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翻訳の問題を報告
So I started playing the game extremely apprehensively... really slowly examining every element trying to figure out what the trick was. But then as I started playing it in earnest and capturing cars, I had kind of a pleasant dawning of realization that it wasn't a trick, that Dylan really was apologetic. I didn't realize until now how much of that turn happened entirely in my head, but it made my experience into a pleasant surprise at the end, a proper twist and because I so caught off guard I totally believed it. The game shifting from a horrible trick into a genuine apology was really cathartic for me.
From the perspective the entire game arc, I think it's a really poetic end--throughout the story, the Outlaw game is kind of a malignant force, and seeing it turned into a soothing apology was really satisfying. That fits with my in-the-moment feelings and interpretation as well.
Maybe they could have framed it a bit differently/better to give more folks the experience that I had with it.
I think it would still hold the same weight and still have the same effect if Dylan just showed up with the apology at the end, without the 'Hey what are ya reporting violations for did you know my code still works and I can still see everything lol [bwl]' bizarre behavior that doesn't seem to gel with someone who is so dead-set remorseful that they prepared the game in advance for it. You could keep the doubt on sincerity on Dylan's behalf, and keep the stress feeling of the sabotage possibility, by bringing back Adrian to be the attempted saboteur. It would also read more correctly for their personalities as although I would call both of the brothers greedy and sneaky sods, Adrian was framed in the leaks as being the one more aggressively trying to cover and bury. Dylan was worried about the health effects of the headbands and his deceit was more focused on protecting his game (including banning you for risking that by reporting his filesharing.)
Just my opinion - I can buy that causing deaths and getting someone else jailed over it would ♥♥♥♥ his head up enough over time to have him turn a corner. But we don't need to see his presence and have him say things like 'ensure that Merchantsoft's history is properly recorded' in order to have a very, very severe doubt about reinstalling his game, despite grovelling apology attached.
But... This game is too real for that kind of swap. Many of us can map the villains to real life (e.g. Martin Shkreli, or Fyre Festival) and we know how the villains in these situations will act: illegally as much as they can get away with.
Again, I get why there's an attempt to include this element of redemption and catharsis, but it doesn't fit the reality of the rest of the game. I'd be okay with some victories and some losses (ex: we get Dylan, but only because Adrian throws him under the bus. Adrian is still out there in [New Company] working on [skyyynet/ yuber / amanuzon].)
Nope. It gives you an error if you flag anything past the last timeskip, and I never got the e-mail until using "send evidence." (This also means that if you missed hacked pages in early-game, you need to use safe mode to browse one or two festering pages normally.)
It felt disingenuous and baseless, and kept me thinking, "Is this it? Is this all?".
I guess short, ♥♥♥♥♥♥ game endings are another thing that was brought from the past in this game.
Unless I missed something, which is possible.
I suppose this perspective made me feel like Dylan did actually feel guilty about what he did if nothing else, that, or he wanted to go on his terms. But that said, I think part of what I like about the game is that all these perspectives on if he felt guilty, or not, if he lives or dies, all that sort of is up to interpretation.
Then his corporate self took over, the obsession with Outlaw took over, the crunching of the five spaces into one at Adrian's request and his outburst and abuse of power when you catch him infringing on copyrights. Turns out even Samantha who looked up to him started getting disgusted. Then Y2K happens, Tim gets blamed for the Merchant's screw job and Merchantsoft and HypnOS goes under.
The stress he had to release his obsession (Outlaw) ended up killing people, he got away with murder and got a kid blamed for his mistake. Give it two decades, he probably moved on to some other job, but the guilt could've been eating him. Keep in mind, what happened in a matter of minutes/hours in our game time took twenty years. He can't bring the dead back, he can't give Tim his six years back. Did he stay silent for himself or is he protecting someone else, most likely Adrian?
See, the thing with guilt is its inconsistency. Maybe he ignored it for 20 years and the fight that you came out with your working headband made it come out, or maybe he just pretends to feel guilty because his only guilt is that he got caught... only Dylan truly knows.
Because I'm guessing that's also part of the creator's intent: leave the ending open enough for interpretation.