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Woo!
I found the cat super boring during the game - she rarely said anything and it was more yes/no/go away-based. And how she is in the weird ending was like I expected her to be when I put the game on my Wishlist. I dunno, the trailer and game cover made it seem like she is ... "Rock'n Roll" right from the start.
I'm confused.
Edit: Okay, I read through the whole thread. I'm still as confused as before, but she is "the beast". I like what someone wrote, that the spell didn't just make her sentient, but channeled/put something inside her body.
We love seeing the theories, but in the words of David Lynch, what's important is what the ending means to *you*. If it feels confusing, it's entirely possible that we didn't do our job well enough - it was deceivingly tough trying to balance the game so that lovecraft-heads would really get a kick out of it, but so would people who are only here for the talking cat.
I can guarantee you our next game will do a lot better in all respects!
Thanks for supporting this indie team. And thanks to everyone who contributed to this thread, we really appreciate you all! 💜
First to the developers. Thank you for an awesome game that made me laugh, cry and think. A game that made me smile and forget time. A game that did everything right (for me).
Please, do not make a new game with the premise "everything will be better!" because the world has yet to see a game/book/movie where this is really the case for the sequel if this promise was made. Take the first game as it is and create a new game in its own rights!
As for those who are confused or disappointed with the ending, well...
I can understand if you are confused. The game is heavily inspired by the Lovecraftian Universe and if you are completely new to this universe, things can be a bit confusing. Just imagine you are watching the Mandalorian and never have seen Star Wars: you will probably miss quite a lot of jokes and hints. The same goes for this game.
Many questions that arise are easily answered if you are into the univese it is based upon.
For instance: The "fishpeople" want to rise a monstrous entity because they ultimately serve Cthulhu. The risen entity will serve as food or bringer of food, fight a possible enemy, whatever - in the end it does not matter. What matters is that for those people Dagon - a servant of Cthulhu - is God. Dagon tells them he wants them to rise the entity, so they do. It does not need any other explanation. What Dagon wants to do with it remains speculation. Many stories of Lovecraft are based on uncertainty and speculation. Only very few things are explained in full. Quite a lot of the horror and mystery is based on this.
This brings me to the second part, the disappointment, anger and dissent i read out of some of the comments. A simple question to those who expressed that dissent: why do you believe that everything always has to explained? As Enzensberger, a German author and philosoph once wrote "reading is guided creation". Experiencing a story in an adventure is also "guided creation". Try to fill the gaps with your own imagination, your own knowledge! This will make the experience so much better (because it becomes personal)
I have to say, if I would have to critise the end, my critque would be that it was a little bit too predictable. But I am reading, writing and playing (mostly in form of pen&paper) Lovecraftian mysteries for over 25 years.
As for the speculations: I love the two ideas about Olmstein being Hastur or maybe Lovecraft himself. Both are very fitting and one of them was what i believed myself at the end of the game. As for Kitteh and the Necronomicon. Well, spells from the Necronomicon (of course it is reality! *eg*) never ever have only one simple effect. I was pretty certain for a huge part of the game that we would find out that Kitteh has become possessed. Now we will never know - or will we? ;)
The actual ending left me confused and sad. I liked Kitteh. I liked how she seemed to gradually change for the better.
I was confused that Kitteh seemed to come alive again but possibly evil? She sacrificed herself to save the others; in all the fandoms I follow that makes her an uber goodie.
I didn't understand who Ormstein was, unless it was a mixture of game developer and player. I don't know where the characters went at the end, or why, or why it mattered.
What I would have liked in an ending would have been a resolution to the mysteries, and good triumphant. Well, I know to avoid Lovecraft in future.
The game is amazingly well produced, with an excellent interface and lots of interesting dialogue. I loved the rap duel! On the whole I'm glad I played it but I'm not sure I'd play another Cthulu adventure.
Bob Olmstein: Definitely the Big Bad of the game, a puppet master who likes making people miserable for its own entertainment. My first thought was that he was good ol' Nyar Nyar, but I'm not sure because Nyar is an IMMENSE douchebag and controlfreak and it strikes me out of character that he would leave the result of things to random chance.
The Cults: I think most people are overthinking this one. The cults are just... cults. They're bad people trying to bring about the end of the world at the hands of the Great Old Ones/Elder Gods.
Kitteh: Alive at the end, with superpowers to boot. I disagree that she's Cthulhu's meatpuppet, because:
- Though there ARE possessing entities in the Mythos, Cthulhu isn't one of them.
- "It's time to rock and roll" is not really the sort of line I'd attribute to one of the Yog-Sothothery cast members. OTOH, it's DEFINITELY the sort of line I'd attribute to Kitteh.
- Cats are actually heavy players in the Mythos. Like, mess with them at your own peril.
- In a fight between Kitteh and Cthulhu, I don't know about you, but I'm not putting my money on the seafood (even though Cthulhu is an EARTH entity, not a water one, insofar as it's possible to classify such beings).
Another reason is the mixing of genres. The game has three very different tensions at once. First, obviously, the insularity and pathos of the Cthulhu Mythos. Second, the humor of the classic Lucas Arts graphic adventures. Third, the adventure spirit, reminiscent of both Monkey Island and the original Broken Sword duology. Unfortunately, the humor is very difficult to combine with the pathos of the Cthulhu Mythos without turning the resulting work into a parody, and the adventure spirit (with trips to other countries!) is poorly compatible with the insularity.
