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报告翻译问题
im such a dumb ass lmao, even at the beginning when its blatantly obvious that its not real due to the fact my apartment is a movie set and there being a seamless transition from apartment to talos 1 I had no idea it was a sim. I feel like this is an additional meta question the devs are asking. how much of a tard do you have to be to not realise its a sim
I really really want to do another playthrough, collecting everything and saving everyone. but i cant help it that the ending bummed me out...theres no one to save anymore
Give it time and come back a bit later. It might even be interesting to see the game from a different perspective now that you know the ending. Judging from your name and avatar you have good taste in games.
well, my name needs changing because I didn't actually enjoy the dishonored series very much, but I really like prey, deus ex series, metal gear. wasn't a big fan of bioshock.
https://web.archive.org/web/20181204064645/https://sugarbombed.com/threads/sb-exclusive-chris-avellone-talks-prey.345/
"it was not the original ending for the game, it came in later in development... the key thing to be careful of is disrupting the player’s attachment to their avatar (I call this the “Clone Spider-Man Dilemma” "
"If you ever choose to do this in a narrative, you need to be careful and take precautions (I feel Prey did these things) was tie the reactivity in the game to that ending so your actions still mattered (at least in the drafts I saw), but the danger of being disassociated from your avatar was a very real thing and should be treated very, very carefully."
He clearly wasn't a fan of it, and rightly so.
Talented writer tho, I thought he fleshed out the characters and the theme of the game beautifully. Up until the end, when it's Twin Peaks all over again.
Terrible ending that undermined the substance of the game for little purpose, I expect they just ran out of time and had to wrap up development with what they had. 'Military operator' with a spiffy new paint coat clearly meant they ran out of budget for the third act.
Even at this late date there are people who will 'correct' you on it. Even when it's a total pisstake 'all just a dream' ♥♥♥♥♥♥♥♥.
Still a good game tho. Just the first half is much better.
They spent 4 years on it, still didn't get it complete to the degree they wanted to, sold like crap and they forced the resignation of Colatonio as a result.
Glad they tried but. I don't think we will see a System Shock inspired title for quite a while now. In a way I'm amazed they managed to get it funded in the first place. The design of the station itself was great.
Deathloop is going to be an interation on Moon Crash. Rogue like gameplay with permadeath, probably with a multiplayer component.
etc etc blah blah
I get why people feel that way about the ending. I hate "it was all just a dream" endings when I encounter them in movies and the like, for the same reasons people have said here.
BUT...
Since I knew the "twist" going in, I ended up casually noticing A LOT of stuff that was done to foreshadow it. The game drops a lot of hints, and not just hints that you might be in a simulation, but also ideas connecting to what your decisions actually mean within the meta-reality of the ending.
It may have been a late development addition, but they clearly went back and changed/added a bunch of stuff throughout the game to tie it all together. It wasn't just a tacked-on after credits scene to an otherwise wrapped game. Whole chunks were clearly redesigned or completely added to give the "new" ending roots.
From my perspective as someone who couldn't be "betrayed" by it, I enjoyed it, and found it interesting. I think that if people who felt burned or let down could replay the leaving their feelings from the initial run at the door, they'd find it a different animal than it was the first time. I think it's very much like one of those "twist" movies where there's all kinds of stuff you'll pick up on a second viewing that add a whole new layer to what you're seeing/experiencing.
The critical failure is not that the twist was tacked on (it clearly wasn't), but rather that too much of that foreshadowing relies on foreknowledge of the "twist". Contrary to popular impressions, a well executed twist does telegraph itself, at the very least by making enough of the pieces clearly visible that people remember them INSTANTLY when the twist is dropped, even if they didn't know what they meant before. In fact and a lot of famous twist movies actually cheat by putting in a flashback montage when the twist happens, to remind people of what they saw earlier.
While I'd agree that the twist was a failure (given the negative reactions so many people had, this is undeniable), from my point of view that's actually because the foreshadowing was juuuuussst a bit too subtle relative to the "out there"-ness of the twist. People needed at least to have some sense that Morgan might be an unreliable narrator (or the first person equivalent thereof), or some unanswered questions that stood out. It felt BS when the other shoe dropped because the game never allowed people to spot that a first shoe was in the background, and didn't reminded them at the end either.
