Making some of these puzzles subtly impossible is genius. The game spent so much time establishing what you CANNOT do, that these odd corners stick out immediately.
Technically some of these puzzles are possible with additional items, but all of the staircases in those puzzles are directly below a Cif statue. Being directly below one resets you. Cif is trying to reach you. Trying to unvoid you.
Very impressive storytelling how choosing to forfeit death by becoming voided also shows you eternal life can be a worse fate if you have to live with your mistakes, to the point your character seeks it out floor after floor, hoping to end it all and go back in between streaks of feeling trapped and losing control until the floors themselves start to blend together, your memory becoming corrupted by the same oblivion you craved for by tossing the key to the locker, pleading to forget forever.
The room at 3:46 is so mean because by this point you've definitely figured out that they're all impossible, but this one appears to be extremely easy and solvable... except that a tile that's visually a pit is actually a wall and you can't do anything about it.
This song is so good at capturing the feeling of desperate hopelessness. It's such a kick in the balls and such a great way of telling the player that not only did they mess up, but that their reward is NOTHING. For some people, that'd be strong enough motivation to drop the game after being faced with the realization of having to do all 200+ floors all over again but without the safety net of infinite lives, but for me it was such a strange, exhilarating feeling. I'm so glad I stuck with the game; I can't think of many that had gripped me so thoroughly as it in recent memory.
Though to be fair, once you figure out how to manipulate the UI... that safety net of 'infinite lives' comes back when you realize you can simply hop back a few dozen floors in exchange for a TON of locust lives...
The very offering to wander these halls without worrying about death is sus enough. Then again I chose that to not to have stress of losing every lives knowing it would be bad end but I am really glad that this was my first ending
My first death was when I first grabbed the rod, and let Gray stumble into a pit like the curious dumbass I was. I had no reason to quit the game, and the fact that Gray's healthbar disappeared barely flew over my head. At least the revivals were quicker. Also this music makes me wanna cry
There are a few others like The End of YoRHa and the final run of Outer Wilds that I think I'd rank higher, but it's definitely one of my favorite sequences in a game (and I've been playing games for about 30 years).
I’d say this, the walk through the capital in Undertale, and the final run of Outer Wilds are probably among the top 5 (probably they are the top 3) gaming moments
I noticed something weird at that time. I never really noticed the floors passing by, nor how long it would take. But I'm pretty sure it was supposed to go to floor 223 instead of 224. So I told myself something was wrong. *Boy, it was.*
SPOILER ALERT As the integrity of the universe breaks down, the Cif statue's appearance suggests that Cif wants to give you a way to reset, but doesn't succeed until after the last birch tree scene. Who knows how long Gray spent getting kicked around the void before Cif yoinked her back to the beginning?
@@TakeV It says a lot for Gray that she stayed determined to save the princess for long enough that Cif could reach her. So many people surrendered to despair by that point that there are practically no people encased in "eggs" in Cif's domain, simply because hardly anyone got that far before breaking. Even Lillie broke at B255, and Gray went much, much further. The presence of Cif's statues all over her domain makes logical sense, but in a way it's also a warning intended for Gray. It makes the true ending that much more bittersweet, because it's clear Cif doesn't want to fight you.
One thing I love is how the staircase only appears under a four-eye statue (except 4:47). It's taunting you with the promise of going back to the entrance (and possibly finding a way out), but it's always out of reach. That part reminds me of Tantalus - Gray can see the thing she wants, but she can never reach it. She's condemned to reaching for it in vain for eternity. Really makes you sympathize with Gor (B143) - I'd trade _anything_ for a chance to die rather than spend eternity living in the void. That idea is _horrifying._ (Haven't beaten Hard Mode or done any meta-puzzles yet, so please don't spoil anything else.)
Pretty much exactly how I reacted, freaking out, frantically trying everything I could to get out before it changed... I'm still freaking out tbh, this game is messing me up (in the best way)
Making some of these puzzles subtly impossible is genius. The game spent so much time establishing what you CANNOT do, that these odd corners stick out immediately.
Technically some of these puzzles are possible with additional items, but all of the staircases in those puzzles are directly below a Cif statue. Being directly below one resets you.
Cif is trying to reach you. Trying to unvoid you.
Very impressive storytelling how choosing to forfeit death by becoming voided also shows you eternal life can be a worse fate if you have to live with your mistakes, to the point your character seeks it out floor after floor, hoping to end it all and go back in between streaks of feeling trapped and losing control until the floors themselves start to blend together, your memory becoming corrupted by the same oblivion you craved for by tossing the key to the locker, pleading to forget forever.
The most beautiful scene of "controllable helplessness" I've ever seen in a game.
Maybe so, but personally I got hit more by The Stanley Parable HD Remix's Countdown ending. Or even MGS3's and Omori's.
@@gabrote42 or even from OneShot :3
@@nirn_ I am not that far into OneShot. What happens there?
