Q.U.B.E. 2

Q.U.B.E. 2

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Porygon Aug 9, 2018 @ 12:38pm
My Thoughts on the ending [SPOILERS!]
Hi all. I posted this back when the game was first starting out. I always wanted to hear what other people thought of this, so maybe now that a lot more people have played the game, I'll get more feedback. Here are my original thoughts after beating the game:


First off I want to say that I was a massive fan of the first game and I really appreciate all the work the team into this next one. Thanks!

That said... I have a major qualm about the ending that left me really unsatisfied. I'd really appreciate it if I could hear a dev's take on this:

I did play through both endings so I know how that goes. Here's my issue: even taking the good ending into account, I'm not sure that the Entity is all that benevolent. The ending talks all about how you need to have empathy and compassion for the Entity that you think killed your home. But... the Entity doesn't seem to have that compassion on other people. If you play the bad ending, you see that it "kills" whoever doesn't understand it. If you want to kill it or just not help it, it "kills" you. We might have a very good reason to believe that it's hostile and want to kill it. Can't it understand that? It doesn't have empathy for our situation. Seems pretty cruel too, almost condemning people to some kind of a living death. I'm not sure that I want to become part of that entity.

And Milly is right, it's not all about logic.

What's going to happen to her innocent child once she gets petrified?? :(

The whole endings thing just left a bad taste in my mouth. I felt so good after beating the first game, and now? The first game was all for nothing. I feel pretty disturbed.




Anyway, that's my thoughts. If I'm missing an important aspect of the story that my muddled mind failed to consider, please please please explain! I really want to hear a dev's take on the whole thing. You guy's made a real art piece of a game and I'm grateful for the journey. :)
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Showing 1-15 of 70 comments
Malidictus Aug 17, 2018 @ 6:06am 
Both endings are bleak, with the good ending I feel being by far the worst. At least in the bad ending you just die trying to hold onto your agency and identity. In the "good" ending, you end up abdicating all agency, apologising to the entity which wiped out your entire species and world then pledging earnest loyalty to it on the promise of recreating everything. Consideirng I'm pretty sure Milly is a recreation already and one that turned out subservient to the point of acting against her own self-interest, the kind of "humanity" the QUBE might rebuild may not be worth having.

I actually covered a lot of this in long-for over in the other thread. If you're interested in seeing me get more and more pissed off at the endings, feel free to read through that :)
Porygon Aug 17, 2018 @ 8:27am 
Thanks for the in-depth posts! You put into words what I had been feeling.


"Both endings are - not to put too fine a point on it - ♥♥♥♥ING BLEAK."

Darn right. I don't want to be part of a cosmic entity, I want my life and my home back!

If the QUBE entity means us no harm, why does it condemn humans to this hideous living death petrification thing just because they wanted to defend themselves?


Anyway, I wanted to love this game's story. I was a huge fan of the first game, story and all. This second game had great puzzles and environments, so I don't think I wasted my money. It's just that the plot gets to me. I'd really like to see more explanation/details, maybe added in future DLC? That would be great.
Malidictus Aug 17, 2018 @ 9:13am 
Unfortunately, it feels like QUBE 2 has a severe case of "Indie Plot," which is to say a vague narrative is used to hide the fact that there isn't a real plot. We the audience not getting the full picture isn't necessarily bad, but I get the impression that they the writers didn't exctly establish a full picture to begin with. Given the achievement names - Flawed Teacher vs. Honest Enemy - I get the impression that both endings were intended to be ambiguous, but some on-the-nose narrative makes both of them absolutely bleak in ways I'm not sure the developers intended.

Reading between the lines of the script, I get the feeling that the Flawed Teacher ending was supposed to be the good one, where both Humanity was wrong to be an aggressor and the QUBE was wrong to be a destroyer. Now that both parties have understood each other, a new beginning can be had where all the sins of the past can be undone. Bringing up her pregnancy for no reason suggests this, as baby typically signifies the innosence of a new life.

Unfortunately, some pretty hackneyed writing instead paints it as a really uncomfortable abusive relationship, where the victim (Milly) is harmed, forced to apologise, then forced cede agency to her aggressor. While bringing up real-world counterparts to what's an alegory at best isn't advisable, I can't help but think of an abused spouse and the whole "It was your fault for angering me! / I promise this time it'll be different!"

That's likely not what the writers intended, but the game's "Indie Plot" tells us so little that we have no choice other than to interpret events on their face. And on their face, we have an alien aggressor who threatened humanity, eventually destroyed himanity, and is now demanding humility from humanity for daring to defend itself on pain of genocide. And it's frustrating, because the voice acting and technical writing really is top-notch.

I keep telling people - stop over-complicating your story. Intrigue, plot and hooks can be had in execution. The more you hinge your narrative on Shyamalan-level TWEESTS, the more you risk it blowing up in your face. The more you try to build mystery by not telling the audience ♥♥♥♥, the less the audience has to be invested in. Proper mystery is done by telling your audience most of the important information but holding out crucial facts such that we can speculate with the knowledge we've been presented with.

