More Games That Save the Best for Last
Jacob Geller
0:00 This is a video about spoilers.
0:02 It is about the last levels of games,
0:05 the things they do just before the credits.
0:08 This is a weird thing to make a video about, I understand.
0:12 These are the parts you withhold— you save for the 40th minute of the video,
0:17 and you put big gates around them,
0:19 and you say “skip it if you want to save it for yourself!!” But sometimes,
0:23 like in the cases here,
0:25 to tell you what makes the game special, I need to tell you about the ending.
0:31 I fear you will underestimate these projects otherwise.
0:34 So here’s the deal: I’m going to tell you about three video game endings today.
0:39 They are the endings of a first person shooter,
0:43 a narrative-heavy walking simulator, and a rhythm game.
0:46 I do not believe that knowing the endings to these games will,
0:51 actually, spoil you.
0:52 I will be revealing mechanics and narrative
0:55 beats you wouldn’t otherwise know about, yes.
0:57 But I have replayed all of these games
1:00 multiple times for the writing of this video,
1:02 and my enjoyment of their endings has not diminished ONE BIT,
1:06 even though I know what’s coming.
1:09 But, for the completionists among you, none of these games cost more than $25,
1:14 and all of their credits can be reached within, let’s say, seven-ish hours.
1:18 For your convenience, I have also timestamped this video for both the general
1:24 discussions and the specifically spoilery parts of each game.
1:27 You do what you wish, but there’s almost nothing I’d rather do
1:32 than tell you about how these games end.
1:36 Let’s go.
1:41 Although most categories of gaming are
1:44 going through some level of indie domination,
1:46 first-person-shooters still feel like a genre largely defined by AAA efforts.
1:51 It’s a field sculpted by Call of Duty, Battlefield,
1:55 and whichever hero shooter is currently allowed to succeed.
1:58 Indie efforts have instead mostly focused
2:01 on the throwback “boomer shooter” subgenre, defined by fun, crunchy aesthetics,
2:06 crafty level design, superfast movement,
2:08 and the ability to hold more than two guns at the same time.
2:13 Technically, Echo Point Nova, a 2024 shooter from Greylock Studio,
2:18 has many of these defining attributes.
2:20 You move fast as hell.
2:22 Levels eschew any sense of realism in favor of absurd, awesome, verticality.
2:27 You’re carrying roughly 200 pounds of guns at any given time.
2:31 But Echo Point Nova has never felt like it firmly fit
2:35 into the Boomer Shooter category for me— it is simply its own thing,
2:40 so absolutely chock-full of ideas that its mechanics
2:43 are able to combine in completely new ways.
2:47 And, as you might have guessed, it ends with the coolest s**t I’ve ever seen.
2:53 Echo Point Nova also starts pretty delightfully,
2:56 by dispelling the notion that you can ever
2:59 have Too Many Mechanics in a video game.
3:01 In the first three minutes of play, you receive in sequence: a revolver,
3:06 a double jump, an SMG, a ground pound (and a coinciding lack of fall damage),
3:11 the knowledge that you might have to lead your shots,
3:14 a pickaxe and the information that the entire environment is destructible,
3:18 a HOVERBOARD that can not only cover land incredibly quickly
3:22 but can wallride and in fact fly straight up sheer walls,
3:26 a grenade which is a grenade,
3:28 a shotgun which is a shotgun, and a grappling hook that you can use on any wall,
3:33 enemies, or in fact the CLOUDS IN THE SKY.
3:36 YOU CAN GRAPPLE THE CLOUDS.
3:38 First three minutes of the game.
3:40 Echo Point Nova takes a maximalist approach to most aspects of its design.
3:46 The game is actually an open-world arena-shooter,
3:48 in which you blast dudes across dozens of different
3:52 levels scattered across a massive floating sky world.
3:55 After each of these arenas, you will find a new weapon or perk or other bonus,
4:00 which will allow you to, say, regain health by ramming guys with your hoverboard
4:04 or do triple damage after bouncing off a jump pad.
4:08 Weapons can earn new attachments, too.
4:09 There’s a lot going on.
4:11 By the mid-game, battles will take place almost entirely airborne.
4:14 You will careen over hoards of bad guys,
4:17 showering them with grenade launchers and shotgun blasts,
4:20 perhaps backflipping— because yes,
4:22 if you aim high enough you will simply backflip— and slowing
4:25 down time to pop a dude with a sniper rifle.