So, having only becoming aware of the twist at the end, and stopping after only playing the game the one time (because they felt burned), players walk away completely unaware of any of the stuff all throughout the game hinting, referencing, even gradually piece by-piece explaining the meaning of the end long before it came. It's not the players' fault: they literally can't know those are dots to be connected without being aware of where the ending is really going. That stuff might jump out at you on a second playthrough, but if the first playthrough doesn't inspire a second, or actively turns people off from a second, then it's all for nothing.
It makes me sad that the game dropped the ball in that particular way, because the ending actually has a lot more going for it than people think. But because people felt burned by it, it's unlikely they'll ever give the game the second playthrough it'd need for them to spot the pieces. Or if they did, the sourness from the first experience might still taint things enough to make it feel more BS than it would if they came to it with both foreknowledge and fresh eyes.
So weirdly, IMO I would recommend recommending the game to people, even if you hated the ending, provided you deliberately spoil the ending while doing so, as knowing the ending going in the first time is what makes all the difference. Not merely salvages it, but actually turns it full 180 from bad to good.
The ending is actually hella foreshadowed and explained all throughout the game. I literally only noticed because the ending had been spoiled for me before I played it for the first time. If I hadn't been spoiled, I'd have been as blindsided and burned as the rest of you. Because without already knowing the ending you can't spot or understand the foreshadowing.
If you played it a second time, you'd probably spot a bunch of it too, but it probably wouldn't save the game for you, because you've already been burned. But if you'd played it for the first time knowing what was coming, it's actually really cool.
So the best thing you can do for the game and for people asking about the game is to spoil the ending. It may be too late for you, but trust me: spoiling the ending is the biggest favor you can do for anyone considering playing the game. Not to dissuade them from playing, but to ensure they get the good experience instead of the disappointing one.
Yes, that still counts as a failure on the part of the devs, but it's super easy rescue it for other people if you can catch them before they've played it for the first time. It's super weird, I know, but trust me.
So for me, it worked absolutely perfectly in every respect, and I feel quite strongly that if I had known either part, but especially the ending, beforehand, it would have significantly diminished the experience for me.
But that's mostly because that first run was probably much more like a second run in that I was already looking for clues rather than just letting the narrative flow. (For reference: I saw how the movie /The Sixth Sense/ was going to work after the opening, so wasn't remotely surprised, but I was still impressed by the construction.)
So yeah, on the whole I tend to agree that the balancing act the devs tried to pull off here probably fails for too many people. But set against that is the fact that when it does work (as it did for me), it works spectacularly.
It's still a good game tho
It's implied that Morgan had several alternate goals and plans. It's true, January wants you to blow up the station, but December just wanted you to escape. Think about that. In the course of a single month Morgan changed his/her plan that much.
Ultimately up to you, the most recent version of Morgan, to decide.
EDIT: I also thought the ending was way better than something like Bioshock, where it's literally just a couple different cutscene variations (ugly prerendered cutscenes too at that) for the good/bad variations. Terrible and lazy. At the very least, the ending for Prey is in-engine and fully animated (if a bit jankily due to time constraints).
Except, you really don't. I completely agree the Prey ending is better than Bioshock's. My point was that in both games player choice is an illusion, a simulation if you will. In Bioshock it's that the choices the player makes really aren't choices. In Prey, it's that the player choices in the end make no difference (except possibly to you personally as the typhon).
The Oracle line to Neo in Matrix Reloaded makes more sense applied to Morgan in Prey than that movie: "You've already made the choice. You're here to understand why you've made it."
It sadden me those developper followed this stupid movie gimmick.
In any case, I wasn't expecting the Binary choice despite thinking all along that it WAS the BEST way of handling this. (I made save all along in case it was a route-change) I should have remembered a game like this can't afford multiple ending.
Anway, I actually multiple ending where they judged my choice to various parameter : "Needing the research so Earth can defend itself" "Needing to prevent infecting Earth" "trying to save other while accomplish those first two objective".
...but all along I've always been a fervent believer that solving a war between species require mutual understanding and definitly transhumanism/transtyphonism. Which is exactly what happened.
There was ONE BIG PROBLEM: Because I believed in several ending I didn't use ANY Typhoon mods in order to achieve the perfect "save everyone, you included" ending. So I feel like I wasted an AMAZING first experience, I could HAVE been the perfect fusion of human and Typhoon.
I also realize now that if anyone casually played like a self-centered psychopath on their first run, the question at the end would have pushed throught their skulls how they are in fact monsters.
(btw I vote to kill anyone who failed to be accepted on their first playthrough)
Now I have to wonder if I should play the DLC after or before I New Game+ using the Typhoon mod.