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::SPOILER WARNING::
::SPOILER WARNING::
It's endings like this that set a bad precedent for other developers.
That wasn't an ending.
...if any AAA company did this, they'd be crucified publically.
...and 'ending', by all screen-writing standards, wraps up loose ends, which this didn't.
This game left on a cliff-hanger, leaving it open for a 2nd one... maybe... and that's it.
Unless the blob-kid is dead...
The puzzles were well put together, but the ending just ruined the experience. There was no closure, no reason... no explanation, and yes, it DOES need one.
You want to be 'edgy', and 'smart', and leave the purpose up to the player/viewer, when in reality, nobody ACTUALLY understands what the hell is going on. They all have theories...
Tell me, with PROOF, what the hell the point of this game was?
Who was the kid? Why is he there? Why did he put himself through all of that ♥♥♥♥? What were the experiments? Zombies? Drones that shoot coils? Chicken thrower? What was the underwater thing?
If you say "The child didn't know, the player didn't know, the kid is faceless so YOU can be the kid", I'm going to slap the ♥♥♥♥ out of you, because that's lazy writing.
If the child didn't know, why the 'blob'? ...how can he control the blob? ...and after he DOES control it, what was the purpose behind his actions? Destruction? Escape?
If it was about leaving, he shouldn't have been there to begin with...
"I'm smart, and edgy, and nobody understands me."... "Inside... the mind of an emo kid."
I appreciate games as art, that have a purpose... or a meaning... and this doesn't.
Say what you want about different tastes, or me 'not understanding', and when you're finished talking trash, tell me what the purpose was... not a THEORY as to the purpose, the ACTUAL purpose.
"It's a thought piece..."
The thought of "I'm a kid, running in to danger, to save... a blob of flesh and break ♥♥♥♥? ...then leave? Then likely die? ...for quite literally NO reason?"
It isn't a thought piece, it's a string of puzzles that the player can only solve a small portion of. It's a lot of dead-end strands of a possible story that could have been told like LIMBO.
You're trying to SAVE somebody... that makes sense... the world was insane, and nearly as much so as INSIDE, but there was a drive, a purpose, and a reason.
Without words, Ori and the Blind Forest told a story just fine. Journey told a story without speech... and none of them left off the same way they started...
In writing, you open up with questions... and through the story, you wrap that ♥♥♥♥ up... you don't just create more and leave with a credit pop-in...
...watch this on YouTube... I strongly disapprove of the method this dev used to get paid.
Teenagers and young adults will love this game because they can relate to 'not being understood', and some hipster adults will ironically "like" it.
The "Secret" ending is the same thing... no purpose, reason, or method behind it... just a thing that only the writers understand, and can't explain.
A good concept wasted with a lack of visual storytelling.
---
Sorry dev team... you can do better.
And I'm not saying that because I'm a fanboy. It just riddles me that you seem so secure and uncompromising in your opinion and so harsh and overly preachy on the game because of it's ending.
And just out of curiosity, how was the world of LIMBO insane? Have you ever read Dante's Inferno? It's a clear reference to the different circles of hell. Also, I could be wrong, but outside of the game's description, is there any indication that you're trying to "save" your sister? Just curious, thinking back.
If you like bland prescriptive plots and endings that tell you what to think then maybe this sort of game isn't for you. That attitude is synonymous with why Hollywood movies are so bad. This game is made in Denmark so maybe they're a little more, how should I put it, free-spirited and creative over there. And I thank them for it! I can't see this game being made in many countries outside the "bohemian belt". The Danes seem to have a way with dark themes in their art and entertainment (crime noir for instance).
Somewhat open or ambiguous endings are commonplace in most of the best literature ever written. I made my mind up about what the ending meant and believe others should do the same, not be told what to think as if they're as brainless as the braindead zombies in this game. Perhaps it's not even as open or ambiguous as you think? It's pretty clear to me what the ending meant but I don't for a second suppose that my interpretation is or should be what others have to think. I like that there are many different theories.
Many of us live in such bland, prescriptive societies and the last thing I want is stupid art or entertainment that fails to stimulate, excite and challenge. In fact the scenes with the marching plebs remind me very much of the conformity and conservatism I encounter every day. This game could be in part be a commentary on certain aspects of Western society.
Edit: Changed second paragraph and added a fourth. I apologise for its prior iteration and meant no offence.
Canot agree more.
Many literature for years had their climax about the middle of the "story" and not in the end and they mostly had no conclusions but open ending. Hollywood destroyed our open minds and fantasy sometimes....