Videogames end when they come to a halt we've all been trained on that. But in a game that already has multiple endings, it both acts as a metacommentary on games in general-it's a videogame, of course you can restart it-and hints that there's something that's still unresolved. It wouldn't be happy for the characters, but it'd tie the whole thing together.
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Like, in a movie that final twist would be a neat little bow that added a bit of closure. But I'm finding it interesting how the meaning changes in an interactive game. The looping ending draws on literary and cinema tropes, as we've all said. In my mind, the part never happend (at least on my subsequent playthroughs). So, for me, the story can end with the Oxenfree gang returning home and enjoying their respective epilouges sans the very last loopy twist. So, for example, if the player chooses to let their avatar die down a bottomless pit and never save the princess (essentially turning off the game) then that was the story for that character and that specific player (even if the writer had more material waiting). The lesson that I got from that game is that the player experience is just as much as a valid component to a video game story as the developer's writing. Save the Date is a simple flash game and maybe one of the most influential games I've ever played. That makes the game really frustrating/tedious just to get a happy cutsence. Guacamelee deliberatly locks the happiest ending behind the completion of the hardest levels that are downright Super Meat Boy-esque. the opposite of what I'm talking about wouldn't be good either-and that would be locking the good/perfect ending behind some sort of completion %. It almost feels like your punishing Alex in a way by putting her through so much trauma, or purposely being mean in one playthrough just for the kicks (again, cudos to the writing for making the characters feel so real you don't want to hurt them)? But after "your" first playthrough, there's not much of a point rexploring knowing you're just going to get back to the start. But if the conceit is "no matter what you'll do you'll be looped to the start" then there's not much motivation to replay. It's a great game for a single playthrough. Does that maybe make what I said more clear? I hope so. I like the twist, I'm just bummed there's not an option to opt out of the twist. Just because it wasn't the perfect happy ending you wanted, doesn't mean the game is bad. And there were people in the right side corner when talking to Calvin. The flashes durring possessions were more detailed with more figures in them. I noticed a few differences my second playthrough. Maybe you need to play the game multiple times to get a perfect ending.
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Until then we need to seek out how to do that. Maybe, possibly, you can unlock the secret ending. Games should be a lot more than just fantasy fulfillment. But until we are more accepting of well written endings that are not perfect, the medium of games is never going to mature. And I'm really tired of gamers being dissapointed at sad or non perfect endings. The whole point of the story is the loop. It's not like it was a last ditch choice. While giving you every single hint that this was how it was.
So no, I am not dissapointed that they made a theme and story line and stuck to it.
The name of the game idicates a never ending restart to the game. I know this is a horror game and all, but I feel like the dev's really shot themselves in the foot this way.Īlso if there's ever a simlar game, a sprint (fast travel) option would be good.
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Plus the name.Bigs Smallson.I dunno, that name just makes me grin.İlk olarak Skaijo tarafından gönderildi:Did it still give you the looping ending? He's just a big bi bear who's proud of being a bus driver. He's the least offensive of them, in that I don't find anything intentionally offensive in his writeup. I suspect to see some gaming news articles about this dev team losing their shit on twitter or similar platform.īigs Smallson's profile and name amuses me.
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Definitely seems like the kind of game where the dev is banking on free publicity by social media trashing their terrible character types, and then returning fire in a defensive manner, to try and drum up support or something. Never been a fan of dating sim games like this, so it was never on my radar anyway.
It sort of looks like that art style to me, but intentionally obnoxious and confrontational about it's stereotypical character types, instead of just presenting them like Dream Daddy did. The art style kind of reminds me of.what's it called, that game that came out recently about the gay dad going out and dating? Dream Daddy, there we go.