4:27 Oh you can slow down time, too.
4:30 That’s a mechanic I forgot.
4:32 You can slow down time.
4:34 What’s kind of miraculous about Echo Point Nova
4:37 is that this tool kit quickly stops being overwhelming,
4:40 that your brain just kind of adjusts to the 30
4:43 options you have in your back pocket at all times.
4:46 This is maybe exemplified by the game’s approach to boss design,
4:50 which combines Shadow of the Colossus, the Star Wars trench run,
4:53 and that scene in the beginning of Saints Row 3
4:56 where you skydive through the length of a cargo plane.
4:58 You have to match your momentum against these giant soaring fortresses,
5:02 taking out both enemies and the fortress’s
5:05 weak points as it disintegrates around you.
5:08 I want to say: I am aware that this game
5:11 is probably hard to visually parse on YouTube.
5:14 When recording footage, I often try to play a little slower to make
5:18 it more comprehensible to the audience— that’s just impossible here.
5:22 Echo Point Nova is chaos, and you find your way to fit into that chaos.
5:28 My favorite bit of the game isn’t
5:30 even combat though— it’s simply navigating the world.
5:33 Because each arena is held on different floating islands,
5:37 getting between them is a sort-of improvisational platforming puzzle.
5:41 You can launch off a ramp, wall-ride some floating arcs,
5:45 dig your way through a landmass, whatever you want.
5:48 As the game goes on and you collect more agility orbs— yes,
5:53 there are agility orbs— your abilities expand to hyperbolic levels.
5:57 With launch pads, triple jumps, and cloud grappels,
6:00 almost anywhere on the map feels accessible from everywhere else.
6:04 For all the other collected abilities in Echo Point Nova, you cannot fly.
6:09 But with your speed and maneuverability, you can do everything but.
6:15 So.
6:16 The ending.
6:17 Throughout the game,
6:18 you’ve been collecting “artifacts” for thus-far unknown reasons.
6:22 You just jump into a volcano or an icicle or something and find an artifact.
6:26 But eventually you find every artifact and place
6:29 them on nice little pedestals and as you do,
6:33 giant structures start flying out of the cloud-sea beneath you.
6:37 A final obstacle course,
6:38 for the player who’s proved they can do almost anything.
6:42 The start of this obstacle course is pure speed.
6:46 You rocket around curves and off of ramps, climbing ever higher.
6:50 This new environment in the sky pays
6:52 tribute to the one you’ve been playing through,
6:54 starting with the simple dirt of the tutorials, giving way to massive trees,
6:59 then— I had almost reached the mesa section
7:03 of the obstacle course when I realized two things.
7:07 One: I was up really high.
7:10 Obscenely high.
7:11 So high I could see the open world of the rest of the game.
7:15 So high I could, in fact, see the curvature of the planet.
7:19 And two: I couldn’t quite reach the next geometry.
7:23 There was a jump pad, but it wasn’t sending me high enough,
7:28 my grappling hook couldn’t quite grab the next piece of land.
7:31 I thought through my toolkit.
7:33 I had the surfboard, the grapple, the triple jump.
7:36 I had received a handful more upgrades: a jump pad, an ice cast,
7:40 a sort of fiery vortex that could propel me through terrain.
7:44 None of these could bring me high enough,
7:47 unless… As I climbed the obstacle course,
7:49 in the back of my mind, I had noticed the physics of the game shifting.
7:53 There were massive jumps that I shouldn’t have made but I did— in fact,
7:58 sometimes I was soaring so far I overshot my targets.
8:02 I was so high up… was it possible that gravity itself had reduced?
8:07 On the ground, my little fire vortex power only propelled me a few feet.
8:13 Here though… I tried it.
8:16 It was like I had kicked off a rocket engine.
8:20 I flew, actually flew, through the lessened gravity.
8:24 The ascent only grew more extreme, but now I had cracked it.
8:28 Giant icicles hung in the atmosphere and I surfed straight up them,
8:32 magma-covered rocks floated in the vacuum and I barely touched a one.
8:37 Echo Point Nova had finally let go of its last restraint.
8:42 Up above the planet, ultimate freedom.
8:45 There is, of course, a last battle up here.
8:48 Hanging above the planet is some sort of hostile space station.
8:51 But gravity was the true final boss of the game and I had already defeated it.
