Posted September 16, 2016
I just finished Obduction, having played for a bit under 12 hours without once looking at a walkthrough or reading hints or asking on forums, and got the "bad" ending and that quite ruined the whole experience.
I didn't get the good ending for several reasons. Firstly, throughout the game, you've had to do whatever C.W. asks just to move the plot forward. Why should that suddenly change for the final step? Secondly, the purpose of the battery is never made clear - at the time I plugged it in, the end of the cable wasn't even attached to anything! I know there is mention of "C.W.'s battery plan" in a journal but the role the actual battery plays is never mentioned and, by the end, it seems like you have to follow his plan because that's the only thing left to do in the game. The possibility of following his plan but NOT connecting the battery is logical contradiction. Lastly, the appearance of a scene of ruined buildings in one of the worlds never seemed to me to be an indication that earth was in ruins - I read it as an indication that Hunrath wasn't the only sphere from Earth to ever be swapped, there had been others and that was one of them.
Being slapped in the face with the "everybody dies" ending after 12 hours was just trolling the player-base.
It was only when I started reading to try to answer questions I had about the ending that I discovered there was another one. Naturally, I went back to watch it but that felt awful, completely removing any satisfaction from solving all the puzzles without hints.
In hindsight, and having read a lot of threads on this, I see how the existence and method of achieving the "good" ending were hinted at, in the game, if you happened to go everywhere, read every journal and interpret all of that in exactly the way the developers expected. But all of this was unbelievably obscure. Even at the end of Myst, it was at least apparent that more than one ending existed and that you were expected to make a choice.
The game punishes the player for thinking differently to the developers. For puzzles, this is ok because the consequence is getting stuck and having to think again, until you solve the puzzle. That's precisely the point of a game like this. For the ending, though, it is bollocks because the only way to try again is to either re-play the game or load your last save and just play the end - destroying any sort of immersion.
In summary, instead of leaving me with the satisfaction of having defeated the puzzles entirely unaided and a palatable conclusion to the story that was rather vague, anyway, the game has left me with a feeling of having missed out and then having to ruin the experience by searching forums. Very poor show.
I didn't get the good ending for several reasons. Firstly, throughout the game, you've had to do whatever C.W. asks just to move the plot forward. Why should that suddenly change for the final step? Secondly, the purpose of the battery is never made clear - at the time I plugged it in, the end of the cable wasn't even attached to anything! I know there is mention of "C.W.'s battery plan" in a journal but the role the actual battery plays is never mentioned and, by the end, it seems like you have to follow his plan because that's the only thing left to do in the game. The possibility of following his plan but NOT connecting the battery is logical contradiction. Lastly, the appearance of a scene of ruined buildings in one of the worlds never seemed to me to be an indication that earth was in ruins - I read it as an indication that Hunrath wasn't the only sphere from Earth to ever be swapped, there had been others and that was one of them.
Being slapped in the face with the "everybody dies" ending after 12 hours was just trolling the player-base.
It was only when I started reading to try to answer questions I had about the ending that I discovered there was another one. Naturally, I went back to watch it but that felt awful, completely removing any satisfaction from solving all the puzzles without hints.
In hindsight, and having read a lot of threads on this, I see how the existence and method of achieving the "good" ending were hinted at, in the game, if you happened to go everywhere, read every journal and interpret all of that in exactly the way the developers expected. But all of this was unbelievably obscure. Even at the end of Myst, it was at least apparent that more than one ending existed and that you were expected to make a choice.
The game punishes the player for thinking differently to the developers. For puzzles, this is ok because the consequence is getting stuck and having to think again, until you solve the puzzle. That's precisely the point of a game like this. For the ending, though, it is bollocks because the only way to try again is to either re-play the game or load your last save and just play the end - destroying any sort of immersion.
In summary, instead of leaving me with the satisfaction of having defeated the puzzles entirely unaided and a palatable conclusion to the story that was rather vague, anyway, the game has left me with a feeling of having missed out and then having to ruin the experience by searching forums. Very poor show.