The players were excited to hear that there was a perfect ending.
Although some people would say things like, "Of the two people, one of them had to die anyway," "The ending is reasonable," and "There's no need for a happy ending," after seeing the happy ending, the players were immediately interested.
With the video, there was no need to doubt the authenticity of the ending. The only question was how to trigger the ending.
After clearing the game, the players could choose any chapter to experience. Many players didn't give up and tried again in the last chapter, only to find that Vincent would shoot himself in the end. There was no option to shoot the shoulder!
The original poster answered everyone's question. "Complete all the mini-games and trigger all the interactive storylines. That's the ending!"
The players were shocked. Is this even possible?
Complete all the mini-games?
Trigger all the interactive storylines?
What kind of concept was that?
How many mini-games were there in Escape and Death? There were too many to count. In every scene, Leo and Vincent had all sorts of things to play with. For example, near the slums where Leo lived, they could throw darts, play baseball, throw horseshoes in the farm, play wheelchairs in the hospital, play games in the hangar …
Basically, every scene had a bunch of mini-games. Many players didn't even look at the scenes in order to get through the story quickly. But these mini-games actually affected the ending?
There were even more interactive storylines. For example, in the slums near Leo's house, they would meet a woman with a baseball bat who said that her husband was having an affair. As they walked further, they would see an RV and hear inappropriate sounds coming from inside. If they knocked on the door, they would discover that the man inside was the cheating husband. Then they would inform the woman with the baseball bat, and there would be a scene of them catching the couple in bed …
Similarly, in the slums near Leo's house, there was a seesaw. If two people sat on it face to face, a conversation would be triggered.
Leo: "What the hell are we doing?"
Vincent: "I don't know. You sat down first."
Leo: "No, I didn't."
Vincent said, "You sat down first."
Leo: "Is that so … That's awkward."
There were many interactive storylines like "confirming eye contact and meeting the right person." Some were funny, some were cute, and some were emotional …
The players were shocked. How long would it take to complete all the mini-games and interactive storylines? I wonder what the guy who posted this post has experienced …
Therefore, many players who wanted a perfect ending called their good friends to experience the game from the beginning again. This time, they were not in a hurry to advance the plot. Instead, they seriously played all the mini-games and interactive plots.
After completing the interactive story, the players could more or less understand why Chen Mo arranged such an ending.
Was Leo's death or Vincent's death really reasonable?
Actually, if one thought about it carefully, it did not make sense.
As a well-trained police officer, Vincent was an expert when it came to disarming guns. His reaction speed was also very fast. He had gone through fire and water with Leo and survived the hail of bullets in Mexico. Yet, in front of the plane, he pointed his gun at Leo, and Leo actually snatched it away? Was that reasonable?
Leo hijacked Vincent and drove the police car to escape. He got the car and the gun. If he really wanted to kill Vincent, he could have just killed him with one shot. Why did he have to drive while pointing the gun at Vincent, giving Vincent a chance to snatch the gun and both of them falling into the river together?
Thinking about it carefully, the two of them were actually suspected of going easy on him. Otherwise, the two of them would not have fought until the last moment to determine the victor, otherwise, the two of them would not have been able to fight until the last moment.
As for why it was like this? Obviously, they were both hesitating.
When Vincent pointed his gun at Leo, he hesitated for a moment when Leo snatched the gun away. He didn't shoot Leo.
And when Leo hijacked Vincent's car, he didn't want to kill him immediately, giving Vincent the chance to snatch the gun away.
Obviously, the two of them still had feelings for each other. Before they pulled the trigger, there were many times where they hesitated and could not bear to do so. However, their different standpoints and the anger of being betrayed drove the two of them step by step onto the path of no return, to the end where one of them would die.
But what if the players completed all the mini-games and interactive storylines?
During their escape, Vincent and Leo had experienced too much. Sometimes, they would play games together like childish kids, arguing over who had the highest score. They even arm-wrestled for five minutes at the construction site. Sometimes, they would work together seamlessly, like at the farm, when the two of them played together seamlessly.
If the players didn't trigger so many storylines in the process of escaping, then Vincent and Leo might not have a deep bond, and they could only kill him at the last moment.
But what if they had experienced so many things in the past?
When there was only one bullet left, would Leo think of the two of them playing seesaw together?
Would Vincent think of the two of them playing video games together?
The memories gave them a chance to hesitate. They realized that they really couldn't aim their guns at each other's chest, so at the last moment, they chose to shoot each other's right shoulder.
The other party understood that the two of them had a telepathic connection. They knew that there was no point in continuing to fight, but all their grudges were written off and they went their separate ways.
Vincent had done his duty as a police officer. He had tried his best, and Leo had let go of his hatred because of his bond with Vincent.
At the end of the story, Leo hid his identity and went far away, beginning his never-ending journey of escape. Vincent also understood the importance of family after this experience, so he quit his job as a police officer and returned home to live a good life with his wife and daughter.
Two people with completely different personalities and experiences wouldn't have any interaction, but because of the little things that happened during this long journey, they subtly changed each other.
…
After understanding the deeper meaning of the ending, the players expressed that the story was godly!
Of course, it wasn't as godly as US Apocalypse. After all, it took Chen Mo less than a month to make this game. It was originally designed for two players, and wasn't made to be a triple-A game.
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