8:57 The station barely stood a chance— I screamed through its structure,
9:02 melted its walls, exploded its reactors.
9:04 Its defenses were tied to a limitation I had left behind.
9:10 Eventually there was only one weak point of the station left, right at its base.
9:15 I careened into the final room and detonated it
9:17 with the same fire vortex that propelled me forward.
9:21 The entire fortress disintegrated.
9:23 I stared, instead, at the arc of the planet itself.
9:28 The title of the game came up.
9:32 And slowly, slowly, I fell back down to earth.
9:37 Exhale, I think the game is saying with these credits.
9:41 You have reached the pinnacle.
9:43 Nothing else we can show you could be a higher high than the thing you just did.
9:51 The game is right.
9:54 Another approach to storytelling is, rather than an ascent,
9:57 to set the entire narrative at the peak.
10:00 This, in a sense, is what Despelote does.
10:04 Despelote is not a game with an smg, grapple hook,
10:08 or hoverboard— it is a quiet snapshot of the developer’s early childhood,
10:13 complete with mischief, boring school days, and annoying little sisters.
10:17 Why, then, is the narrative set at the peak?
10:20 Because the entire game is centered around Ecuador’s 2001 run in the playoffs
10:26 for the World Cup— the first time ever
10:29 that the country actually qualified for the tournament.
10:33 The excitement of this moment is stretched out across the entire game.
10:37 It is the subject of every overheard conversation.
10:39 A giant TV is hauled into the middle of a wedding party because,
10:44 if not, everyone would have bailed to watch the playoffs.
10:48 At breakfast, your thoughts drift from your eggs into an empty field,
10:55 where you can kick the ball for miles.
10:59 Despelote’s aesthetic plays into this obsession.
11:01 The environments are constructed from a— I almost
11:05 want to say a gameboy camera level of detail,
11:08 blurry dual-tone captures of realistic places.
11:11 But the ball pops, brilliantly white and hand-drawn,
11:14 just like your own hands and legs,
11:17 far more vibrant than anything happening around it.
11:20 A dumpster may be blurry,
11:22 but the cone you’re trying to kick off of it is crystal clear.
11:26 Despelote is a memoir through the eyes of a Julian,
11:30 the developer, and so it’s easy to intuit that the bright,
11:33 hand-drawn items and characters are the things
11:36 that remain most accessible in his memory.
11:38 Your transformer toys,
11:40 the old man who yells at you in the park, your mom and dad.
11:43 These are the things that stand out from the haze.
11:46 There’s a real commitment to the feeling of the kid experience.
11:50 In school, Julian’s gaze is inevitably drawn from his work to the window.
11:55 Around grown-ups, you only catch snippets of their conversation—
11:58 either because they’re talking about subjects over your head,
12:01 or because you’re just not interested.
12:03 You draw on the fogged up window on the way home.
12:08 The city and the era, and the perspective through which they’re rendered,
12:11 are so transportive you may forget that this is a story told in retrospect.
12:15 Especially for me, an American with no
12:18 pre-existing knowledge of World Cup history,
12:20 the anticipation is wonderful— what is going to happen?
12:23 Will Ecuador qualify?
12:25 Will they win?
12:26 But as you draw closer to the climactic day,
12:31 the timeline gets shakier, less sure of itself.
12:34 During one sequence,
12:35 you’re walking around a house party with teens, getting drunk.
12:39 This couldn’t be the same year as that world cup, could it?
12:42 the same year we had transformer toys
12:44 and played hide and seek with our kid sister?
12:47 Even more surreal is your video game, Tino Tini’s Soccer 99,
12:51 which is usually just a top-down SNES-style minigame.
12:54 But towards the end of Despelote— as you ignore your sister and your mom
12:59 begs you to just communicate with her— Tino Tini’s Soccer 99 changes.
13:06 Or, it doesn’t end.
13:07 The ref blows the whistle, the teams line up and shake hands,
13:11 and the game should shut down.
13:13 But it keeps playing.
13:14 You, as the player, walk out of the stadium.
13:18 You walk into the streets of Quito,
13:20 still recognizable despite being seen from above.
13:25 You walk into the protagonist’s house.
13:28 It’s a surreal, borderline unnerving sequence,
13:31 not just because the Tino Tini’s Soccer 99 cartridge seems haunted,
13:36 but because the broader game— Despelote— has been
13:39 presenting itself thus far as a fairly straightforward history.
13:44 Why this, then?