@@gabrote42 spoilers :D
@@nirn_ completion percentage of the game on release? Use values greater than 100% to indicate NG+ or updates
The room at 3:46 is so mean because by this point you've definitely figured out that they're all impossible, but this one appears to be extremely easy and solvable... except that a tile that's visually a pit is actually a wall and you can't do anything about it.
After the 3th" you acquired nothing"
"Ok ok i get it. Im forever doomend because i ate the fruit.
Its Beautifull
This song is so good at capturing the feeling of desperate hopelessness. It's such a kick in the balls and such a great way of telling the player that not only did they mess up, but that their reward is NOTHING. For some people, that'd be strong enough motivation to drop the game after being faced with the realization of having to do all 200+ floors all over again but without the safety net of infinite lives, but for me it was such a strange, exhilarating feeling. I'm so glad I stuck with the game; I can't think of many that had gripped me so thoroughly as it in recent memory.
Though to be fair, once you figure out how to manipulate the UI... that safety net of 'infinite lives' comes back when you realize you can simply hop back a few dozen floors in exchange for a TON of locust lives...
Gotta tell everyone to get the "bad ending" of this game cause its peak
The very offering to wander these halls without worrying about death is sus enough.
Then again I chose that to not to have stress of losing every lives knowing it would be bad end
but I am really glad that this was my first ending
fr the writing only goes downhill from here
My first death was when I first grabbed the rod, and let Gray stumble into a pit like the curious dumbass I was. I had no reason to quit the game, and the fact that Gray's healthbar disappeared barely flew over my head.
At least the revivals were quicker. Also this music makes me wanna cry
Did the exact same thing got the rod walked my ass into the void.
I'm still going through the locked playthrough but at least lesson learned.
I think that this is almost certainly the most incredible scene I've ever experienced in any video game.
There are a few others like The End of YoRHa and the final run of Outer Wilds that I think I'd rank higher, but it's definitely one of my favorite sequences in a game (and I've been playing games for about 30 years).
I’d say this, the walk through the capital in Undertale, and the final run of Outer Wilds are probably among the top 5 (probably they are the top 3) gaming moments
of all the moments I could forget in a game and re-experience, this was one of them.
I noticed something weird at that time.
I never really noticed the floors passing by, nor how long it would take. But I'm pretty sure it was supposed to go to floor 223 instead of 224. So I told myself something was wrong.
*Boy, it was.*
One of the strongest moments on the game, I believe. Very very touching. Great work, SE.
Im didn't cry during this moment shut up stop staring at me 😭😭😭
SPOILER ALERT
As the integrity of the universe breaks down, the Cif statue's appearance suggests that Cif wants to give you a way to reset, but doesn't succeed until after the last birch tree scene. Who knows how long Gray spent getting kicked around the void before Cif yoinked her back to the beginning?
The fact that the statue always appears above every set of stairs must mean that Cif was also trying to yank her out for a long, long time as well. 😢
@@TakeV It says a lot for Gray that she stayed determined to save the princess for long enough that Cif could reach her. So many people surrendered to despair by that point that there are practically no people encased in "eggs" in Cif's domain, simply because hardly anyone got that far before breaking. Even Lillie broke at B255, and Gray went much, much further.
The presence of Cif's statues all over her domain makes logical sense, but in a way it's also a warning intended for Gray. It makes the true ending that much more bittersweet, because it's clear Cif doesn't want to fight you.
One thing I love is how the staircase only appears under a four-eye statue (except 4:47). It's taunting you with the promise of going back to the entrance (and possibly finding a way out), but it's always out of reach. That part reminds me of Tantalus - Gray can see the thing she wants, but she can never reach it. She's condemned to reaching for it in vain for eternity.
Really makes you sympathize with Gor (B143) - I'd trade _anything_ for a chance to die rather than spend eternity living in the void. That idea is _horrifying._
(Haven't beaten Hard Mode or done any meta-puzzles yet, so please don't spoil anything else.)
Pretty much exactly how I reacted, freaking out, frantically trying everything I could to get out before it changed... I'm still freaking out tbh, this game is messing me up (in the best way)
4:55 holy shit. literally a blink and you miss it moment
What?
@@gabrote42 each of the figures represents a different void lord in a circle.
I also just realized that Grey is standing on top of those summoning circles too. Subtle.
@@mitrimind1027 Not only that, but the statues are the remaining Lords, and ones that are enemies are the traitors.
Beyond beautiful
m.th-cam.com/video/ekWHr_x-vGw/w-d-xo.html song gets interrupted by Cif statue.
May I use your gameplay in an upcoming video im editing about void stranger?
Go ahead, I'd just appreciate it if you credit me somewhere. Thanks for asking!
@@anothersphereThanks! Of course I will credit!
this ending is very symbolic of the whole game, the further you explore it the more unhinged and badly written the story gets