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A game is always about cause and effect and a player is always met a force that's at least proportional to what the player is doing. What works in a book or a movie can be very lackluster when translated into a video-game. I think that in a video-game it is very important to tell the player that 'it is over 9000!'. If that's not in the books, then I think that story-driven games should have less gamey-sections and concentrate on telling a story instead of trying to be two things at once.
We spend multiple episodes exploring actions and their consequences - tweaking and rewriting actions to get new consequences, but never knowing entirely where those consequences will lead to later.
At the end of Episode 5, we're presented with one last choice, after we've spent another episode pursuing and exploring the consequences of our actions and our revisions.
We're presented the choice to live with the consequences we've created, or reject them.
We're posed three questions, really: knowing everything we now know, can we live with the consequences we've created? Is it fair to force everyone else to live with them too? Do our good intentions in any way change our culpability for what comes next?
And we can decide where we fall on those questions, for better or worse.
(It's fait-accompli, by the by.)
Did you wanted like... I don't know, near +100 endings (thinking of every choice done in different way). Dontnod is a small studio so can't do that, but they still managed to make a game where your choices actually matters, is just that in the end you have to make the only one choice that matters, do you preffer to let all this happen and save that annoying idiot, or do you can see that is a bigger thing behind and you can actually help all those people with the knowledge you now have (also you helped Chloe since you make her smile again before she dies).
No need to get ugly with eachother. I think Merdakah has something interesting to add to the discussion. Especially since we didn't have the same reaction to the game's story. I'm not a programmer so to anyone who might have insight, is it feasible that we might soon have a game in which every choice leads to its own end? Would it even be necessary?
There are the same futility parallels and that's why I bring this game up. The parallels are:
1) There's an uneven relationship (conflict accounted for.)
2) There's a journey (vehicle accounted for.)
3) There's a growing of trust and understanding. (Whoops, TLOU only here.)
4) There's the ultimate futility of it all. (Conclusion and clarity for the player. Whoops, TLOU only again.)
(Left Behind worked along the same lines in a more condensed fashion, it still beats out LiS.)
While Ellie believes that sacrificing herself to be the cure is the right thing to do, Joel believes that nothing is worth the death of a person he came to love as a father. Why it works in TLOU is because the conclusion is much more explanatory: The Fireflies get wiped out and Ellie will never save mankind because of the selfinishness of one person. And he gets away with it on a lie. Playing through the story I could come to no other conclusion than that Joel was doing the right thing, even though it was morally reprehensible. Picture Joel in the sc*mb*g meme outfit. F*ck you, got mine.
No higher goal, no lofty story, no hidden message. Joel is a major a**hole, but damnit if he's going to lose another daughter. The ending validates the entire story. Everything Joel did, the people he killed, the friends he screwed over, the friends that died for him and even by his hand.
Ellie so much as explains it, "It can't be all for nothing."
Indeed.
I didn't feel shortchanged by TLOU. I was like 'Hell yeah!'.
(And cried a lot.)
Another thing that TLOU got right was the fact that I brought up earlier. TLOU is a game with a story and managed to pull both off admirably.
LiS is a story with a game and can't keep it afloat.
The conflict generator, the uneven relationship between Chloe and Max is out of whack. Max never becomes more than a flunky second fidle to Chloe. There's no growth in the relationship too. In episode five, Max still thinks that Chloe is more important than Max.
There's a journey, but none of it brings any understanding of cohesion. Stuff just happens and only seems relevant when needed. Ellie confronts Joel many times over not being his adopted second hand daughter. Max never confronts Chloe. Chloe starts guilting and Max starts serving. For ever. Extras are brought in, storylines are started and dropped at will. It's a mess and all the balls I was keeping up in the air storywise never meant anything.
There's no growing trust and understanding. Not between Chloe and Max, and not between Max and the other people she interacts with. We're even asked to care for and save a person who we briefly hoodwinked in ep1. Emphasis on people, places and things is all wrong.
The ending is not profound, thought provoking or deep. Secondary story characters are just killed off or conveniently just never mentioned again. Both endings are just that, endings. There's no moral highground to take, or moral low to reach as both endings equally suck, making any discussion about how it ends rather pointless.
I saw the ending and was like 'well, that happened.'.
Lastly, TLOU even did lesbian teenagers better. Sad.
Choices you made did matter up to very late in episode (not in end, but still late), but ending was really defined by single choice. Ok, i get it that otherwise you'd have to make tons of new endings if every choice would matter and considering episodic nature, 2 endings is good enough, however i am not pleased by the fact that both endings were so generic. Bad type of generic. I mean come on, if you are going to use generic ending, please make us happy rather than sad.
Also it destroyed whole damn story- achievement on its own. Plus ok, i would've at least expected some explanation of why Max had the powers at least if she was not supposed to use them... Or why she had tornado vision BEFORE Chloe was shot. I mean that kinda shows that things were in motion before Max used rewind...
Developers took a risk with that ending and based on both my opinion and feedback i see in forums- i think it didnt pay off at all.