![]() Did you notice how mysterious the ending was, and yet, how it didn’t make the game pointless? How it didn’t insult your intelligence by trying to be an artistic experience when all we wanted was a good adventure game? How it didn’t abuse the trust of the player in the author of the game? How it didn’t take advantage of adventure gamers’ well-known Stockholm syndrome? How it didn’t try to pull a meaningless, ‘clever’ twist ending in a gameworld that requires heavy suspension of disbelief to begin with? How it didn’t mock the player for working hard to look past obvious shortcomings of the medium? How it didn’t reinforce the image of the author as the master of bad endings, after that MI2 fiasco so many years ago? How it was a clear sign that the author brought his A-game to this work by not disrespecting the mystery and the player, and by not recycling crappy concept art? Man, that Ron Gilbert’s a real genius. ![]() Wasn’t that game just great? Really took you back to the good old days. Repeat until Delores actually pushes the button. ![]()
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