I'm not arguing that such mixing is completely impossible, I'm not even arguing that the game authors completely failed at making such a mix. They certainly succeeded in some things! But still, the stitches between the three different components -- squid, dragon, and human -- are too noticeable. I mean, for example, we have the elipses and gaps typical of Lovecraft, but do they create a sense of horror? No, because the overall humorous and parodic mood of the game works against that. We have a strange space in which the characters find themselves, a village full of strange weirdos, but what works against the unnerving effect of that space is the fact that the characters have no problem leaving it and going to Romania and France.
Another complaint I have is not about the plot, but about the puzzles. For me, they seem to be weak. Too many purely inventory puzzles, too many of them were backwards puzzles. I understand that making up puzzles in adventures is difficult, and I liked some of them (like the rap battle with Vlad), but overall there's still plenty of room for improvement.
And regarding Bob Olmstein, I'm surprised no one in this thread has mentioned the most obvious connection. The main character in Lovecraft's Shadow over Innsmouth was called Robert Olmstead. His name is not mentioned in the novella itself, but it is mentioned in Lovecraft's notes to Shadow over Innsmouth, published in Something About Cats and Other Pieces. The authors of Lovecraft Encyclopedia note that in some ways Olmstead is a reflection of Lovecraft himself, both are antiquarian and amateur genealogists, both consider heredity important, both had close relatives who died when they (Olmstead and Lovecraft) were very young.
In the novella Olmstead gradually changes physically and spiritually; at first he is afraid of change, but then he accepts it. One can speculate how he relates to Olmstein from the game. Perhaps it is the same character who has continued to evolve and become an almost godlike being capable of influencing people's destinies. Perhaps Olmstein refers through Olmstead to Lovecraft himself, the creator of the Cthulhu Mythos, the ultimate decision-maker of this world. Perhaps it is just a reference, an Easter egg, and one need not look for more behind it.
Edited: I've read my post and thought it was a bit too negative. So I want to say a few more good things. I was fascinated by the charisma of the characters. Buzz's naivete, Don's hard-boilingness, Kitteh's amusing arrogance. It's obvious that the authors love their characters. Even when I didn't find the humor really funny, I found it cute. And I loved the ending, the very final scene. I hope Kitteh makes a clew of yarn out of Earth for her games.
I feel like this is most similar to The Dream-Quest of Unknown Kadath, if we are speaking stylistically. Carter knows he's trying to find his sunset city, but he spends half of his time in Dreamland either lost or questioning random villagers. And in the process, Lovecraft gave us a highlight real of his dream cycle, many of which are not scary (Azathoth, The Other Gods, The Quest of Iranon, etc). So while Gibbous is not cosmic horror, I think it kind of fits with his Dunsany phase?
That said, feel free to correct me, or to have a differing opinion! My knowledge of Lovecraft is fairly casual, as shown by the fact that I did not know about Olmstead
When a game ends, and my reaction is "What the hell was that?", for me, it ruins the entire experience. We'd been chasing after the Butcher for almost the entire game, and then he just turns out to be a random person we hadn't met before. I expected some twist... but nope... random man who somehow had magical powers...
I thought we'd finally meet Olmstein... but nope... I think he was that beam of light... but that wasn't 100% confirmed, either.
I had been playing the game with my daughter on and off over the last couple of months, so it felt like a MASSIVE waste of time, for me.
Sadly, right up until that last hour, I'd have recommended this game, but can't recommend a game that doesn't even have an ending, let alone a good one.
In Shadow Over Innsmouth, Olmstead is destined to become one of the Deep Ones. Olmstein the the game has a different destiny and narrative purpose. Instead of becoming a lowly, immortal fish creature he seems to have transformed into a more powerful being.
As others have mentioned, Olmstead was a sort of literary stand-in for Lovecraft himself. The game designers may have applied this idea to the Olmstein character, weaving the backstory of Olmstead with a godlike "author" to drive the plot.
The book in the second to last room basically explains it as such. When you read the book a third time, it describes the overarching themes of different Lovecraft stories and unites them with Olmstein through the Necronomicon. Basically, Olmstein is a plot device that ties the disparate threads of the various Lovecraft stories that inspired Gibbous.
Upon reading the book a fourth time, Olmstein has already transformed into his more powerful form and is explaining his perspective to an unknown second person. Olmstein feels the stories contained in the Necronomicon are too good to not come to life, taking particular enjoyment from the idea that some of the stories end with the destruction of the world, while also suggesting he has the power to step in and alter the course of events if he wants. He also makes it clear he doesn't have full control of the outcomes.
In Gibbous' universe, Olmstein isn't an all powerful being. He's most likely a pawn of some sort for the Outer Gods, granted some limited knowledge and control over the chaos inflicted by the Outer Gods. He seems to enjoy watching how the stories created by the Necronomicon play out, so he enables those stories, but so far has kept them from reaching any catastrophic conclusions... purely for the sake of enjoying the next story, when it inevitably plays out.
Yeah, she sacrificed herself, which was a step forward in her character's arc, but unlike the other three, who got most of their arc done (my man Buzz becoming the one who brings the world to its knees through Kitteh and the Necronomicon, what a legend), she never seems to be quite finished, ending in a "hah! now I can destroy the world with tentacles!".
I was like ".... What? Why?" I understand her transformation, but not why would she just go on a rampage.
Also, why were Buzz, Don and Peace taken away from this destruction? I always guessed it was because Olmstein needed someone to survive to continue with his need for the story to move forwards, but what story do you want to have if the world ends at the paws of an oversized cat?
An epilogue could help this game, at least give it a proper closure. I'm not saying a sequel is needed, because despite what everyone says, I've tried to find a way to continue this story on my own and it's quite hard without going the extra mile (as in, having the world rebuild into something different), but an epilogue could give closure to the characters, even if it's just the world ending, with a few survivors preparing for the new era of Kithulhu.