On the ending complaints- (SPOILERS DUH)
Long post warning-
Okay I haven't played this game yet, just the demo. But I did read all of the spoilers (silly me), and I see a lot of complaining about the ending being abrupt and not actually explaining anything or closing out, including details about why it didn't do this. Well, sure for a normal game that would be bad, but don't most pilots generally always do this nowadays? Pilots are made primarily to get you excited about a full season of episodes, so a lot of them intentionally leave you with a cliffhanger that makes you want more.
Take for instance the newest Scooby Doo TV series, which had a very similar feeling to Tethers, at least from the demo. It ended on practically the same sort of note, with the actual mystery just getting DEEPER and with ALMOST NOTHING being explained. The purpose? To get people interested and excited and to set things up for a full season, again. A lot of TV pilots do this, even if the following episode is only to finish off that particular story, and let the rest of the episodes be more self-contained. Anyway, as some silly person who hasn't played the full game or seen the ending, that's why I think it ended that way. Isn't that what the pilot program is all about?
Okay I haven't played this game yet, just the demo. But I did read all of the spoilers (silly me), and I see a lot of complaining about the ending being abrupt and not actually explaining anything or closing out, including details about why it didn't do this. Well, sure for a normal game that would be bad, but don't most pilots generally always do this nowadays? Pilots are made primarily to get you excited about a full season of episodes, so a lot of them intentionally leave you with a cliffhanger that makes you want more.
Take for instance the newest Scooby Doo TV series, which had a very similar feeling to Tethers, at least from the demo. It ended on practically the same sort of note, with the actual mystery just getting DEEPER and with ALMOST NOTHING being explained. The purpose? To get people interested and excited and to set things up for a full season, again. A lot of TV pilots do this, even if the following episode is only to finish off that particular story, and let the rest of the episodes be more self-contained. Anyway, as some silly person who hasn't played the full game or seen the ending, that's why I think it ended that way. Isn't that what the pilot program is all about?
Sign in to comment in this discussion.
Comments
I wouldn't mind an explanation in future games, but for a pilot it worked well. Although at the time I definitely felt like I was missing something.
The ending is a little strange, but it works for this type of stories.
Wow, I didn't think of that either, not even on my second playthrough. It was one of the things that truly puzzled me.
My disappointment with it was more due to the worry that it will fail (being a pilot episode and all) and that there WON'T be a conclusion. I was intrigued and in that sense it succeeds, but still,l I was left wanting. Perhaps more because I was into the tale rather than the puzzles (much like Sam & Max) for much of it.
Im not sure what the tobbaco is
I think that Aliens are monitoring or controling the events, so they send clues to Tethers to help guide him to do what ever it is they what (Get the door open so the gnomes can reach Isaac?)
(I know I probably didn't need to put that in spoiler tags but I hadn't used them before and I just wanted to try them out!)
Try the game, and then post your views on the ending. It's pretty anticlimatic. It doesn't feel like a finished game at all, it just feels like a demo.
I disagree. The ending fitted the game perfectly
However the ACTUAL ending isn't. So it feels like a let down.
Although I guess it could work for episode #2 if it was "they made him think he was back home, yet he still is over there" ending (which would get my preference).
It's a pilot, right? And what happens in a lot of action show pilots once it ends? It offers questions and cliff-hangers for further stories throughout the season(s). So I'm guessing once everyone says "we loved the game" Telltale will make a full Season and answer the question...
"What's with the gnomes?"
Here's my questions:
who locked the foreman in the factory?
He obviously didn't lock himself in, since it was locked from the outside.
I'm guessing he did set up the obstacles inside the factory to keep the gnomes at bay.
if it was Bjorn's group, then why lock him in so the gnomes can't get to him if "he was spoken to" and therefore needed by them?
Still, my main question is: What did the gnomes actually need the foreman for?
To...run their...gnome factory?
I'd agree with that. The ending should've resolved the main story, but left enough loose ends, so we'd still be here saying, "Ok, but what was with the gnomes?" or "They never did explain the astronaut.", etc. This ending really didn't resolve anything, and that would've been ok for episode one of a season, but it's sort of a letdown for a pilot.
I think it's also problematic in that none of the loose threads are really engaging enough to be eagerly awaiting an announcement for a season. There really wasn't enough substance within the story to be asking anything beyond basic questions. There really isn't much to theorize on at this point.
Not that I want to be too critical. I enjoyed the game for what it was, and it definitely has the potential to be a great series. I think my criticisms are directed more at the "Pilot Program" than Puzzle Agent itself.
It takes away a lot of the atmosphere-essential creepiness, you know?
That said, I would love to see more of them!
I really doubt that it will fail. In the interview with Graham, he said they had already worked out the entire story, which explains the items and maps. I'm willing to bet they'll continue it. The only way I imagine they could NOT build it into a series is due to very low review scores and no sales, which is unlikely considering Puzzle Agent's pretty solid fanbase. I love the story, and really got into it. What I'm worried about is how long it'll take...
The Agent was pretty much clueless of the events the whole way, it is fitting that he stays that way to the end. Even his superiors are baffled by the happenings and dont want to touch the matter any more now that the factory is working again.
Everything doesn't need to be explained always. The best stories to me are those that leave room for imagination and speculation, If it suits the story. This one, it definately does.
There's just one solution: Telltale has to continue the story.
It's entirely possible that that is the end of the story. Abrupt, unsolved endings are part of what Grickle is.
I personally didn't like the end because it didn't explain basically anything to confirm why I should care about any of the conversations or detective work and instead just focus on the puzzles. By opening the story with a spaceman opening his visor, not seeing the face by the viewer, and having the detective shriek in horror should have been the main question to be answered - who was in the suit and why was it frightening.
Agree with previous posters - the music and the Northern USA accent made the game great.
Some of the puzzles were too easy. One that stands out is the four pictures of persons leaving a building in the snow and you have to figure out the order by the tracks in the snow. This is the exact same puzzle I show to Kindergarteners for their computer class and they are able to solve them easily also. I like the fact that there are minimal instruction, yet I say even more obscurity would make the game better. Take for example the puzzles from the game 'Ravenhearst' - if you have played it - there are puzzles with zero instruction on what to do and it is entirely trial and error to manipulate the setting for an order of events to occur to unlock a door. Sprinkle some of those in with the logic puzzles and the game could be even better.
Well, that's why I played and REALLY enjoyed this game. I mean, Hidden People irritate me SO MUCH, I DESPISE them. They're freaky, annoying, and their whispering always makes me curious. It was like game was giving me information about them bit by bit so that I could finally DESTROY those unholy creatures.