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VeryMelon Since: Jul, 2011 Relationship Status: Anime is my true love
#1976: Sep 14th 2017 at 4:41:38 PM

I would assume everyone Max helped on the way to Joyce's diner is alive.

InkDagger Since: Jul, 2014
#1977: Sep 14th 2017 at 5:07:18 PM

[up]x6

Hasn't stopped people from going to the extent of a Happily Ever After. And, well, like I said, there's issues of closure and resolution here that simply make 'We don't want to give away details' a cop out regardless of intentions. I understand budget constraints, but if you, say, have a game where the ending gets a budget cut and it gets shipped off to be made using DLC, its still valid to criticize the original ending because the ending isn't really there.

And I don't mean to harp on 'headcanon' because how dare someone dictate what is and isn't fair game, but when it goes to the extent of 'This ending is clearly better because you can choose for everyone to live in your head and the game won't say anything' is where I feel like it crosses into ignoring what the game was trying to say at all, muddled as its execution was.

I just hope its an ending that Dontnod will learn from in the future.

edited 14th Sep '17 5:09:00 PM by InkDagger

HamburgerTime Since: Apr, 2010
#1978: Sep 14th 2017 at 5:14:43 PM

Where's the original source for the "it's up to you who lived" statement by the way?

InkDagger Since: Jul, 2014
#1979: Sep 14th 2017 at 5:17:31 PM

It was a dev on twitter. I'm afraid I don't quite have the time at the moment to start digging for it though.

Soble Since: Dec, 2013
#1980: Sep 14th 2017 at 7:24:18 PM

faThis sounds more like the ending is bad because of a statement the developers made - rather than what I assumed was just discontent with the Bay ending itself. I also remember the devs saying something along the lines of "the real ending is the one you picked" but I can't be arsed to cite it either.

We have the Sacrifice Chloe ending which shows that Chloe dies as a teenager in that bathroom having never seen Max again after her father's death years ago and their entire week of bonding and possibly finding love is gone. The villains get their just, but at great cost to Chloe and Max's personal journey as a young women. The coming of age story ends with our hero learning about what it means to be an adult in the real world and how we always have choices and can't pick them all to have every slice of the cake.

Then we have Sacrifice Arcadia Bay. The town is destroyed, but everything else is entirely up in the air. Besides the lack of closure on some plot points (i.e. Chloe and David's relationship, everything Nathan related, etc), deciding that the player can pick and choose the consequences to the action up to just outright there being no consequences and everyone lives being perfectly valid, why would I pick any other ending to this game?

...except the town was destroyed and Max and Chloe logically wouldn't just leave the town if anyone they cared about were still there?

If the Funeral ending is Max learning that she can't have her cake and eat it too, then the Bay ending is making a similar point that Max can't fix everything in life and that sometimes things just happen beyond our control. The whole game is spent trying to save Chloe and Rachel and Kate and the Bay, so Max finally choosing to just let the chips fall where they may and wait out the destruction of their hometown brings the coming of age story to a similar, sobering conclusion.

Again, this seems to be more a problem with the developer's afterthought about letting the fans headcanon what happened, rather than was actually shown in the ending itself. What we saw in the ending were some telling visuals: the town destroyed, a body bag, pretty sure the diner was crushed, not a soul to be found. Max and Chloe leaving implies there's no reason for them to stay. I didn't headcanon "everybody lived" because there was little reason to, so I guess I made the ending bittersweet. But even so I can't agree with this "the ending is too perfect and completely removes the consequences the game advertised" logic.

The consequences were right there - the town is so damaged and full of corpses that Max and Chloe just up and leave the next day, their fates uncertain. Either that or Max and Chloe have become so traumatized by the experience they've completely forgotten their previous identities and driven off into the Oregon wilderness on probably a half a tank of gas to parts and psychotic hillbilly murder dens unknown.

If we removed choices entirely, made it a linear game, and ended with the Tornado that is built up for the entire narrative just causing destruction and never killing anyone, its a let down

If it were a linear game the [up]above would still follow - I wouldn't/shouldn't have assumed everyone lived and the consequences would still be there. The plot still led to an ending where Max had to choose the lesser of two evils, except without the illusion of choice (being a linear game) she definitely picked Chloe over the town, the consequence being that innocent people likely died or lost their homes for the sake of a single person.

and a Deus Ex Machina.

I don't think that's what a DEM is. A DEM would be if Max suddenly discovered she could use her power to "reset the damage, but not the tornado," and therefore let the Tornado happen, but still save Chloe and the town.

It spits in the face of one of the main objectives of the game: "Stop the storm from happening" and that doesn't work if we never needed to stop it at all.

Saying that "stopping the tornado was the main objective and it's a let-down if Max doesn't stop it" feels disingenuous.

