important elements (responsibility towards others, growth in difficulties, etc.) that are not taken into account.

Even the ending of Maelle, how does it justify her madness as a god come down to earth, after an entire adventure and dozens of dialogues of the highest human depth? On what basis does she completely lose control of herself and the world of the painting? Throughout the game they made us understand that the canvas lives a life of its own and even the child Verso didn't rule it over but just accompany it as an engine that gives life (Dante's idea of God), and now Maelle completely loses her mind like this? Suddenly, senselessly, after a damn epic journey of intense work to save it all, she is the one banalizing and destroying everything from the inside? What was the point of all this journey, turning her into a sick sadist?

The ending of Verso, I continue to say yes, yes it resolves partially the grief that keeps the Dessendre family going, but what was the point of all the journey and knowing the life and depth of the world and the characters, if in complete human de-responsibilization we annihilate an entire sentient world? What was the point of suffering and growing and dying alongside them? Do we really want to reduce all of this to a psychological journey in which the protagonist conquers his fears and moves on with his life? While millions die to allow this? Not only is it awful, it is also ethically wrong from every point of view and there is nothing to laugh about in the ending, the antagonist here is us, and we should be put to rest forever (ergo, our entire journey has made us more infamous and worse beings than when we started).

Summarizing, because of all the dialogues and development of the game I don't see Maelle's fall into madness as justified enough, they should have given more valid reasons. She ends the game without having overcome her brother's death and without having any respect for the entire world of the painting, like a narcissistic child. What was the point of living 16 years twice and in two completely different environments, receiving love in two completely different ways from two families? What was the point of Gustave's sacrifice? Just to make her understand to move on with her life? Meh.

For the Verso ending, a depressed individual decides to save another one at the cost of destroying an entire planet (Lune's look is there exactly to account you for what you've done).
Proof of this to be terrifying at the same point as the other ending is the fact that everyone who accepts this ending (at all costs!) believes that inside the painting are just npcs without free will (trying with all they have to don't think about all the dialogues we had in contrary of this).

The catharsis in all of this is zero. No emotional release, no relief, no purging of emotions, no moral and psychological development for the player who chooses between two horrible destructions where in both the sentient beings of Lumiere become puppets or directly erased. All the emotions you have experienced are betrayed instead of purged, there is no overcoming of fear and pain for the player, they leave you stuck in the cycle and this prevents you from growing exactly like Maelle.

Elden Ring spoiler:
You all know an ending of a game which has all I said? The Ranni's ending in Elden Ring. There you see catharsis, there you see an epic journey that ends trying to give a new chance to the world in a way never tried before (the hidden and far God concept, Deus absconditus in latin, dunno how it's called in english), there you're leaved with hope at least and you can purge all your emotions, grow and go on even if leaving all the world behind and partially sacrificing yourself.
The Ranni's ending is not a good ending but it is the middle way between complete annihilation (Verso's ending and May Chaos take the world ending of ER) and taking control of a hopeless world where we will repeat the cycle of pain and suffering endlessly just for our own pleasure (Maelle's ending and every other golden order et similar ending in ER). That is a deep, profound and interesting ending, not the two we have in this game. I'm sorry because I loved the journey but the endings are not on point.


Addition:

At this point I was thinking that the game should have simply ended at act 2. Verso achieved the destruction of the canvas, Alicia and her mother were pushed out by force (as happens anyway in the next act). Fin. At least we didn't have to see the banalization of resurrecting people like Sciel and Lune (clearly for gameplay reasons and in opposition to narrative and lore) and this trails of weird things.

The Maelle's ending gives nothing of interesting if not a picture of how deep can grief take you (but we already had her mother for this).
The Verso's ending already happened in act 2 and it's just a reiteration after they made you believe there was a some sort of solution while only procrastinating the inevitable.

From the very moment Maelle resurrects Lune and Sciel everything goes down a cliff of banalization, approximation and divergence from the original story, without giving any interesting deepness to what you're living (due to the endings).