You know - like the actual puzzle mechanics. The game tells us how the mechanics work, but leaves us to figure in which way they combine to move us forward. Do the same with your story - give me the basic foundational facts and then let me piece together the sequence of events. Hiding basic worldbuilding from me makes the narrative so loose as to be meaningless.
Porygon Aug 17, 2018 @ 11:51am 
The red ending disturbed me for another reason - Milly's child. The QUBE entity is judging Milly's child based solely on the actions of her mother. The entity claims to be giving humans a chance, yet condemns the child to death without giving her a chance to prove herself. (Was the child a she? I think so) Anyway, this is increasingly disturbing if we think of this as a kind of an abusive relationship.
Porygon Aug 17, 2018 @ 11:56am 
And no, the QUBE entity doesn't really care about humanity and it's not giving us a fair chance. If it did, it would have explained everything up front. Obscuring the issue for Milly just makes it more likely that she'll turn on it. Better to tell her the full deal without making her work for vaguely worded hints as to what happened.
Porygon Aug 23, 2018 @ 10:36am 
I find especially disturbing the point in the intro cutscene where it plays a mysterious bit of audio. Milly says "No, I do, I understand, I promise!" She sounds like she's pleading. It's pretty disturbing, don't know what else to say.
Malidictus Aug 23, 2018 @ 11:00am 
Originally posted by Chief:
I find especially disturbing the point in the intro cutscene where it plays a mysterious bit of audio. Milly says "No, I do, I understand, I promise!" She sounds like she's pleading. It's pretty disturbing, don't know what else to say.

Yeah, that's part of why I cited an abusive relationship. A victim pleading for her life is made to suffer until she's broken and willing to accept whatever it is the abuser wants her to accept. The only way to not die is to accept the abuse, learn to like the abuse and submit to the abuser. Only then do you get the ending which doesn't involve murder.

Think about it, though. If the QUBE is willing to grind humanity into the dust until they've essentially abandoned even the thought of agency... Exactly what kind of humanity is it going to "recreate?" Is it going to recreate the wilful, inventive kind of humanity with the capability to rise up against adversity, defy authority and - yes - wield power over others... Or is it going to recreate a docile pet who "understands" and is willing to submit to whatever whim the QUBE might have next?

Why is this game so depressing?
Porygon Aug 23, 2018 @ 12:37pm 
Yeah, it's unfortunately pretty depressing.

Which is odd, because Q.U.B.E. as a series hadn't established a reputation for being so depressing. Dark? Sure, the Director's Cut was dark. But it had an upbeat and wholesome ending. Outside of the Director's Cut dialogue plot, the game(s) was/were pretty chill. I liked that.

The story for Q.U.B.E. 2 hit me like a ton of bricks. I'm edging towards recommending a very minimal plot going forward (if there's any forward direction after this). I think that Q.U.B.E. is at it's best when it focuses on atmosphere over exposition and subtle plot "flavorings" over direct dialogue. You know?
Last edited by Porygon; Aug 23, 2018 @ 12:41pm
Porygon Aug 23, 2018 @ 12:47pm 
Basically I think that the devs didn't realize how depressing it ended up being. There's nothing that leads me to believe that they intended it to be depressing (no precedent in the first game, nothing the devs said about the plot, etc.) They probably thought that
the blue cable ending was actually pretty awesome and "good", but when you take both endings and really the entire game into account as a cohesive picture, it isn't awesome at all.
Sheep Lord Aug 29, 2018 @ 12:16am 
On top of all that, distrusting the entity seems like the logical conclusion. Before the player learns the truth of the situation, "Emily" seems to be learning as Amelia learns, and is surprised at new information Amelia presents to her. It seems that Emily is not trying to decieve Amelia.

The entity, on the other hand, is clearly witholding information. It claims to have a full understanding of what is going on, but won't tell you everything. The only reason it would deliberately withold information is if it knew telling you the truth would turn you against it. The only reason you decieve someone is to make them do something they wouldn't do if they knew the truth.

Given that Emily, though xenophobic and vengeful, is not trying to decieve Amelia into doing something she doesn't want to do, she is more trustworthy than the entity.
Last edited by Sheep Lord; Aug 29, 2018 @ 12:17am
Malidictus Aug 29, 2018 @ 4:55am 
When you say "Emily," I'm not sure who you mean. There's Amelia Cross, AKA "Milly," AKA the protagonist and Emma Sutcliffe, aka the one who doesn't exist. The Emma personality, near as I can tell, is a basic case of entrapment and IS the Entity. The bad ending makes that pretty clear, as Emma starts chastising Milly for wanting to survive despite egging her on the entire time. Emma exists to both push Milly into murder and provide the (admittedly false) means by which to commit it.

Long story short, it's entrapment. The QUBE created a situation deliberately designed to push Milly into a punishable offence, then - in the "bad" ending - punished her for it. There's a reason entrapment is illegal in our primitive Earth law - because it can cause innocent people to be manipulated into committing crimes they otherwise woudn't have. By creating the Emma persona seemingly for the sole purpose of entrapping Milly, the QUBE heavily loaded its own test and thus corrupted the results.