In one ending, Max goes back in time and prevents the tornado, symbolically letting go of her past and moving on with her life. In the other, Max chooses Chloe over the town, symbolically letting nature run its course and accepting the consequences of her actions.

The plot leading up to these endings doesn't really demand that she stop the tornado because the resonating metaphor in both is still about Max accepting that you can't just magically reverse every decision and hope for a better outcome, which she's been doing throughout the entire game. The two endings go about making this point in different ways - a deterministic view when you sacrifice the town versus a more fatalistic view when you sacrifice Chloe - but the core of it, accepting life's harshness, is still there.

It's not a let-down to me because stopping the tornado was never the point. The point of the game that I saw was to illustrate Max's emotional journey to adulthood, concluding with the bitter pill that life isn't perfect in both endings. The tornado actually falls out of focus after Episode 2, which to me weakens the idea that you were meant to dwell on this plot point. (And Dontnod did seriously argue that Max's time powers were unexplained because they were more of a "metaphor for Max's adolescence" or something like that, so it's not hard to believe that the endings were subject to similarly lazy, artistic trappings.)

The claim from the developers that "you can just fantasize about a happier ending if you want" doesn't really change the somber nature of both. It's certainly a perplexing statement to make but it doesn't really change my reaction.

EDIT: The Bay ending is less visually spectacular, yes, but there's nothing wrong with it thematically. Both arrive at similar destinations - Max erasing her choices forces her to live with the trauma caused by those choices; Max keeping her choices instead of erasing them forces her to live with their outcome.

EDIT: Good god, the run-on sentences. I ran out of breath so many times editing this and it's still not fixed.

edited 14th Sep '17 8:09:24 PM by Soble

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HamburgerTime Since: Apr, 2010
#1981: Sep 14th 2017 at 7:33:31 PM

[up] Like I said, though, there seems to be some time between the storm itself and the departure, since somebody cleared the road.

Soble Since: Dec, 2013
#1982: Sep 14th 2017 at 7:48:31 PM

I'm not too sure about the timelines for when Kate going to Nathan's party, or for when Chloe and Max actually left town.

The first was probably clarified in one of Kate's lines that I'm too lazy to look for, but the endings don't have any voice-acting, dates, or journal entries so it's entirely guesswork.

The road being clear is something I could just as easily write off as Dontnod just being lazy and/or running out of money and time Artistic License.

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HamburgerTime Since: Apr, 2010
#1983: Sep 14th 2017 at 7:51:09 PM

[up] The road is visibly not clear in the sequence where Max actually goes into the storm to get Warren's selfie, so it seems like an odd thing to just forget.

Soble Since: Dec, 2013
#1984: Sep 14th 2017 at 8:01:39 PM

Well, in order of likelihood

  • it's a tornado, debris is getting sent every which way, and it was far from over by the time we transitioned from Max and Chloe on the cliff to the morning. The landscape could have easily changed.
  • they abandoned the Prescott subplot, so I wouldn't put forgetting a visual detail above them. Between that, the endings lacking any voice-acting and the re-usage of assets in that same episode, I'd wager they were also running low on funds and time, so it could've been an oversight
    • [down](2) Convenience.
  • the road wasn't clear in an alternate timeline where Max hadn't gone back in time with Warren's photograph. Max then went back in time and told Chloe about the alternate timeline and all the craziness that went down. Boom. Butterfly effect.

edited 15th Sep '17 10:21:26 AM by Soble

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HamburgerTime Since: Apr, 2010
#1985: Sep 14th 2017 at 8:04:46 PM

On an unrelated note, apparently the last popular choice in the whole game percentage-wise is intentionally getting Pompidou run over by a car when trying to break into Frank's RV. Probably a bit much even for people who seek out Videogame Cruelty Potential.

InkDagger Since: Jul, 2014
#1986: Sep 15th 2017 at 12:21:24 AM

I think the road think is just for convenience of the shot. There are literally corpses out on the road. If a crew cleared the road, the corpses would be cleared too.

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#1987: Sep 15th 2017 at 11:03:20 AM

Also consider the following; if you choose to sacrifice the Bay...not overwatering Lisa was all for nought!

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#1988: Sep 15th 2017 at 5:43:41 PM

Question: Anyone know how to not have Chloe shoot Frank or his dog? I stole the money so Frank's paid off, but he still seems to get angry (does he remember the beans from another loop somehow?).

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HamburgerTime Since: Apr, 2010
#1989: Sep 15th 2017 at 8:18:01 PM

Another theory about the true cause of the storm that's been making rounds recently is that Chloe's guess was right - the storm was summoned by Rachel's spirit to destroy the town that destroyed her. Some even think that the prequel, once complete, will confirm this.

CharlesPhipps Since: Jan, 2001
#1990: Sep 16th 2017 at 6:30:51 AM

It's a stupid ending either way because it states it's better to do nothing than stand up for people being bullied, murdered, or yes sexually assaulted if you read the worst possible interpretation for what our serial killing douchebags are doing.