Much more interesting if the impossibility of resurrecting people had been maintained (or at least the drama of Theseus' ship that we see instead perfectly applied to the story of Noco, another sign of the fact that the writers themselves messed up things about how much sentient/real are things inside the canvas).

I understand people who can calmly accept Verso's ending due to this. But before that resurrection that made us think that the world inside is just fake, as I said in my other post, the narrative was completely different about the beings in the canvas. The entire white Nevrons story, the faceless child words, the journey itself and the fact that even the main characters had to be born, rise, feel and become a singular individual different from the real self (Maelle) or the imagine they were made from (Verso), was telling a completely different story from "they're all fake, let them die".

Edit: formatting the text
Last edited by jarlath.; May 28 @ 12:44pm
big reason why i dislike maelle's ending is because its issue is lack of communication. She doesnt trust the dad to not break the canvas so she stays longer than she should, and he can really not do that and they just send the canvas to a friends attic or an uncles home.... then the mother can heal and just come back when she is better... verso's ending is no different, its like a smashing a computer or a game console because someone plays a game too much... its so excessive and its not related to the issue.

the canvas is basically sucked into drama because the best the painters can do is breaking it. In the verso ending, it ends wholesomely because they talked it through. Not just because the canvas is gone. The canvas didnt need to be gone. If it was gone and they still didnt talk it through, the mom might just make a new canvas and start a new fake family and be distant, then this whole thing would cycle. Grief is the problem, not the canvas.
Last edited by palacentes; May 28 @ 3:59am
jarlath. May 28 @ 4:37am 
Originally posted by palacentes:
big reason why i dislike maelle's ending is because its issue is lack of communication. She doesnt trust the dad to not break the canvas so she stays longer than she should, and he can really not do that and they just send the canvas to a friends attic or an uncles home.... then the mother can heal and just come back when she is better... verso's ending is no different, its like a smashing a computer or a game console because someone plays a game too much... its so excessive and its not related to the issue.

the canvas is basically sucked into drama because the best the painters can do is breaking it. In the verso ending, it ends wholesomely because they talked it through. Not just because the canvas is gone. The canvas didnt need to be gone. If it was gone and they still didnt talk it through, the mom might just make a new canvas and start a new fake family and be distant, then this whole thing would cycle. Grief is the problem, not the canvas.

I agree with the whole reasoning.

As I continue to think about it I'm starting to consider that the only true teaching of this game is that limited beings should never have the power to give birth to other limited beings like themselves (or even a little less, but still with consciousness like the white nevrons). The other things like "we should learn how to surpass grief" are too basic and simple, and resolved from people with too easy reasoning, to have a meaning in such a complex and deep world the authors made in this game.

In top of that I'd add that Verso's ending contradicts one of the most important quotes from Tolkien: "'Deserves it! I daresay he does. Many that live deserve death. And some that die deserve life. Can you give it to them? Then do not be too eager to deal out death in judgement. For even the very wise cannot see all ends."

Well, we are made to give death to all of them without problem, with the ridiculous lightening of the heart given by the Lune/Sciel resurrection scene + Maelle's ending, all put there to tell us "don't worry they aren't real, they're puppets" even if we have played 60 hours with the game saying the contrary every ♥♥♥♥*** minute.
Originally posted by palacentes:
big reason why i dislike maelle's ending is because its issue is lack of communication. She doesnt trust the dad to not break the canvas so she stays longer than she should, and he can really not do that and they just send the canvas to a friends attic or an uncles home.... then the mother can heal and just come back when she is better... verso's ending is no different, its like a smashing a computer or a game console because someone plays a game too much... its so excessive and its not related to the issue.

the canvas is basically sucked into drama because the best the painters can do is breaking it. In the verso ending, it ends wholesomely because they talked it through. Not just because the canvas is gone. The canvas didnt need to be gone. If it was gone and they still didnt talk it through, the mom might just make a new canvas and start a new fake family and be distant, then this whole thing would cycle. Grief is the problem, not the canvas.

