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End of the Line's itch.io pageTeam members
GruntSteel
Bastion
Ven
Camazule
Glitch
Hughhh
JamieDerg
Cetus
Rotshild
tehngo
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Team members
GruntSteel
Bastion
Ven
Camazule
Glitch
Hughhh
JamieDerg
Cetus
Rotshild
tehngo
Log in with itch.io to leave a comment.
Comments
End of the Line is wonderfully depressing experience that delivers on all fronts. From excellent sprites, to polished writing and an engaging narrative and dialogue, it’s worthwhile from end to end. There are some characteristics that don’t exactly click from the jump, but eventually all pieces fall into place. Definitely the strongest submission in Novembear 2024.
First of all: I feel like the narrative and the presentation are kind of in conflict here. The story itself is pretty bleak and quiet, with not a lot of big things happening after Owen's endearingly silly introduction, but the visuals are so busy with all the animations, the meticulous sprite movements, and the transitions that the overall vibe is energetic and at times leans towards chaotic.
I have long maintained that visual novels are a medium built on abstraction, and having something new and exciting happen on the screen is a tool for conveying emphasis – sometimes good direction amounts to being sparing with how many devices you introduce and how you use them. Too often, it felt like a formal mechanism was motivated by making the game feel impressively produced rather than underlining the importance of and pushing the specific emotions in each scene. The intrusive effects in the flashbacks are probably the worst offender; we already know all this happened in the past, so is it really necessary to frame it so heavily through a retroactive lens instead of allowing the reader to experience what the characters were feeling then?
I think the same dissonance can be felt in the pacing. As mentioned, while End of the Line is kind of a serene character drama in spirit, there are not a lot of truly slow, contemplative moments that would give the ideas and the imagery time to sink in. I guess a lot of this comes down to the VN being such a talky piece – most of the dialogue is concerned pretty directly with the themes, so there's just not a whole lot of space for forming your own response to the material. The game just kind of holds your hand, and you feel what you're told to feel and think what you're told to think.
The structure is also kind of jumpy. The flashbacks feel too aggressively pruned of everything but direct setup to work as satisfying scenes by themselves, and I don't really see the point of covering so much time when it feels like the plot beats could be made to play out within the same day or so. To be clear, I don't think any of this is bad storytelling in general, but it just doesn't feel like a good fit for the story being told.
I would say the prose and dialogue are pretty solid work all around, and I didn't spot big editorial issues beyond the tense being inconsistent in just a couple of places. Generally speaking, though, the writing did feel too melodramatic for my tastes – the characters' mental states are projected outwards into the narrative and the setting to the point that it feels like there's nothing that's not a symbol of some kind. The crumbling house, environmental disasters, the desperate task of catching one final fish... sometimes, it's ok to write in details just for the sake of flourish, or to set the mood, or to create the impression that the characters have lives beyond the confines of these particular events.
So much of what the VN does is plainly functional enough to risk the mechanisms of the narrative feeling exposed. The same can be said for the overtly satisfying bookend of a final line and all the other setups and payoffs – they're all so neat that the storytelling doesn't feel organic or raw enough to respect the immensely bleak subject matter.
To mention a singular plot point: near the middle, there's a twist that didn't really land for me because it felt like it was built too much on reader expectations in lieu of being actually written into the text. It just didn't feel like the reasons why Arthur would think so matched the reader's, creating an unwelcome distance and making it difficult to emphatize with what the character was feeling during the fallout. I like it as a fun reader-hostile move in theory, but I think the execution focused on the less compelling aspect.
End of the Line is certainly competently put together, and you can respect the huge team's efforts making for something with a stunning amount of production value for a game jam submission. Ultimately, though, I just wasn't a big fan of many storytelling and directorial decisions and, as a result, failed to have an emotional reaction. In a work that feels like it's banking so hard on that happening, it's difficult to feel like I enjoyed the time I spent with it.
Beautifully written and presented story with a very interesting premise. I must admit the "setting", for lack of a better term, felt fresh to me. It might be me not being super familiar with the genre, but I can't think of many other stories that feature a world where the climate and ecological disaster has already turned everything to shit, and the apocalypse is still so far in the distance that the characters can afford to go on with their normal lives. It's an interesting tension, I must admit I had some trouble initially because the stakes felt too dire (everything is dead) and not dire enough (and yet food is not a concern) at the same time. And yet it's a tension that mirrors the real world to a T and makes for a nice parallel to the emotional stakes of the story. The contrast between nature being described as dead and yet visually depicted as hauntingly beautiful still is also nice contrast.
The personal story worked as well, and everyone did their part: the prose was evocative, the music set the mood, and the art was impressive. There are a couple of points where I feel the story could have been improved, but they are minor points in an otherwise impressively woven tapestry.
My main point of criticism is that, with how effective the story was at hinting at things and establishing a mood, I think it could have resisted the impulse to spell out certain things as explicitly as it did. For example, the descriptions of the environment are so effective that what was going on was immediately clear to me, and yet the characters still spend a good chunk of their dialogue delivering exposition about the state of the world. Another example is when a clear parallelism is established between Owen and Robin, by having them repeat the same things, and yet the narrative still feels like it needs to draw that point explicitly by having Owen literally transform into Robin.
I wish there was a bit more trust in the reader being able to piece things together. For a contrast, I think the story did an amazing job at stopping just short of explaining the "fishing stakes". Arthur says he needs something to take the bait in order to feel closure, and it's up to us to realize that that already happened, he's already fished something out of the lake. Perfect!
Another minor point of criticism, somewhat linked to the previous point, is that while the narration is patiently paced and very effective at showing, it felt like the dialogue was sometimes speedrunning things and going for big sweeping statements. The scene where Arthur "opens up" is probably the biggest offender: in just a few lines we go from wailing about how the character is feeling, to talking about the protagonist's Asperger syndrome, to trying to convey who Robin was as a person in very abstract and general terms (he was so smart, kind, etc.). In general, I think the dialogues would have benefited from the characters interacting a bit more with each other, instead of taking turns monologuing.
Final very small nitpick, while I love the scene of Arthur remembering Robin and their time spent in the cabin, I can't help but wonder if it was maybe placed a bit too early in the narrative. Instead of immediately laying down the story's cards, I think it would have been more interesting to build up to that flashback.
It bears reiterating, I think you guys did an amazing job, this would be a 5/5 from me. I focused mostly on what IMHO could be improved because other than that I don't have much to say other than "Stunning work".
> It bears reiterating
Heh.