In the end, a troubled person (that, surprise, Delilah knew) is causing all of the problems. and it all just turns into drama because if she hadn't asked him to go threaten kids or talk about burning down government property, the real stressors wouldn't have been that big of a deal. and Henry clings to the attention because of his emotional catastrophe. she flirts with some 45 year old she has NO actual interest in being with outside of a little fling in the wilderness. when you get a crush on someone or something and they use the attention to make everything all crazy and dramatic. everyone's been in those situations at summer camp as a kid or whatever. that all of the crazy guesses were just the paranoia of isolation in the wilderness. The ending was exactly what I hoped it would be. I will definitely be replaying this when I am fully finished digesting the story. ![]() It's overcosted for what it is, I believe, but I do not regret my purchase at all. I don't expect everyone to like this game. The ending with Henry and D talking really made it stand out too. It really immersed me into a world where things happened and memories were made. I recall feeling a sort of nostalgia, seeing the old ranger standees, the abandoned ranger cabin, and the various campsites. The ending photos of Brian and Ned really sell it. There's also a slight undertheme of wistfulness, too. This is the experience they wanted and you, the player, got sucked in right along with them. ![]() Henry and D WANTED to believe in a conspiracy because it was a fantastical, utterly insane situation that was highly unlikely. Just a depressed, slightly crazy, despondent father who lost his son in a terrible accident. There wasn't any conspiracy, no aliens or military projects or ghosts. I think the ending is crafted so that WE, the player, escape into this forest, this world, become attached to characters that don't exist. Ned is a perfect metaphor for a sort-of game master or dungeon master, as well. To be a different person, having fantastical adventures, and to journey back to reality when it's over. D&D and, in a broader spectrum, roleplaying, is in essence escapism. It's also hinted D may be slightly curious about it as well. It seems that the job attracts such people, as Brian is a fan of "Wizards and Wyverns", this game's equivalent to Dungeons and Dragons. D is getting away 's not entirely explained but hinted it's not so different from Henry's situation.ĭ goes to the park every summer to have a different life, to converse with different people, and to be a different person. ![]() Henry is escaping from his ailing wife and complicated home life. The themes of the game are loneliness, exile, and escapism. After a short break, I had a sudden epiphany.įeeling disappointed about the ending? That was the point. Having just finished the game (took me about 2.5 hours, will explore around a bit more on a second playthrough), I initially found the ending a bit hard to swallow. ![]()
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