The neutral ending that struck me as most profound in my youth was the last episode of the Teen Titans cartoon. It’s a short game so you could play through it in a sitting or two, or hunt down a let’s play and experience it that way. In short, without spoiling too much, the game ends without any sort of real resolution to the problems hounding the main characters. It was often criticized as a game who’s conclusion fell short of its aspirations. Recently, a game by the name of Firewatch had been making the rounds among the let’s play community on YouTube. They can leave audiences feeling hollow, wanting more, or perhaps worst of all from the storyteller’s perspective, disappointed. That a conclusion is out there waiting beyond yon horizon. It implies that life, adventures, and everything witnessed in the story will continue in some way. And unlike tragedies where the audience can sit back and think that a character at least tried to do everything in their power before meeting defeat, a neutral ending leaves all parties alive and ticking. There aren’t very many good examples to point to, and probably for good reason. To put it in harsher terms, it’s when a story just ends. A neutral ending is best defined as a story that ends leaving major character goals and/or plot points unresolved. How does one best define a neutral ending when a google search on the subject inevitably turns up fifty wikis and guides to Undertale? Well, I’m going to give it a shot. I’m here to talk about stories that have one explicit, neutral ending. No, this isn’t about Undertale… or any other multiple endings game/choose your own adventure. Samwhitesell on Big Hero 6 and Tackling Big… Plotting the Spirited Away Arc-Plot Part X: Kubo and the Two StringsĪtthematinee on Big Hero 6 and Tackling Big….“A Passing Summer Musing” Part 2 (of a lot).Is Up a Better Short Film than Feature Film?.
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