13:46 What’s going on?
13:48 The answer comes in the sequence I really want to talk about,
13:51 the ending…anticlimax.
13:53 Following Tino Tini’s reality breakdown,
13:55 you’re thrown back into one of the scenes
13:58 the game started with: sitting in a classroom, longingly staring out the window.
14:02 But you’re given additional context this time.
14:04 Julian confesses that he wishes he could remember the final,
14:08 explosive day of the playoffs better— that he was only
14:12 4 when Ecuador beat Uruguay and qualified for the world cup.
14:16 That he has, in fact, aged the character you’re playing up to eight years old,
14:20 so this story makes a little more sense.
14:23 It’s a disarming confession given how genuine the game feels,
14:27 one you sit with as you halfheartedly circle answers on your school quiz.
14:31 But then you’re released from school and sprint down the stairs,
14:34 eager to do the one thing you absolutely know how to do,
14:38 kick the s**t out of that ball.
14:41 And then when you do— If you pause
14:45 and look around this new version of the world,
14:47 it’s quickly apparent that this is a pretty messy,
14:51 google earth-y scan of the environment.
14:53 But that isn’t what it feels like.
14:56 After spending so much time in gameboy camera land,
14:59 kicking this ball and being thrust into full,
15:02 blinding color feels like— well it feels
15:05 like you’ve just entered the real world.
15:08 Which is the point.
15:10 Julian is no longer 4, or 8.
15:12 This is Quito as it currently exists,
15:14 not as a memory, but as an unsentimental simulation.
15:19 And it’s tough.
15:20 It’s unfamiliar.
15:21 Though the game isn’t long, we’ve gotten to know Julian’s block,
15:26 the park and surrounding buildings,
15:27 and then this— this reality— is intensely unfamiliar.
15:31 It just stretches on and on, the cars melting into the pavement,
15:36 the stadium melding with the ground in the uncanny capture.
15:41 Julian says that this is a scan of the park they made in 2024.
15:46 Yes, he says, it changed a lot after that world cup playoff.
15:50 But the physical changes pale in comparison to the changes in him,
15:54 the peril of trying to recreate something that’s
15:57 passed from memory to myth in his head.
16:00 He shares that he wanted to perfectly capture
16:03 the ambiance of the park to put into the game,
16:06 so they brought Despelote’s sound designer to record.
16:09 But when they arrived, people told them it was dangerous to go
16:14 into the park with all that expensive sound equipment.
16:17 They had to hire a security guard to follow
16:20 them around the place he remembered sprinting through so freely.
16:24 Any piece of art set in the past is, of course, a facsimile.
16:28 No number of details can perfectly replicate what it was really like,
16:33 much less how an individual really felt.
16:36 But Despelote makes that part of its text in a dizzying way;
16:39 a full-on collision with the abstractions of its depiction.
16:43 Even the most genuine parts of the game exist in this limbo.
16:48 Julian’s in-game parents are voiced by his actual parents,
16:51 their dialogue almost fully improvised based on their memories of the time.
16:56 But Julian’s parents, in the present,
16:58 are divorced— in recording them for the game,
17:02 he recreated another layer of the past that no longer exists.
17:08 As we continue to wander through the bizarre geometry of the “real
17:12 world,” Julian returns to the topic of the world cup playoffs.
17:16 He says that they tried every way of depicting the moment Ecuador
17:19 qualified in-game and nothing could properly
17:22 match the ecstasy of the real thing.
17:25 So, he concludes, why not just watch it yourself.
17:29 Watch it as it aired on Ecuadorian TV—
17:32 with an ad running right through the middle of it.
17:36 Reality, once again, attempts to puncture the myth.
17:42 But nothing can take away from this moment.
17:49 Ecuador would lose the world cup proper in the first round.
17:55 That’s not as important as what happens here.
17:59 Our lives are made out of this conflict,
18:01 our memories melting and reforming into the Grand
18:04 and Meaningful pillars of our personal narratives.
18:07 Our pasts are stories we tell ourselves.
18:10 But why shouldn’t we share those stories with each other?
18:18 Have you ever learned about a game only after it’s released,
18:21 then taken a look back at its development cycle and gone “oh wow there’s
18:26 a lot of baggage here?” This is what happened to me with Rhythm Doctor,
18:31 a— I thought— cute and straightforward
18:33 rhythm game from developer 7th Beat Games.
