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回報翻譯問題
I find these kinds of ambiguous scenarios rather lacking in thought, originality or conviction. It's laziness plain and simple. We've seen several of these in movies and tv. The ending of The Sopranos or Inception are a couple examples. Makes the endings rather "bleh".
Thanks for hanging around here and chiming in. Now I don't feel so bad about missing this game when it was released.
It's been a long time since I laid awake at night thinking about the plot of a video game, probably in part because there are no clear answers to some of these questions (and it drives me crazy).
A few parts of the game gave me a strong Frankenstein vibe, which was pretty cool.
Tom, I can appreciate that you have limitations on what you can and cannot say at this time, but if and when you do, I hope you can appreciate that "it's intentionally ambiguous/mysterious" is an awfully convenient but deeply unsatisfying response. Surely even a handwave-y explanation is better than none at all.
I'm a little late to the party here, having had to wait for the Linux release before being able to play, but my interpretation of the introduction was also that the occupant of the pod was acting out the actions of the original (not sure that distance is what caused divergence and apparent individuality so much as either the merging with Chalmers and Dennet creating an entirely different entity from the one that the player was cloned from, or perhaps that the player's differing environment and problems created context for individuality to grow - every other time you're swapping, all of your clones are attempting to solve the same problem/puzzle with you. Compared to one clone acting alone on the surface, tour "chain" in the game proper is focused).
I haven't spotted anybody mentioning it, but I see it as a possibility that both endings happen simultaneously. If the player swaps out, the remaining clone is still (arguably - this is part of the question that the game is trying to raise IMO) conscious and will (independently or not) proceed to walk off the cliff as the swapped consciousness boards the rescue ship. The opening and flashbacks hint that clones don't know that they're clones, so even if the player elects to stay on the planet, that's no guarantee that the swap didn't occur.
Great game. I look forward to playing through again and pondering it some more :D
Believe me, if this were my game I'd be on these boards running over every detail with you, because I share your frustration with ambiguity for ambiguity's sake! Sadly it's not, so you will have to pester Olli.
I like this!
I mean just a "yea that's it" dev response would end this lol.
Maybe this is what happened:
The Scavenger clones herself, creating (a mindless, or at least, dependent) you. You don't have independence in the beginning. Maybe you aren't even the only clone the Scavenger creates. It doesn't matter, because you're one in a chain descended from the Scavenger. What happens when you kill the Scavenger? Maybe you gain independence.
In any case, the Scavenger merging with Chalmers and Dennett essentially deletes each individual soul and creates a new one. So you're suddenly orphaned from their souls, and somehow that gives you independent thought.
Maybe they knew that their clones would be orphaned after melding. More likely they didn't, and simply didn't bother to get rid of the other clones for some reason.
So the person who threw themselves into the incinerator might be another orphaned clone who ended up really messed up. Since each swap gun gives you four clones, there may well be two more orphaned clones running around somewhere.
Doesn't explain:
How come you can read and speak language, move, breathe, etc.? Maybe those things are done by your brain, and there really isn't a soul- it's simply that a clone's brain is slaved to the brain-pattern of its parent, and breaking the parent-child link gives the clone independence.
On the other hand, maybe the soul interpretation is correct, and your soulless clone body got inhabited by a rock-soul, which has learned enough through its interaction with humans that it can survive.
How come when you meld with the rescue team at the end of the game, _your_ clone doesn't gain independence? Maybe it's a swap and not a meld... but that raises even more questions.
It's not even because you can't get past the four-button puzzle without spare clones. I did it with two spare clones, too! It involves putting your clones on very specific parts of the buttons, then letting the first door crush them. Proof:
http://imgur.com/gallery/bRHJbV5/
Unfortunately the game disables your swapper gun, so you have no way (as far as I can tell) to avoid the final few sentient rocks.
I was kinda disappointed, when there wasn't a counter of how many clones I've "used" during my playthrough.
This is exactly how I understood it.
However, I think it was never cleared where the Swapper gun came from. I don't remember there being any logs that are about the scientists actually working on it, just testing it.
On the other hand, Log 18 specifically mentions the "retro-engineered Swapper gun", which strongly suggests that the Swapper gun was made by the scientists. From what, it's not clear just from the logs.