@???:Like Otter said. She couldn't bring the people back, she was alone, everyone left was in the transistor, so instead of rebuilding everything by herself ,she decided to rejoin them all inside,this has nothing to do with her voice and using "ableism" here makes the argument weaker.
@???: All of the city she once knew was erased, all the people either dead or missing. The only person she cared about was in the Transistor. Is she going to just go ahead and "rebuild" everything all by herself just like the Camerata - sort of - wanted? At least consider *her* point of view.
Like, everything toward the end was so damn solipsistic that I couldn't sympathize with Red. Committing suicide because of someone who the player never truly knows? To get her voice back? It's all so damn selfish.
@Max: Except not. The endings could've just been "oh hey, you fixed the big problem, but not everything." There's a difference between bittersweet and pointlessly depressing. Example: Transistor: Why did she need to FUCKING KILL HERSELF? No reason. Also a bit ableist if you ask me.
etc destroyed and on fire, and you remembering your loved ones - friends not happy but like you could give closure for them. People will be more happy.
this could be more 'realistic' - like Mario Warfare, but anyone here can really say that they think this end will be better? Other point is that everygame from them had this type of ending, maybe some a little more happy or at last satisfactory - you going away, all the enimes dead, their base-city-
It's hard to tell, yes a sad or 'bittersweet' can be more realistic, but I think that a lot of people - in games at last - want to have a more reward ending, fight the badies, save the pricess, let see if on the first Mario you got to the last castle and find Peach dead after all the game (cont)
@rook wiet: true, altho in transistor's case its more she refused to, and its unclear if the original world was "great".
Point is, its not pointless. The only real, pointless ending I ever saw is the one youre supposed to take in that one game with 2 girls, one with blue hair.
.. In both game you arent gods or superhero, you're just some person surviving in a world already dead/dying. You cant fix everything, it just wouldnt fit. Instead you fight to give closure to your character. Because again, you're that character. Not god. Thats why I like those endings.
@???: how are the endings pointless? In one game, you find friends, comes to term that you cant change the past,and explore the world. In the other, you end up in a sortof virtual eternal world with your lover, thats not nothing!The thing is you dont want a happy ending. But a happy setting...
@Matthew Horstman: Wow, a bit salty are you? Supergiant's problem isn't that they are "sad endings," it's that they make you feel like you played this game for nothing. There's a better way to handle "bittersweet" than what Supergiant does.
Apparently anything more complex than "every good guy lives and defeats every bad guy and the world is saved and evil is defeated forever and they all lived hapily ever after" counts as a sad end now
@Max: It might have been hard to get an ending which wouldn't end in a massive amount of grief. Either from the players because they wanted a non shitshow ending, or from the writers for violating their "artistic integrity".
Alyx, whom IMHO is a bland character, is suddenly the new protag, kills Freeman and dooms mankind by acting emotionally rather than rationally. Freeman then gets Deus Ex Machina'd out of death, but the war is forever lost. Thank the heavens HL3 never happened, if that was it's plot.
Just read the "Epistle 3" plot, right now I'm really thankful it never saw the light of day. I don't mind bad or sad ending, when they're well done. That was catastrophic, almost like ME3 bad...
@rook wiet: My post wasn't that much about the ending (which again, i find fitting for the franchise itself) but for the dump in itself which is probably news/comic worthy for Jo', since it's pretty bad news regarding HL2E3's survival state at all.
@rook wiet:
Yeah no, this is not at all why Valve didn't do it. They just don't make games anymore, it's been 10 years and they fired most of the staff.
They just realized you could just make infinite money with cs:go, dota2, and TF2 microtransaction and catered to that with artifact,that's all.
I finished all three games and I would argue that neither of them has a sad ending, but nevermind, because I perfectly understand your desire to avoid feeling sad. I, for example, do not like being frightened and never played any horror games because of that, no matter how much praise they receive.
It's your choice what entertainment you choose to indulge.
Shame to miss out on such a rich story because you don't want to experience a specific emotion though.
Personally, I always loved Bastion's endings. The game started with the world torn to shit, the ending was hopeful, about finding meaning and willingness to go on after pain. It was inspirational.
@Max: Well I could see why Valve didn't move forward with it.
A bad ending to a lone game is one thing, a bad ending to a long series will get you angry mobs. Rightfully so, most of us aren't masochists in this for the melancholy. The most we will accept is heroic sacrifice of some protagonists.
Also: I don't like happy endings. Sure, they appeal to your childish, fairy-talish side but they also feel to stretched and unrealistic. Supergiants are used to bittersweet stories that makes better narrative, and especially Transistor is crafted like a love story filled with nostalgy and unsaid.
@Nick Transistor aesthetic was THE thing that made most people playing it. If the videos didn't inspire you then nothing else will and you were right to stay away from it.
I think it's a little wonderful game, but no game is for everyone.
I have to agree with Jo. Maybe not all stories should have happy endings, but maybe I should at least get something out of all the work I put in. If you want to ignore everything I tried and meant to do, Transistor, why not to be a movie?
Pyre actually has a pretty nice ending compared to the two previous Supergiant games. If you play it right, nobody gets killed, and if you play it wrong, this still doesn’t compare to the overall death toll in the previous two games.
All in all, this is my favorite Supergiant creation so far.
I might say something unpopular, but apart from great art and nice voice-over narrative, Bastion felt quite boring. So boring I didn't get to finish it in 2 attempts I made with several years period in between. Not sure about Transistor, never played it, but gameplay videos didn't inspire...
For those not in the know, the ex lead writer of everything Half life just "leaked" the whole supposed plot of episode 3 with some name changed for protection I suppose.
SPOILER: It ends badly, but it's a fitting end to the franchise.
some people are just masochists Jo. Don't let anyone make you feel bad for not being one.
I STILL haven't beaten Bastion and I started it like 5 years ago.
@theminerofskulls IIRC he explained previously that he doesn't hold anything against sad endings or is saying that they're objectively bad, just that he doesn't like them. No matter how fitting to the story and setting, it's not what he likes.
Bastion, for example, is set AFTER THE APOCALYPSE. There just isn't going to be a "everything is fixed and everyone is happy" end. Instead, it gives you a choice, between two difficult potential ways of recovering from the apocalypse. Neither is certain, or perfect, but nor should it be.
see, I don't really get what you're so upset about here Jo. The thing is, supergiant endings are not sad, they're realistic. Supergiant makes games with extremely harsh settings. A happy ending just wouldn't feel right. The endings are endings that fit the setting. (continued)