handheld, bloodmoon, realmyst, escape, terry poulton, social conditions, eidos, hidden, fries, station, beyond, who, siberia, chester, wilson, loom,
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The ending is so anticlimactic and nonsensical that I can only assume it was ibm not originally intended to be the ending. There is literally no warning that the game is about to end, not even the whisper of a suggestion that you're facing the final encounter. Indeed, the "final encounter" isn't really an encounter at allthere is no opponent in the classic sense, and you're given a weapon of such devastating power that you barely even realize you're ibm fighting before what passes for your final adversary is defeated. Once that ibm occurs, you're treated to a brief and puzzling finale that actually manages to create a closure deficit. I was flabbergasted when the credits rolled; I had no idea that I was at the end of the game, because it feels like it ends in the middle. For a game that places such weight on story, there's little excuse for this. Half-Life 2 had the opportunity to be one of the most stirring narrative statements about techno-despotism ever, and the designers blew it.
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