Yeah. Essentially, a no-downsides ending clashes with the tone of the game, which is quite dark overall. And yes, making one ending in which there is no downside means that it is automatically a "better" ending for those with a utilitarian mindset. This implies that they failed to some degree by picking the other endings. They would need to make all three into "Disney" endings in order to avoid that, and that clashes even more with the tone of the game.HYR 2.0 wrote...
I'd qualify endings of "Disney" caliber to be ones that are 100% happy. To that end, none of them are. No, not even Synthesis.
In the end, this game is about a war with a formiddable enemy. If you come out unscathed and ride off into the sunset.... well, there's a little dissonance there. Especially for people who want a challenge, and a story that isn't predictable/cliche about how the hero saves the day completely.
That said, I'd say these endings are about ~90% happy, post-EC. There was downside tagged on to all three, but EC otherwise painted a mostly-positive picture about all endings not named Low-EMS Destroy or Refuse.
IMO... the lost 10% is not worth lamenting.
But yes, ^ this guy is right that the EC paints every ending except low-EMS Destroy as largely postive (Refuse is a glorified game over, a willful failure).





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