I covered at the first two levels of Lorn's Lure a week ago, but I figured I'd do a quick video of two of my favorite levels. Undercity is a very cool vertigo-inducing level with lots of variety and the final level is brutally tough, very intense and very cool. The Undercity playthrough is in New Game Plus, because it allows you to use the hook shot (which is a lot of fun) and allows for some good shortcuts. If you complete the game it's definitely worth playing in New Game Plus because it allows you to explore lots of out of bounds areas.
The games opening had already set up the ending. Lorn left home and followed a mysterious light for over 200+ years. At some point, Lorn probably realized the light was leading him to his death, but by then there was no way for him to go back home and the light was all he had. It's a nice deconstruction of how adventuring in video games is always rewarded.
I love watching this channel it's so good. The lack of anything extra. Straight into the experience. Really capturing the essence of what it's about, while I am just observing and taking it all in. It's a rare minimalistic experience that I crave from time to time.
Plot twist and final level as whole was the most the most unsatisfying thing to see. Undercity was the last level I really enjoyed. Steam page said I can explore the game in my own pace, but game itself suddenly goes "nope, do the speedrun for me!" Someone can say git gut, but I got good... and man, you don't wanna play "Star Craft 2" competitive mode when starring your "Cities Skylines", no?
This Game is so Similar to The Maker Of Masks, Just the feeling of depressive hopelessness and emptiness makes you almost question if humans Ever existed, and if so, what happened too them along with planet Earth and how this world came to be. I Am just simply Spellbound by the grand scale of this game's setting, making you ask questions such as, Is this even is Planet earth at all and what are all these pipes and megastructures are used for? And it even looked like there were areas that were missed, so many places to go, so little time.
With such a great game in both concept and execution i find it very upsetting that the entire plot gets a "but it was all a dream" ending. Out of the potentially unlimited choices to make an end out of they decided to go with *the* worst option in both storytelling and lore. Thankfully the game isn't necessarily about a deep story but it's still a dark spot on an otherwise great game.
I think it's actually a rather fair ending. You have to be possessed by a demon luring you into the depths of madness to enjoy these climber games, so I think it's staying accurate to its audience.
loved the game. that final Brutal as heck final level. I've had some fun thoughts on that since i beat it myself. I'll nudge it down a bit because it might be spoilers. . . . . . the final character we meet refers to it as a demon, but i suspect it was a human that transferred conciseness onto a computer along with many other humans into a simulation of a peaceful world to escape the troubles of the real world. only problem is. the main person in control of it all got bored and went mad with power torturing people for amusement. the screams we hear and ghosts we see of other people possibly frozen in fear. when that got boring. they sent out a lure to get someone new to torture. that is you. the player. but during the escape i couldn't help but notice 2 major hazards chasing the player. the demon with the growing gross fleshy/vomit organic matter and a void darkness. with the song getting distorted as you progress towards the end and level breaking apart into randomly placed doorways i like to imagine this "demon" has used up all its power and is desperately trying to break your mind quickly so it can transfer its twisted mind into your metal body before the system that holds it fails. "your time is running out" "lured so i can serve my purpose" I feel like those are taunts, attempts to break the players spirit when its own time could be running out. by getting to the white doorway you "escape" from whatever server or system this demon was hosted on leading it alone to perish. (think of that creepy old dude from fallout 3 in the Tranquility Lane simulation pretending to be a little girl. Doctor Stanislaus Braun. he also tortured people and found it boring until you come along.) and in my mind even though the player "escapes" they are still trapped on this server. how else did we go from a computer to materializing inside an egg? I haven't exactly felt much magical wizard stuff in this game that could explain that :3 heh I suspect we escaped/broke the demon and awoke on another part of this simulation where a survivor that also escaped and hasn't be driven mad by the demon greets us and explains some things to reassure us.
Thanks for taking the time to share your theory! It's a good theory (I love the game but I just kinda gave up trying to figure out what was going on with the plot!) :)
The ending on this game has left me with the most mixed feelings one can have. It is a cop out? Or the most compelling ending to the mystery of the megastructure? I am the robot, the demon is the dev, and I hope they're working on a sequel or something because I WILL GO TOWARDS THAT LIGHT AGAIN LOOKING FOR MORE, DON'T THINK I WON'T.
This game flopped the ending so hard. There are so many things wrong with it. It doesn't fit the rest of the game in tone and gameplay. The actual ending itself explains nothing and just amounts to "lol you were tricked and a dumb dumb for playing the game." The ending could have been executed better in so many ways. Naturally it could have answered some questions, but barring that, the demon could have at least been a larger threat that we must now stop. Getting the grappling hook in the final level also feels wrong since we got no time to get used to it before the timed escape sequence. I also didn't really like the penultimate level where the main new gimmick was TAKING AWAY your super jump and climbing picks. It's a sin of gaming to take away fun mechanics. And the penultimate level also relied too much on leaps of faith. Just jumping around a corner and hoping there is something there. This would be more acceptable if you still had the picks but you don't so you just kinda die each time you can't find where you're supposed to jump too.
It has become a Noir game,i hoped that this was a mere fun sci-fi game and we would have had good ending that the cyborg finds his home again.I dislike weird mythologies.
Truly this game was the ULTRAKILL of games that won't be nearly as popular as ULTRAKILL, the Talos Principle but without principles or puzzles for that matter, Celeste but 6 years later and for these demake bros