That ending was honestly kind of unsatisfying? Like two screens of “hey it’s better again and literally everyone has joined into a heterosexual marriage okay bye” feels like it skips the part where the plot threads were actually resolved.
There wasn’t really a very strong plot thread as it was. Blount sets out to meet the king and queen, then (sort of) discovers the spring dividing the kingdoms, then solves the maze, which turns out to lead to uniting the kingdoms.
Well that was an experience! For a final screen it was a lot more straightforward than I was expecting, which is kind of a relief after some of the other parts of the maze. If there was just something else to the ending, such as actually showing more of the Divinity and not only their musicians or even mentioning how the divide happened, I’d actually be more or less okay with it!
Barring the lady Ouya, whose existence makes me uncomfortable.
Did the marketing or overall presentation of this game mean to have Blount’s identity a big reveal, or was it just a thing they did as a way to tie it back to the previous games? Him having some amount of princely authority does explain why he was able to interview the royals so easily. And him having survived Gobliins 2 explains why he’s not too put off by the weirdness in the maze.
I can’t imagine that they meant Blount’s identity to still be a surprise at the very end. But that was the last part of the final newspaper at the very end of the game, and I didn’t find any of the clues along the way because I was pretty much just following the Jokers at that point and wasn’t paying attention to anything that happened, so it surprised me. There seems to be a bit of a theme in Coktel games (the ones that I’ve played, anyway) where the ending leaves a lot of gaps. I still haven’t figured out quite what happens at the end of Woodruff. I’ve always just put it down to a culture difference - I figure French stories probably just don’t spell everything out. But it might just be the writers at this company.
Kind of a conjecture here, I always wondered why the last screen in run by the wolf instead of Blount or both of them as previous in the macro map screen. I -think- the idea is that the two personalities of Blount (himself and the wolf) have to divide to unify the poles and all of the stuff with the heady-memory stuff is reuniting Blount with himself, which leaves no place for the wolf. Blount mends his ugly past and attractive future in the mirror and the wolf stay behind to mend the divinities and that’s why we don’t see the wolf in the ending. Also it’s almost 3 AM and I’m having trouble sleeping and my brain probably no work right.
Yeah, Coktel always seemed to be a fan of nonendings. Both INCAs spring to mind. Never really sure if something in their games was lost in translation or if it was an intentional thing to have everything be distinctly odd as they always were.
The delay on this video is equal parts me taking forever to get around to making it and me purposefully holding off so I can spread the early Gobliiins 4 videos across the holiday season to keep things moving. There’s really not much to this final screen, and while it has a connection to the pre-labyrinth story, a lot of what connects the disparate parts of the game together is loose and nonsensical. There’s a main plot about Blount trying to interview the king and queen (which is only evident if you bother to read the newspaper), which transitions rather abruptly into trying to solve the maze by way of crashing into the tail end of the subplot where Wynnona is trying to get the key back from Fourbalus. The manual (which I don’t remember having in my physical copy) explains how she came to have the key in the first place, but the entire maze portion of the game is so abstract that I can’t make heads or tails of it. I get that fixing the spring reconnects the kingdoms, but how they became divided in the first place isn’t entirely clear. It can’t be due to the fighting over which kingdom’s champion will conquer the Labyrinth, since the spring was the end of the maze to begin with. Oh well. This is the end of a very confusing game.
Here it is: The final game in the series, which came out 16 years later. The creators have learned from their mistakes, and have found a whole host of new, inventive mistakes to make in their place. The graphics are… different, the puzzles are… also different but similar in all the wrong ways, the sound is…, and the game mechanics are a significant improvement over the first game while maintaining that vital selection of minor annoyances that make you wish you were playing almost anything else after a while. As for the story, we won’t be getting to that for a good while, but I’m sure it will disappoint. Oh, and the technology has somehow become even worse. Poor The Splash is playing in a tiny window centered in a tiny window. I’ll hopefully find a way to fix that for the next session, but for now, everything is made of tiny pickles. I apologize to everyone for the parts that are my fault and leave it to all of you to determine what those are.