The QUBE purports to be a being of reason and logic, yet its test design is inherently flawed. A proper test would have sought to minimise the variables involved and insulate the testing environment from outside biases. Instead what the QUBE did was it started with an assumption and built a testing environment specifically designed to confirm that assertion. Were this an actual peer-reviewed study, it would be discredited damn near immediately. I guess that's why it's a flawed teacher.

There's nothing wrong with having a flawed character in a video game, especially an atagonist. The problem is when all of your endings vindicate that flawed characer, instead of offering character growth. Worse, the only way for the player to not die is to submit to the flawed character's flaws, which makes the game extra depressing. Games which do that always end up feeling like they're pushing an agenda. Take the Swapper, for instance. That game has two bad endings, as well. The one it treats as bad is surviving in someone else's identity and the one it verbally and extensively explains is the good ending... Is committing suicide. The agenda that game pushes, then, has to do with the sanctity of our bodies and how our humanity is tied to them.

Honestly, I'm just tired of twist endings. Indie games have worn me down on this kind of stingy storytelling that ends in a vague twist. Not every story has to be written like a Shyamalan movie. By this point, QUBE is enough of its own thing to stop trying to be Portal.
Porygon Aug 29, 2018 @ 5:42am 
The Entity isn't giving Milly a fair chance.

I have to say that I preferred the way that the original game kept things simple. Bite-sized flavorings of a story - more like a backstory or setting really - without forcing anything down your throat.

And that's coming from a fan of Q.U.B.E. games. I love (or at least want to love) these games. The gameplay of Q.U.B.E. 2 was great. Subtract all the dialogue and WOW, that would have made the game 100% better. Oh yeah and scrap the red ending. :P

I think that indie devs may feel that they have to get deep and force twists into their story to stay relevant. It takes a really unique developer mindset and idea for a twist to work right. Otherwise, it just comes off as forced. And, in this case, way more depressing than the devs probably intended it to be.
Last edited by Porygon; Aug 29, 2018 @ 5:44am
Porygon Aug 29, 2018 @ 5:47am 
Originally posted by Sheep Lord:
On top of all that, distrusting the entity seems like the logical conclusion.

I chose the red ending at first because although I suspected it was going to be bad, I totally agreed with your sentiment that distrusting the Entity was the most sensible course of action. I figured I'd rather go down than give in to this thing that had ruined our lives (and evidently murdered hundreds when you think about it)

If this was real and I was in Milly's shoes?

I'd like to think that I'd have the courage to do the same thing.

Malidictus Aug 29, 2018 @ 7:03am 
Originally posted by Chief:
I think that indie devs may feel that they have to get deep and force twists into their story to stay relevant. It takes a really unique developer mindset and idea for a twist to work right. Otherwise, it just comes off as forced. And, in this case, way more depressing than the devs probably intended it to be.

I honestly don't understand why Indie developers keep doing this. I get the surface-level appeal - a minimalist story requires only minimal development time to create while still being able to string people along through significant amounts of content on the unanswered questions alone. It's a labour-saving tool, essentially, and that matters for an indie studio. It's why Indies aren't known for those massive expensive AAA games with all the famous voice actors and face capture, etc.

The problem is that "writing" is one of the cheapest aspects of a game, in terms of equipment costs, consumables, staff, etc. It's the whole reason I used to do amateur writing, myself - because it costs nothing but time and is easily doable on the equipment I already owned (i.e. literally any PC or laptop). I get wanting to save money, but save it on stuff that's actually expensive. Skimping on writing is a bit like a Bitcoin mine trying to save on power by turning off the lights after leaving the room - yes, it saves some money but it's a drop in the ocean of the ACTUAL power bill.

Seriously, designate a writer, doesn't even have to be a professional one - just pick someone relatively imaginative. Sit down as a studio, hammer out an extensive fictional world with its own history, socio-geo-politics, technology and so on, answer ALL of the questions you intend to raise in the game, and jot it all down in simple shorthand. Then, let that writer write up internal documents - fiction about what the world was, how it came to this state, which parts of it might matter, do a bio on all the meaningful characters and hammer out a story in relatively full. That's going to take a while, sure, but it's the stuff you do before you go into production. Once you have THAT, then you have a pool of lore to draw on in order to populate your world and you don't end up writing yourself into a corner.

All of this is to say no - you don't need a Shyamalan TWEEST! in order to sell your narrative. Make your narrative actually GOOD and I guarantee you won't see people complain about not being surprised. Shock twists are the jump scares of storytelling - they're overrated, annoying and usually papering over a plot that's not strong enough to stand on your own. Make a good story and people will enjoy it even if they see the ending coming.
Porygon Aug 29, 2018 @ 9:40am 
And when you have that story and all that lore built up, you don't even need to use it all. But at least have a backstory built up, it makes a difference in how you present any mysteries.
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