It's more of an interactive movie, where sometimes choices just really don't matter like in real life. This game really isn't for someone who wants some magical fantastical adventure. It makes it feel like something you could actually experience, which in my mind makes it more meaningful than taking out a crazed nationalist single handed, or some elder god with 2-3 other nearly godlike beings. I like it because it isn't some huge flashy ending where you save the world or get some huge mind blow. It's just a real life experience where nothing really happens. I like the ending because it isn't some magical mind fuck. Sometimes things that appear to have a deeper meaning really just don't. Rarely do you ever take a temp job and then at the end something magical happens. There's an intense buildup to basically nothing. The game was something of a parable, and how you acknowledge or interpret it decides how you feel about the game. Instead, what you got was a moral and a caveat: Escape is good for a little while, but you can't shirk responsibility forever. Because, in likeness to Henry, you were escaping your own reality in playing this game in doing so, you were expecting some engrossing plot to capture your interest for the few hours of the game. You expected something - anything - to happen, but instead nothing happened at all except for the antics of the hysterical Ned Goodwin. The conspiracy that you and Henry saw unfolding was a masterful example of situational irony. That's how I chose to see the fires at the end of the game: as a metaphor for the exigency of escaping one's escapism, lest they wish to end up like Ned Goodwin, who overstayed his visit to the wilderness of Wyoming. You can drive 100 miles into the wilderness and live in a tower watching for fires to escape your dilemmas back home, but ultimately life will catch up to you and you'll be driven out of your illusive escape. The game is trying to intimate the vanity of escapism. This game was a huge missed opportunity for a great story full of twists and surprises but ended in a way that made me think: Wow, that was just terrible. Why does Delilah walk all the way out the entire length of the map to drop off the radio? She could have put in anywhere and she chose to walk all the way out there? And after we had just came from there in the game making the player go right back seems odd (I felt like that was too strange to be an oversight in a game that took tons of time and money to make).Īlso, how did Delilah not know about the fence and equipment? She knows everything about the place but doesn't know about that? Really? Makes no sense.įinally, the part about the girls going missing could have had a payoff because that was interesting but no, they just turn out to be fine and that whole setup was blown, too. If that was not important then why is it in the game? Who was Delilah talking to on the other line? That could have had a payoff but did not. I thought Delilah was hiding something, I was so sure, but then the story just ends with all setup and no payoff. This could have been great but fell so flat. Really? All the pregame story about the protagonist, there is no connection back to any of it. The story about the boy I thought was an uninteresting side story, just filler, but no it is the whole climax and conclusion. There are so many great setups in this game for payoffs later but there are no payoffs. I liked the game up until the end I was like, "What? That's it?" All the way up until the second I went on the helicopter I was waiting for something to happen, something that would make the story good but it never happened.
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