As I agree that the the canvas didn't need to be gone and the family need to talk it though, and understand that someone don't like both endings too extreme case, I do feel like the game does not need a "happy" ending.

Maelle is 16. I recall when I was at similar age and had a argue to the parents, how many times did I think in their position and talked it though? And how many times did I think "the parent just want to against me, maybe they don't love me, blah blah blah"?
The will of fighting against parent is too strong for teenagers that makes the family could not talk it through.
It is all based on my experience - the game's choice is more realistic, and the "if they can be reasonable" is more like dream talk.

---

For me, the true ending would be destroy the canvas.
Think of the oath of the expedition, "For those who come after".
And what Lune said (cannot remember the exact phrase) "We move one when we fall. Not IF. When"
The spirit of this is never make the characters can live themselves, is to create hopes and chance for other peoples to live in the future. This is the same meaning to Gustave's death. What makes all these sacrifices become worthless is when Maelle choose to live in her eternal illusion and refuse to move on.

We grieve the loss. And move on.

That's what the game want to tell us.

-----

Sorry for my bad English.
And it is totally fine if you don't agree with me, we all have our own believes.
jarlath. May 28 @ 7:19am 
I won't say much more because I've already said too much, I'll just say two things.

1) I totally agree that a happy ending wasn't needed, I'm sorry I made the ending example in my first post, it was only to express the core of my ideas, I know very well that it'd be a horrible ending the one I expressed.

2) I want to integrate and express myself better, which I esitated to do because I had to do a little spoiler at least on the feeling of other games endings, so I'll hide it with brackets: an ending like Ranni's ending in ER, Death Stranding ending or even Persona 3's, would have been better and more mature. All three of these games have one thing in common: hope, despite everything. In Clair Obscur we only have a crippled hope in Verso's ending.
Last edited by jarlath.; May 28 @ 12:47pm
Originally posted by Samus:
The game's endings are not meant to be "a happy ending." There is no happy ending to grieving the loss of a loved one. And that is something both endings make quite clear.

snip

Well, I gave you an award that I meant to give to Jarlath because I'm old and apparently my coffee hasn't kicked in yet. Oh well, I have plenty of points to spare.

Again, I disagree. We don't necessarily want happy endings. We want endings that make sense with the rest of the dialogue in the entire game.

The devs seem so preoccupied with the "no happy endings" trope that they flushed the rest of the game down the toilet.
jarlath. May 28 @ 8:11am 
Originally posted by Acanthaceae:
Originally posted by Samus:
The game's endings are not meant to be "a happy ending." There is no happy ending to grieving the loss of a loved one. And that is something both endings make quite clear.

snip

Well, I gave you an award that I meant to give to Jarlath because I'm old and apparently my coffee hasn't kicked in yet. Oh well, I have plenty of points to spare.

Again, I disagree. We don't necessarily want happy endings. We want endings that make sense with the rest of the dialogue in the entire game.

The devs seem so preoccupied with the "no happy endings" trope that they flushed the rest of the game down the toilet.

Exactly. I'll express a very difficult thought not in my native language, I'll try.

As I mentioned in other posts, the purpose of Greek tragedy was not a dark and tragic ending, even though it is called tragedy. The purpose was the catharsis of the spectators. By representing actions that arouse pity and terror, it had to lead to a purification of these same emotions in the spectator. It was not a matter of scaring and saddening the audience for its own sake, but of freeing them from these passions through a sort of "emotional release" controlled and mediated by art.

In fact, we have several tragedies that have endings that are, if not positive, at least of reconciliation.

As far as I'm concerned, I didn't feel any of this, only suspension, incompleteness and a block in moving forward. Funny since the game is based on this but fails to make me do it (while Elden Ring, Death Stranding and Persona 3* succeeded immediately, and they don't seem like happy endings to me).

From my point of view everything that was talked about in act 1 and 2, even in act 3 until you enter the picture where the little Verse is, is betrayed, trivialized and made incomplete.

Despite all this I really like the game, I repeat, and it is on the podium of the best three jrpgs I have ever played. I will simply pretend that the story ends after the boss fight with Renoir, and Alicia earns his trust, lol.