18:36 Rhythm Doctor’s whole schtick is that all gameplay happens with a single button.
18:41 You’re not playing chords, you’re not steering around a track,
18:44 you’re not aiming and shooting.
18:46 You’re literally just hitting one button on the correct beat.
18:50 Rhythm Doctor’s most direct influence
18:52 is probably Nintendo’s “Rhythm Heaven” series,
18:54 in which you play cute little microgames in time with the beat.
18:59 Pluck hairs from these guy’s beards!
19:01 Help the karate man punch stuff!
19:03 Rhythm Doctor’s twist on this formula, I believed,
19:07 was contextualizing it within a more cohesive environment.
19:10 You’re not just a pair of tweezers or a karate man,
19:13 you’re an intern at a hospital,
19:15 testing out a new form of “rhythm therapy,” where you’re
19:19 literally defibrillating the patient’s heart on beat with the song.
19:23 Oh fun, I thought, I bet there will be recurring patients,
19:26 we’ll get little stories with them,
19:28 maybe the medical issues will get worse or more “out there” as the game goes on.
19:32 All these assumptions were correct, this does happen in the game.
19:37 And then I looked at when this game started development,
19:40 and it was in two thousand and eleven as a flash game,
19:43 and then it entered Steam Greenlight in two thousand and seventeen,
19:47 and then entered early access in two thousand and twenty
19:50 one and then it only fully released a FEW MONTHS AGO, in December of 2025!!
19:56 That’s fourteen years for this little thing!
19:58 What could it possibly have up its sleeve
20:01 to warrant a Duke Nukem Forever development time?
20:04 (I know this isn’t really how game development works,
20:07 just let me frame it this way for dramatic
20:11 effect) Rhythm Doctor sets you up with a single,
20:14 very simple task: press the button on the seventh beat.
20:17 Seventh beat of this samurai, seventh beat of this lovesick kid,
20:22 seventh beat of the samurai and the lovesick kid,
20:26 ooh, interesting, asking you to track
20:28 a couple different rhythms at the same time.
20:30 But still: cute.
20:31 It was only when I got to the boss of the first
20:35 world that I caught a glimpse of what Rhythm Doctor would become.
20:41 See, this “battleworn insomniac” is experiencing a particular kind of virus:
20:47 “Connectifia Abortus,” or uhh, wifi trouble.
20:51 You’re not told exactly what this means—
20:54 the doctors just repeat the instructions
20:55 of the first couple stages— hit the button on the seventh beat, no matter what.
21:00 Which it turns out sometimes looks like this, and more often looks like:
21:13 From here on, I was fully locked in.
21:15 Rhythm games have maybe the most rigid rules
21:17 of any gaming genre— you don’t make choices,
21:19 you don’t express agency, you just hit the notes at the right time.
21:23 For the game to understand that and warp itself around your agency,
21:27 almost mocking your rigidity by making everything else so
21:31 chaotic… it just speaks to what I love about games,
21:35 storytelling by means you’ve never really seen before.
21:38 And I think Rhythm Doctor somehow heard me think that, and laughed,
21:42 and said “hold my beer.” It was during the second boss of the game that I
21:48 realized Rhythm Doctor was going to do things I'd never seen a game do before.
21:53 But it didn’t start positively.
21:54 As soon as I jumped into the boss arena,
21:57 some weird glitch happened and the game jumped from fullscreen to windowed,
22:01 and it refused to go back.
22:03 For some reason, this issue still plagues modern gaming— if I had
22:07 a nickel for every game that booted up on the wrong monitor,
22:10 or changed resolution and rearranged the whole screen,
22:12 or froze my screen while attempting to change from one mode to another.
22:15 I mean whatever.
22:16 I’ll play the game like this.
22:19 And then, around 40 seconds into the boss, something starts happening.
22:25 The character, this DJ, has been bobbing up and down in the window,
22:30 but then the window starts bobbing up and down on my desktop.
22:36 It’s— it’s moving itself around.
22:38 Slowly at first, and then as the beat picks up, frantically, uncontrollably.
22:52 It’s bouncing around the edges.
22:54 It cannot be contained.
22:55 At one point, the DJ starts running from one
22:59 location to another and the window is following him,
23:01 I can’t properly capture this so I just have to show you a video,
23:05 over both my monitors.
23:07 I just, like.
23:08 I didn’t know a game could do this.
23:21 I’ve seen a game shut itself down.
