It should be obvious now with the title: if you have not finished Enderal don't open the next spoiler box. Please. Also, if you are not prepared for a long text... I'm sorry.
Side note: Not sure if this fits on this section or if it fits better on Questions, Critique & Wishes. I'm sure the moderators will judge that correctly.
Side note: Not sure if this fits on this section or if it fits better on Questions, Critique & Wishes. I'm sure the moderators will judge that correctly.
Braescher wrote:It should be obvious now with the title: if you have not finished Enderal don't open the next spoiler box. Please. Also, if you are not prepared for a long text... I'm sorry.
Side note: Not sure if this fits on this section or if it fits better on Questions, Critique & Wishes. I'm sure the moderators will judge that correctly.
Development of secondary characters? Guild quests and so forth? I'm game.
Just stay clear of the main story: it is done and very well done at that!
Yeah, the story is very well written and wrapped up indeed. Still, a happier tone would have made, in my opinion, a better ending overall. I supose that contuining the game as a sandbox is a problem because of the whole extinction thing but then again I think that this story did not deserve to have the cleansing to be a true possibility. Maybe the fact that Skyrim is a never ending game made me expect Enderal to also be one or maybe the sheer size of Enderal with so much land not covered by the main story made wish that I had time after the storyline to explore it if only to avoid the infamous feeling of "ludonarrative dissonance". Because I do not feel compelled to explore the world because of the urgency of my mission. I feel like: "The Order needs me to stop this diabolical enemy. But first lemme enter this cave that is away from the road and has nothing to do with the urgent task I have". When I play this type of RPG I tend to be VERY immersed on the storyline, so I couldn't just explore caves, dungeons and misteries while Arantheal was constanlty reminding me that the end was near. I felt that nothing was more important than stoping the High Ones and everything else would have to wait. It is the same thing that happens in other Bethesda games. "Oh I need to prevent Alduin from devouring the world, but first lemme engage a guild in pursuit of grand larceny and riches" or "Damn I need to find my son after spending 200 years in cryo sleep, but first lemme grow some vegetables for a settlement full of people I don't really care about". The difference is that you can postpone that in Skyrim and Fallout. You can focus on your goal and then pursuit the other misteries of the land on your own pace without having to worry about the end of the world. Sure, I did explore some dungeons and went sidequesting sometimes. But the majority of the "sidequest" content I made was before I reached Ark and discovered that the Cycle was going to destroy civilization soon. Other than that I did some quests when the main story required me to wait for a day or two.
Maybe if any modder feels like I do we will have our own version of the Mass Effect MEHEM mod, that gave us a happy ending. Who knows. For now, I feel somewhat frustrated with the ending despite enjoying the writting of both endings.
Maybe if any modder feels like I do we will have our own version of the Mass Effect MEHEM mod, that gave us a happy ending. Who knows. For now, I feel somewhat frustrated with the ending despite enjoying the writting of both endings.
Braescher wrote:Yeah, the story is very well written and wrapped up indeed. Still, a happier tone would have made, in my opinion, a better ending overall. I supose that contuining the game as a sandbox is a problem because of the whole extinction thing but then again I think that this story did not deserve to have the cleansing to be a true possibility. Maybe the fact that Skyrim is a never ending game made me expect Enderal to also be one or maybe the sheer size of Enderal with so much land not covered by the main story made wish that I had time after the storyline to explore it if only to avoid the infamous feeling of "ludonarrative dissonance". Because I do not feel compelled to explore the world because of the urgency of my mission. I feel like: "The Order needs me to stop this diabolical enemy. But first lemme enter this cave that is away from the road and has nothing to do with the urgent task I have". When I play this type of RPG I tend to be VERY immersed on the storyline, so I couldn't just explore caves, dungeons and misteries while Arantheal was constanlty reminding me that the end was near. I felt that nothing was more important than stoping the High Ones and everything else would have to wait. It is the same thing that happens in other Bethesda games. "Oh I need to prevent Alduin from devouring the world, but first lemme engage a guild in pursuit of grand larceny and riches" or "Damn I need to find my son after spending 200 years in cryo sleep, but first lemme grow some vegetables for a settlement full of people I don't really care about". The difference is that you can postpone that in Skyrim and Fallout. You can focus on your goal and then pursuit the other misteries of the land on your own pace without having to worry about the end of the world. Sure, I did explore some dungeons and went sidequesting sometimes. But the majority of the "sidequest" content I made was before I reached Ark and discovered that the Cycle was going to destroy civilization soon. Other than that I did some quests when the main story required me to wait for a day or two.
Maybe if any modder feels like I do we will have our own version of the Mass Effect MEHEM mod, that gave us a happy ending. Who knows. For now, I feel somewhat frustrated with the ending despite enjoying the writting of both endings.
Make no mistake: Exploring in Enderal, even before triggering the main story, is outstanding and very rewarding.
I just disagree with what you say regarding the endings: they are as they should be, in my opinion.
Although Nicolas seems to have hinted at a third secret ending in the probable DLC, so... let's see.
Ragnarok wrote: Yeah, I get what you're saying. I knew that Enderal had a fixed ending before playing, so I took care of exploring everything I could (I think I unlocked the whole map locations) before triggering the Main Quest, so that I could then pursue the main story fully immersed.
Make no mistake: Exploring in Enderal, even before triggering the main story, is outstanding and very rewarding.
I just disagree with what you say regarding the endings: they are as they should be, in my opinion.
Although Nicolas seems to have hinted at a third secret ending in the probable DLC, so... let's see.
And please give me a link of this "hint" about probable DLC because you got me curious as hell now.
