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Though i think its just that the ending makes just how poorly done the Omni (mainly Kaliban) are, the ending doesn't fit because you never see Kaliban pull 3000 IQ play to help you ingame, or make huge leaps in logic and prediction and be right. You could pull a huge twist and say that because kaliban got his free will before becoming a 17th dimentional being, that he doesn't see a point to it. But instead you get a bunch of missed potental and a 'plot twist' you can see from a mile away.
Where I agree though is that the 5th chapter felt more like a climax because it had more buildup, where as the revelation in chapter 6 was a bit sudden. Maybe some story hints could be sprinkled in (maybe even speculation with red herrings) throughout the run in chapter 6 to create more anticipation.
As of Crying Suns, you have neither. Your choices do not matter and on top of that, you never were a player at the table so changing anything was always outside your reach.
When you add a literal God on top of that which simply states the fact in a lecturing way you may just feel "meh". Some may argue it invalidates the journey, for the journey itself was irrelevant anyway. Others say they like for what it is.
I personally felt a bit let down. Everything pretty much escalated at the end with some people playing key roles you never even heard before of that point. Sure, it may make sense in regard of the inhibitor etc. but from a narrative PoV it pretty much makes every step of the journey, every attempt at solving the puzzle pointless - outside of traveling the stars.
At the end of the game we are just left with pointlessness. There is no clear reward for the sacrifice other than a vague chance. There is no closure other than your imagination of what the 10 seconds long ending may mean. It is less of an ending and more of a placeholder.
Instead of telling us how his story ends, we basically get to pick 3 paths that may lead to whatever. And finally this whatever with the patronizing indifference really stings. You can say that is a good thing, I personally do not like it.
I won't buy it now.
Lets think about the endings, havent you realy change something?
You cleared the sectors of fanatics, pirates and other monsters, and in the end you have to accept, that the galaxy will fall back into a dark age, like in Warhammer. But like Warhammer, even if the galaxy is doomed to end, and in warhammer it is clear it will be an endless fight but they are doomed to loose cause the human emperor there will perish soon or later, the end doesnt mean its over. You gave many sectors a clear start, now the colonies etc must make a new, different way, learn old stuff etc. so its not your fault, if they perish, but think of the agrar worlds you meet, people cannot farm for themselfes there, but the worlds would be able to be farmworlds again. So yes YOUR ending is not the heroic ones, but the stories behind are not your fault.
Look at our own world, we would have the chance to live in peace, but greed, anger and old conflicts never stop, so or world has the same problem. And if there is no common sense, it will also be a dark and dead world, one push, launch worlds end.
Your journey is about understand how this univers work and the price of your decision. There is no good or no bad one. Just one decision with a price.
You are the most great, famous and loyal amiral of the empire. And you need to decide if you want continue to be yourself even if you already are a traitor and you will probably end with a corrupted empire again. Or you can decide your familly is the most important. Or you can go after a mystical quest.
The journey is about show who you are with your last decision. Not save the world.
I mean, endings themselves indeed aren't organic continuation of what was going on during the game, so if we expect story to adhere to Pratchet's "theory of narrative casuality", then this game doesn't meet our expectations. But scenario itself that boils down to "Okay, so I can't do anything about this one, time to do something else" isn't exactly stupid as well. We do this all the time IRL, for one. Doesn't make for an exciting story most of the time, but it's plausible.
As for options that you are offered - even the smallest and least ambitious one amounts to about 20 more years with your family in a world that you've recently made a little bit safer and more livable. Not even all of us who read this forum right now will be able to boast having the same in our supposedly relatively thriving world.
As for larger goals, things like that are often shots in the dark, but without somebody making them, no hits will happen. In fact, it is shown in Reign ending that it very much succeeds for what it can possibly be. Without help of OMNIs, for the record. Not great enough and generally futile? Not even ascended OMNIs are great enough to make their existance matter in the face of this universe's heat death, as well as greatest human will isn't enough to overcome its own death, even delayed by a millenia - which one could argue is the same thing for that specific individual. So let's just limit scope of our ambition *somewhere* and do what we've been doing since protein life decided to single out itself from the environment - set realistic if arbitrary (to somebody) goals and keep rolling to the bitter end.
(Also, typing all this reminded me of Talos Principle story and underlining ideas; good stuff)
But if so games that end like that should give the player an overview of that to give a feeling of closure instead of a feeling of "well, that didn't work, nothing really matters and ♥♥♥♥ you bye".
Also, like I said, nothing beats the Dying Light ending for absolute garbage
where you meet people, help people, are helped by people, make things gradually a little better, and then, at the end, detonate a nuclear device that kills everyone and everything in the area of the game and around it
The Omnis being indifferent to Humanity's fate makes some sense. Humanity relying on technology that requires Neo-N being the potential doom of their entire race makes sense. That 'hyper addictive drug' doesn't make a whole lot of sense unless you genetically engineered humans to be addicted to that stupid drug, but whatever sure we'll take that too. Some of the above could be changed (It would have been cool if Kaliban and Idaho got more character development and even built a non-tool based relationship, but that's just my take on how I like tackling the concept of sentient machines) but the writers chose those elements of the setting, so they stay. That said...
Are you (the game) telling me literally every single planet Humanity ever made a colony on is completely uninhabitable without Neo-N/Omnis, not a single computer ((Or even your officers, who clearly have rather specialized skills?)) has knowledge other Humans can learn? It just feels like the game is trying to force the bleak message down the player's throat and it stinks. Yes those officers die in the final mission, but you pick up officers elsewhere so there has to be other people out there.
And those aforementioned officers you pick up on your ship. If Humanity is absolutely helpless without Omnis then how are there any officers competant enough to do anything? It just doesn't feel like the world building leading up to the ending fits the actual ending.
I think, given the events leading up to the end, it might have been an interesting narrative decision if Idaho actually said screw you to the Omnis and managed to work things out in their own way, and it *worked.* Hell maybe it even failed, but at least it would have been more satisfying to see the character take some more agency like, for example, his crazy surviving clone did. I kind of hated how Idaho was *still* relying on the Omnis at the end. Ugh.
Really? In real life people garden as a hobby, people farm because they like doing it. Sure without the machines maintaining the empire would probably be impossible, but if there is even a society capable of producing a military commander the loss of the empire wouldn't be a true extinction event. It would be a giant die off followed by a dark age.
But they needed the grimdark so forget logic. Man 40K is actually better at this kind of thing and it ain't like that franchise does not have problems.
The general consensus seems to be how forced the ending is, its cherry picking, even though like 75% of the plot is about the fact that people ARE alive somehow regardless, the amount of people that you kill throughout the campaign alone but your gonna then tell somebody, who is probably on one of there most powerful runs ever that everyone is ♥♥♥♥♥♥?
those said '♥♥♥♥♥♥' people definitely not in organized groups and surviving just fine enough to attack you at every turn? All for a out of the blue ♥♥♥♥ you that your told you should've expected this and to choose how you want to lose. it akin to those "you didnt collect/play X object/difficulty so were giving you that bad ending because you cant turn into *insert super form*" they give you in games to pad the runtime, and has no place in a game that is so brutal already.