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If you have enough Inland Empire to talk to the corpse and ask it who killed it, it will even say "communism".
But yea, the ending was pretty bad writing compared to the rest of the game, even the possibilities of the shoot out felt lacking because as far as I know, there's no way to even stop it from happening and have a peaceful solution, no matter how good of a detective you were. On top of having a basically impossible skill check during it.
Everything is connected to *everything*.
That's what the ending is all about. It was a stereo-investigation.
The ending was in no way a 'cop out'. If you didn't understand it, you may need to go back to the game and explore more deeply.
The entire game, the structure of the narrative is about the return of the past/the eruption of the past into the present. The problem of forgetting/remembering, living with the past in the present and the contradictions this raises.
What we find at the end of the game is that the past ... you know, that thing we've been chasing after or sifting through during the entire game/narrative: the protagonist's past, or the city's past... continually comes back to haunt the present (the past is never dead).
What we find at the end is that something/someone the world had forgotten was not forgotten but still acting in the present. The past still influences the present and shapes the future.
This is reflected in the narrative as a whole (what happens to the world) and in the individual protagonist's journey/story. His past comes back to haunt him again and again, in dreams, in waking life, and at the end in the closing dialogue with his colleagues. He can't escape his past and neither can Revachol.
Everyone has to negotiate the contradictions of the past in order to make a new reality.
Yeah, yeah, I get the metaphors but Nokturnal is correct in that making the killer someone you've never met and have no attachment to in the game, nor could have deduced by any amount of careful investigation, undermines the entire 'mystery' narrative.
It's great that the answer was 'communism' and the ending was about the theme of power of the past, but they could have made that same point without flushing the mystery. It would have been an easy thing to have any one of the characters you've come to know reveal a very similar motivation while also allowing you to feel like your actions over the previous days really mattered.
Yes, the realization that none of it was terribly important is part of the 'twist' but not all twists, or hamfisted metaphors, make for a good ending.
Yet, even if you take that in stride, it doesn't solve the other problems with the ending, mentioned in the original post.
https://www.theguardian.com/books/booksblog/2018/nov/20/how-agatha-christie-hides-plot-secrets-the-murder-of-roger-ackroyd
There is no rule that we must meet the eventual murderer. A detective story can be equally about the detective's failure as his/her success.
And in DE, the clues really are there all along, hidden in plain sight ... just like the eventual murderer who has been hiding himself often in plain sight for decades. The case itself is more a catalogue of your failings than your successes. You succeed in spite of yourself (given you've thrown the case into total chaos in the immediate period before the game's narrative begins), and you can never find a satisfying way to tie all the loose ends up. The reason we expect a clean 'Whodunnit' is because we want to make the same leaps of logic as the protagonist - because those leaps of logic resolve all the contradictions and safely allow us to ignore those things that don't add up.
The ending is also abrupt and unexpected because, as the game has been telling us all along: life can be abrupt and unexpected. "There are decades where nothing happens; and there are weeks where decades happen." In this case, there is a week in which decades of unresolved contradictions begin to unravel themselves and tensions explode. But beneath it all, the motives that set everything in motion remain human.
If your perception is high enough, you find the bullet. If you uncover the old arms cache you infer that it was an old military grade rifle. In the secret backroom you find the bootprints that don't belong to any known suspect, and they're recent. On the balcony you find the white flowers, which Harry constantly mulls over -- an old monarchist and later revolutionary symbol. The case constantly points away from any of the known suspects, none of the loose ends are ever tied up. Nobody heard the gunshot. Etc. etc. etc.
The ending may feel unsatisfying because the writers were clever enough to obfuscate the true motives: (2) The character and motives of the criminal should be normal. In the end, the killer's motives are purely human and mundane. They have nothing to do with high politics, the machinations of the Union or the company, they aren't part of some illicit drug ring with ties to a big city mob boss in Jamrock, it's not some international conspiracy hunting down an ex-corporate spy or a false flag to initiate a massacre. It is pure human jealousy.
Except you could have deduced it. There were hints throughout the entire game, from investigating the body, to investigating the window in klaassje's room, to the encounter with Ruby. There was always something off about the case that even Kim picks up on. It isn't as if the ending came out of nowhere, the signs were there from the start.
The story is all about two groups of people ready to go to war over something that they *know* is a lie from the very beginning, punishing whoever they can reach because they have no idea how to really get any kind of actual justice. What does that really sound like?
Meanwhile, if they'd really ever stopped to look, they'd see the horror of the pale, or the wonder of the phasmid, both just hiding in plain sight all this time. Trite? Remote? Sure. But if justice boils down to Titus and his posse or the mercenaries and their 'tribunal', maybe we're all just fooling ourselves that we're fighting over something more important than those little things.
The mystery you're solving by the end of the game is about a lot more than who killed Lely, a ♥♥♥♥♥♥♥♥ it's pretty hard to care about. Instead, the killer, the union, the phasmid, the 2mm hole -- those things are all connected, and the mystery of *how* is what you actually end up solving. To paraphrase one of the great murder mysteries: murder was just a red herring.
With high enough hand/eye coordination you can complete a red check to catch some flowers left by the murderer on Klaasje's roof terrace. Even simply encountering the flowers but not catching them (they get blown away by the wind or something if you fail the check) is enough for your character to make the connection when meeting the murderer finally.
The ending was great and wrapped the various thematic threads together in a clever way, totally disagree with people who didn't like it.
Sure, it's not explicitly laid out, but there's enough there to go on. I felt satisfied with the ending.