*Also Cyberpunk 2077 achieved this result on me.
Last edited by jarlath.; May 28 @ 8:13am
Samus May 28 @ 8:42am 
Originally posted by Acanthaceae:
Originally posted by Samus:
Again, I disagree. We don't necessarily want happy endings. We want endings that make sense with the rest of the dialogue in the entire game.

The devs seem so preoccupied with the "no happy endings" trope that they flushed the rest of the game down the toilet.

How are you supposed to be happy with the outcome of a loved one dying? People just don't do that unless there is something wrong with them.

The developers have made it clear in interviews that they are not saying there is a right or a wrong way to grieve. Each character in the game grieves in their own manner. Aline refuses to accept the death of her son and retreats inside the canvas never intending to return to a world where her son is no longer alive (even at the expense of losing the rest of her family.) Renoir wants everyone to grieve. But he wants everyone to just get the process over with and move on. Clea turns her grief in to anger and wants revenge against the Writers who killed her brother. Maelle simply wants to be happy and, like her mother, is willing to stay inside the canvas forever to avoid everything that has happened in the real world. Even at the cost of her own life.

No one here is going to get exactly what they want (except perhaps Clea.) The reality is that Verso Dessendre is dead and nothing will change that. The family has to face that reality, mourn his passing, and continue to find a way to live. The Dessendres were given a unique opportunity to have a little more time with their brother and son. But it came at a cost. Because even the painted version of Verso loved his family and did not want them to suffer, he destroyed the canvas consigning himself to oblivion but allowing his family to finally mourn his death.

There's not a lot of comfort to be found here. But that is not just the story. That is life, too.
I actually enjoyed Verso's ending. I knew it was going to be the ending I considered better but damn I did not expect to break immediately from seeing Esquie and Monoco go. It certainly didn't feel good but it made me appreciate the loss I have experienced and the loss that is to come.

The ending of Act 2 didn't leave me in a great spot for progressing the rest of the game or my view of that world due to it simply prolonging what they made clearly inevitable. That moment in Lumiere could of been the "who do you fight as" moment.

I guess I am contrarian in that when a story gives only a happy ending or retcons tragedy to give you a happy ending I strongly dislike it. So I appreciate that this game gives two endings that can be morally placed how the individual viewing wants but walk the "good/bad" line all the way through.
Neki May 28 @ 9:20am 
The game succeeded to make you know how Aline felt, she loved everything and will consider every actions to remove the life within Canvass was wrong, even though she was dying day by day and hurt every other members of her real family. But i also think instead just two endings with either blue pill or red pill, we need a hidden one for Maelle/Alicia to leave the canvas by herself and to say proper goodbye to everyone she loves.
Last edited by Neki; May 28 @ 9:28am
Look, I understand why you folks believe that the game is supposed to be a lesson in grief and addiction.

I lost my parents fifteen and nine years ago, and I lost my dear aunt and uncle both in the past eight months. I know a bit about grief.

And my town is full of homeless addicts. They wreak havoc on people just trying to live their lives.

I play games to escape this crap. I don't want a fantasy game lecturing me. We've had enough of that nonsense, and it's intellectually insulting.
Talbot May 28 @ 11:51am 
Originally posted by Acanthaceae:
Look, I understand why you folks believe that the game is supposed to be a lesson in grief and addiction.

I lost my parents fifteen and nine years ago, and I lost my dear aunt and uncle both in the past eight months. I know a bit about grief.

And my town is full of homeless addicts. They wreak havoc on people just trying to live their lives.

I play games to escape this crap. I don't want a fantasy game lecturing me. We've had enough of that nonsense, and it's intellectually insulting.

I think it's less trying to be a lesson than just an exploration, if that framing helps you at all. It doesn't really reach a definitive moral or conclusion (and even kinda lets you pick both your own ending and what that ending really means).

Doesn't, of course, make it any sunnier or more escapist, but it might make it feel a little less insulting?
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