Quick edit: I found this post and I am completly excited with the possibility of revisions and expansions.
http://www.forum.sureai.net/viewtopic.p ... 042#p88042
Still, note that I wouldn't be at all concerned about a DLC following up the Star City ending, which would be about what the immortal Prophet goes through after his choice of becoming a sort of "light-born" for the new world. Plenty to explore there, which could lead to how he reacts and influences several stages of that new cycle.
Maybe we would be trying to avoid that «Pride was my fall» consequence
It probably wouldn't be canon for any sequel to Enderal, but nonetheless an interesting proposition and exploration, for sure.
Maybe we would be trying to avoid that «Pride was my fall» consequence
It probably wouldn't be canon for any sequel to Enderal, but nonetheless an interesting proposition and exploration, for sure.
I can think of three possible DLCs and two of them would adress the ending somehow.
1. A prequel story of some sort in which you do not play as the prophet and that would try to answer some of our questions, maybe with more hooks to the Nehrim mod or more answers to the Veiled Woman role
2. A sort of "Mass Effect 3 Extended Cut" DLC that complements existing scenes, adds new quests and gives the "alternate secret ending"
3. Extra sidequest content and other storylines like guild quests
But my only hopes are for a happy ending with post endgame content anyway. lol. Part of me wouldn't mind crazy plot devices to make that happen. Even if it is not possible to create so much optional content as the vanilla game with the time and resources SureAI had I was hoping for a "similar" experience. You know, a game that I could come back, create a new character and play a different story. I respect and appreciate the fact they decided to have a much more focused storyline because even if Skyrim kept me interested in the urgency of the main story, I did not care too much about the characters and the events the way I cared for Enderal characters and events. But I still wanted to keep on playing Enderal after destroying the High Ones and stopping the cleansing. I think I am just hungry for more immersive RPGs like this one.
And after all, Even if the Enderal ending remains like this and we don't get DLCs I will keep following SureAI's next mod/game. You guys just joined my favorite devs list.
1. A prequel story of some sort in which you do not play as the prophet and that would try to answer some of our questions, maybe with more hooks to the Nehrim mod or more answers to the Veiled Woman role
2. A sort of "Mass Effect 3 Extended Cut" DLC that complements existing scenes, adds new quests and gives the "alternate secret ending"
3. Extra sidequest content and other storylines like guild quests
But my only hopes are for a happy ending with post endgame content anyway. lol. Part of me wouldn't mind crazy plot devices to make that happen. Even if it is not possible to create so much optional content as the vanilla game with the time and resources SureAI had I was hoping for a "similar" experience. You know, a game that I could come back, create a new character and play a different story. I respect and appreciate the fact they decided to have a much more focused storyline because even if Skyrim kept me interested in the urgency of the main story, I did not care too much about the characters and the events the way I cared for Enderal characters and events. But I still wanted to keep on playing Enderal after destroying the High Ones and stopping the cleansing. I think I am just hungry for more immersive RPGs like this one.
And after all, Even if the Enderal ending remains like this and we don't get DLCs I will keep following SureAI's next mod/game. You guys just joined my favorite devs list.
Braescher wrote:I can think of three possible DLCs and two of them would adress the ending somehow.
1. A prequel story of some sort in which you do not play as the prophet and that would try to answer some of our questions, maybe with more hooks to the Nehrim mod or more answers to the Veiled Woman role
2. A sort of "Mass Effect 3 Extended Cut" DLC that complements existing scenes, adds new quests and gives the "alternate secret ending"
3. Extra sidequest content and other storylines like guild quests
But my only hopes are for a happy ending with post endgame content anyway. lol. Part of me wouldn't mind crazy plot devices to make that happen. Even if it is not possible to create so much optional content as the vanilla game with the time and resources SureAI had I was hoping for a "similar" experience. You know, a game that I could come back, create a new character and play a different story. I respect and appreciate the fact they decided to have a much more focused storyline because even if Skyrim kept me interested in the urgency of the main story, I did not care too much about the characters and the events the way I cared for Enderal characters and events. But I still wanted to keep on playing Enderal after destroying the High Ones and stopping the cleansing. I think I am just hungry for more immersive RPGs like this one.
And after all, Even if the Enderal ending remains like this and we don't get DLCs I will keep following SureAI's next mod/game. You guys just joined my favorite devs list.
It appears that you prefer wRPGs and what SureAI did here was to turn a successful wRPG into a mix of wRPG with a classic RPG closed story format. Enderal is much more a 3rd person story game than a 1st person character game like Skyrim is.
I understand.
For my taste, although it is fun to just "mess around" some times in an open format, I absolutely prefer this closed type, but that's me
Yeah. I changed my taste. On the glory days of the PSone I played JRPGs a lot and had no problem with the straight foward plot and ending. I am still looking for the perfect balance between both styles. Mass Effect is my favorite RPG to date and it managed to "kinda mix both" open world and focused story. There was a straight foward plot going and only Mass Effect 2 had post engame content. Mass Effect 3 did that weird rollback thing after the final mission, so pretty much all of the DLC even if released quite some time later took place before the events of the final mission. Dragon Age was good at trying to balance both styles too. Skyrim was TOO MUCH open world too me to the point were I found myself with my quest log exploding with 200 quests and had no idea what to do next. Eventually I managed to focus one storyline at a time and had a hell of a good time with it for +400 hours lol. But yeah, in general I like wRPGs, I am just waiting for that perfect balance between old school and new wRPGs. Enderal almost done that, almost. It was a very memorable experience for sure and it played with my emotions quite a lot.
I did have my own concerns regarding the rather negative ending, and posted those thoughts in a different topic. I won't spam it here as well, although it's arguably more relevant to this thread, but here's the link if you are interested:
http://forum.sureai.net/viewtopic.php?f ... 234#p88234
http://forum.sureai.net/viewtopic.php?f ... 234#p88234