The Save Chloe ending is every bit as bad because it makes Max a mass murderer for her best friend/crush.

It's a shit ending and almost ruins one of the best games I've ever played.

Say what you will about Preston being the bad guy with quantum powers or something but at least it's not Bury Your Gays or making them psychotic.

edited 16th Sep '17 6:33:29 AM by CharlesPhipps

Author of The Rules of Supervillainy, Cthulhu Armageddon, and United States of Monsters.
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#1991: Sep 16th 2017 at 8:30:43 AM

I disagree with both interpretations there:

  • If you sacrifice Chloe, you absolutely stand up to the villains (do you honestly think Max didn't tell David what had just happened in the girl's loo and — assuming he didn't plead out — testify at Nathan's trial?). It's just that you have to accept you can't prevent one specific act of villainy.
  • Max choosing the "Save Chloe" ending isn't murdering the town any more than choosing the other ending is murdering Chloe. It's basically the trolley dilemma (you know, the one that became a meme a while back); having to choose who dies doesn't make you responsible for the deaths, even if you feel that way.

[up][up] Personally I prefer the "Rachel wants to kill Chloe as a sort of reversed Murder the Hypotenuse — summoning the storm is basically holding the town hostage so Max'll break it off" theory. tongue

edited 16th Sep '17 8:33:36 AM by Bisected8

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Soble Since: Dec, 2013
#1992: Sep 16th 2017 at 9:43:10 AM

Anyone know how to not have Chloe shoot Frank or his dog?

I've never actually had her shoot them. Every time I failed the dog attacks and Max rewinds.

Apparently you have to let Warren "go ape" on Nathan and when he kicks Nathan's gun away, and Chloe will steal his gun. Just make sure that Frank takes the gun from Max in Episode 2, and don't let Warren beat up Nathan in Episode 4 so that Chloe doesn't take Nathan's gun.

edited 16th Sep '17 9:44:01 AM by Soble

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#1993: Sep 16th 2017 at 10:00:53 AM

Unfortunately I already did that scene and I don't want to have to go through the opening of Chapter 4 again if I can help it. I managed to get through it via dialogue options in the end.

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Soble Since: Dec, 2013
#1994: Sep 16th 2017 at 10:10:40 AM

" I don't want to have to go through the opening of Chapter 4 again if I can help it. "

Heh.

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#1995: Sep 16th 2017 at 11:26:00 AM

For the record, I did it.

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Soble Since: Dec, 2013
#1996: Sep 16th 2017 at 12:55:48 PM

I only chuckle because that's basically where I had to put the game down for a bit.

edited 16th Sep '17 12:58:18 PM by Soble

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#1997: Sep 16th 2017 at 2:04:54 PM

I just finished the episode.

How the hell did they manage to make things even worse? The poor closeted anime fangirl's suffered enough! sad

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HamburgerTime Since: Apr, 2010
#1998: Sep 16th 2017 at 3:24:22 PM

For the record, my personal favorite alternate storm cause theory is the Prescotts disturbing the Indian Burial Ground. There's this running undercurrent of Native Americam mysticism throughout the story - the talk of spirit animals, the fact that the town was founded on a site where Native Americans and settlers actually got along (thus the "Arcadia," presumably), the mysterious totem pole that nobody knows where it came from...

VeryMelon Since: Jul, 2011 Relationship Status: Anime is my true love
#1999: Sep 16th 2017 at 4:10:26 PM

That was the running thought I had as well, but it could never be anything significant because the powers were just a metaphorical means to an end.

Bisected8 Tief girl with eartude from Her Hackette Cave (Primordial Chaos) Relationship Status: Arm chopping is not a love language!
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#2000: Sep 16th 2017 at 4:50:17 PM

You know, just because they were a metaphor in the narrative which didn't need explaining to bring the story to a satisfying (clearly YMMV) conclusion, doesn't mean there isn't an In-Universe explanation for them. It's the same principle as magic in Harry Potter (it's made clear that it comes from somewhere, and some wizards study it because they want to know why, but you don't need to know why to enjoy the plot of the books).

Personally, I liked to think of it as a Cosmic Horror Story; some sort of being with a non-linear experience of time is helping Max out for reasons unknown (it basically just lets her plop a later version of her consciousness earlier in the timeline; photos create a specific point to travel to, but so would a clear written description, or reasonably good sketch or painting; or even just a memory).

My other less-serious theory is that whatever entity (God, the universe, quidquid) that wanted the "Chloe is dead" timeline was using the storm as a Batman Gambit; hoping that Max and Chloe would relent and let Chloe die in exchange for sparing the town (since Max would just reverse every other attempt to kill them directly). So LIS is Final Destination, except from the perspective of a super hero protecting the protagonist.

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