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At least make it contingent on also defeating the 'big baddie', or discovering and stopping the phenomena of 'evil farm animals' and concluding the 'mysterious others' plotline or something.
It just takes a tiny bit of writing and would make the plot ending at least logical
That simple and suddenly you actually need to explore the last area of the game.
How do you make a game with 3 areas but without any need at all to explore that whole area I don't get it
It's an unestablished character, completely random, to whom you give a completely random item that you just happened to have, both with no buildup or any story attached, while the other storylines are actually there and interesting.
May as well end the game by winning a random travel encounter or something.
If I was the devs I'd re-write this part of the game on the spot, but I'm not so I won't.
The entire game is nothing but ♥♥♥♥♥ and giggles, getting the tracks finished just helps you go west and keeps your fingers out of the hornets nest until you get better fingers.
The epilogue is a little oddly place I'll admit. It gives the impression that you're supposed to watch it after the roadrail is done, but I think what was intended to happen is for people to see it and think "Naw I'm not done yet" and leave again. I mean, I thought I was done with the vibrato but then I saw the epilogue and went "aaaaa....".
I guess the short of it that isnt the end of the game, but they had to put it somewhere and Frisco is as west as you can get, so it made sense. It also leaves it open ended, so if you didnt want to bother with the nercos then you dont have to. The game is silly, its derpy, its woke af. There is no drama, there is no urgency, there is no sudden dark twist. Its just a guy/gal with a hat going west.
I mean, adding in 1 last hurdle just before frisco so you explore the last section a bit more would be nice, but I dont really know how you could change it without changing the game.