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Bir çeviri sorunu bildirin
I know this is a horror game and all, but I feel like the dev's really shot themselves in the foot this way.
Also if there's ever a simlar game, a sprint (fast travel) option would be good.
Just because it wasn't the perfect happy ending you wanted, doesn't mean the game is bad. The entire game is about looping.
The name of the game idicates a never ending restart to the game. So no, I am not dissapointed that they made a theme and story line and stuck to it. While giving you every single hint that this was how it was. It's not like it was a last ditch choice. The whole point of the story is the loop.
It's a horror story. And I'm really tired of gamers being dissapointed at sad or non perfect endings. Lots of games give you perfect endings. But until we are more accepting of well written endings that are not perfect, the medium of games is never going to mature. Games should be a lot more than just fantasy fulfillment.
Maybe, possibly, you can unlock the secret ending. The ending where you fix everything. Until then we need to seek out how to do that.
Maybe you need to play the game multiple times to get a perfect ending.
----
I noticed a few differences my second playthrough. The flashes durring possessions were more detailed with more figures in them. And the numbers lasted longer. And there were people in the right side corner when talking to Calvin.
Wait, Calvin? Who's that?
I like the twist, I'm just bummed there's not an option to opt out of the twist. Does that maybe make what I said more clear? I hope so.
Like.
It's a great game for a single playthrough. But if the conceit is "no matter what you'll do you'll be looped to the start" then there's not much motivation to replay. It's a good first ride. But after "your" first playthrough, there's not much of a point rexploring knowing you're just going to get back to the start. It almost feels like your punishing Alex in a way by putting her through so much trauma, or purposely being mean in one playthrough just for the kicks (again, cudos to the writing for making the characters feel so real you don't want to hurt them)?
Two (tangental) points: 1. the opposite of what I'm talking about wouldn't be good either--and that would be locking the good/perfect ending behind some sort of completion %. I don't like that either. Guacamelee deliberatly locks the happiest ending behind the completion of the hardest levels that are downright Super Meat Boy-esque. That makes the game really frustrating/tedious just to get a happy cutsence. 2. Save the Date is a simple flash game and maybe one of the most influential games I've ever played. The lesson that I got from that game is that the player experience is just as much as a valid component to a video game story as the developer's writing. So, for example, if the player chooses to let their avatar die down a bottomless pit and never save the princess (essentially turning off the game) then that was the story for that character and that specific player (even if the writer had more material waiting). So, for me, the story can end with the Oxenfree gang returning home and enjoying their respective epilouges sans the very last loopy twist. In my mind, the part never happend (at least on my subsequent playthroughs). And I'm happy enough with that.
Also, hi Mari. :D
Like, in a movie that final twist would be a neat little bow that added a bit of closure. It wouldn't be happy for the characters, but it'd tie the whole thing together. But in a game that already has multiple endings, it both acts as a metacommentary on games in general--it's a videogame, of course you can restart it--and hints that there's something that's still unresolved.
Videogames end when they come to a halt; we've all been trained on that. A big "the end" and the program quits. Repetition without variation is a different signifier, suggesting that there's nothing more to discover, go look for some other lever to pull. But what we have here is repetition with variation...a whole game's worth of variation. And while we can exhaust the most obvious variations rather quickly (the different endings, the main branches) there's a lot of microvariations, each of which has the potential to lead to something signifigant.
Even if we've totally exhaused everything in the game, get 100% of the achievements, and all of the ending combinations, there's the nagging sense that there might be something else. Even if there isn't something else, because a negative is impossible to prove. And this negative is especially seductive.
For a horror game, this game was hardly scary at all. i'd call it a thriller at best. Just looping over and over and over doesn't make it a horror game. If it does then Groundhog's Day isn't a comedy, it's a horror movie.
There's a few achivements it looks like you haven't found. They are:
This is a pretty good guide to them, but note that you can't erase Clarissa while trying to get the "I'm the firestarter" achievement/ending.
As for additional endings, I haven't tried some combinations yet, so I'll see how things turn out if you do erase Clarissa's existence.
Thanks for mentioning my guide! Btw you reminded me of something. I actually went ahead and gave Clarissa to the ghosts during my Firestarter run and I still got the achievement at the end. But I don't know if I was just lucky or what. For the sake of safety, you're probably right that she shouldn't be given to the ghosts. I noted it down on the guide.
I was actually just saying something I saw in another guide, pretty sure it wasn't correct if you got the achievement and walked through the portal during the scene inside the temporal anomaly.
Huh, that's strange. I definitely remember that I walked through the portal in my Firestarter run and I still got it. Not sure what happened there.
In that case, someone else messed up their guide. Looks like you did your research.
No offense, but I can't tell if you're being sarcastic or not. >_<