23:23 I’ve seen a game fake glitches or notifications.
23:25 But this is more than pulling a trick— this is a new way of communicating!
23:32 I need to move this script towards the end
23:34 of this game or I will talk about it forever.
23:37 So, Rhythm Doctor has shown its hand.
23:40 It can do window magic.
23:42 It deploys this carefully.
23:44 Not all bosses use it, many have other dazzling tricks.
23:46 But as I’m coming to the end of the game,
23:49 I kind of can’t imagine what else it’s been holding back— how
23:53 is it going to pull another rabbit out of the same hat?
23:56 As the last level begins, we learn that the entire hospital is destabilizing—
24:02 the wifi virus has come back with a vengeance, it’s attacking everyone at once.
24:07 As a player, you start doing what you’ve
24:09 done before— balancing multiple rhythms at the same time,
24:12 the Samurai and the Boy, the DJ and the doctors.
24:15 And it takes a minute to realize what’s different,
24:19 that the windows aren’t just moving around but duplicating.
24:22 It’s two boss fights at once.
24:24 It’s four patients over two windows.
24:26 It’s two patients and six birds.
24:28 It’s 8, it’s 10, it’s 14 heartbeats at once spread across four windows,
24:34 an impossible task, the rhythms too disparate,
24:37 too disjointed to ever keep up with.
24:40 Inevitably, you will fail.
24:42 The windows all flatline.
24:44 And then, when all hope is lost the DJ
24:48 shows up and says he’s just finished his new track.
25:04 He has somehow made a track that syncs up everyone’s heartbeat.
25:08 But lest you think this is the end of the level— ohhhh no,
25:13 things have just begun.
25:15 During my time playing Rhythm Doctor,
25:17 I’ve been searching for why exactly I find its window-trick so compelling.
25:21 I have seen much more expensive games do much
25:25 more technically impressive things with animation and camera moves.
25:28 But these screens of Rhythm Doctor dancing in front
25:31 of me gives me a feeling far beyond those titles.
25:35 And it’s in the final boss that I realize, yes, it is a performance.
25:40 When I play other games, I am participating in animation.
25:43 But here, I’m part of choreography.
25:46 The program itself has learned to dance.
26:08 Over the next several minutes,
26:09 what Rhythm Doctor does not only justifies its development time,
26:13 it makes me wonder how the game only took this long to release.
26:18 Every plot thread comes back through, every rhythm is woven into this tapestry,
26:22 and the choreography just gets more and more complex.
26:26 I can’t even keep up here— at one point,
26:29 two doctors are trapped in separate windows,
26:30 and so the samurai shows up and smashes the screens into each other.
26:34 At another point, the lovesick kid jumps from his window into his crush’s.
26:38 At one point— and I need to slow
26:40 down here so you really understand— at one point,
26:44 the window the DJ is playing in fully disappears and just him,
26:48 just his sprite, plummets downward towards
26:51 the bottom of your desktop and your HAND,
26:54 the one that’s just been pressing a single
26:57 button the whole time reaches out to CATCH HIM.
26:59 And then he whips out an electric guitar
27:01 and the windows are flying across the screen
27:03 and fireworks are exploding on your desktop and it’s
27:07 just the greatest f******g thing I’ve ever seen.
27:10 In the prior video in this— is it a series?
27:13 I guess it’s a series— I said that it’s a risky prospect
27:17 to save the very best in your game for the very end.
27:21 Everyone plays the first level, but most players don’t finish most games.
27:25 What if all your efforts for this grand finale go completely unseen?
27:30 But for those players who do, who are driven to finish,
27:34 to see it all, it’s hard to imagine a more generous gift from a game.
27:39 A great first level ensures that I’ll play the next one.
27:43 A great last level, that’s what guarantees I won’t forget it.
27:47 That’s how a game lives forever.
27:53 While writing this video, I’ve been thinking a lot about how games define rules,
27:58 how they communicate those rules to the player,
28:00 and then— most importantly— how they break them.
28:03 All three endings here contain some level of rule-breaking.
28:06 But these are not the only games that have broken the rules, not by far.
28:11 OVER ON NEBULA, because this is a promotion for Nebula,
28:15 I’ve made an exclusive video about three other games that do
28:18 tricks that I didn’t know you could do in games.
28:22 These pull off their tricks in the middle of the game,
28:24 rather than at the end, so they’re a little out of topic for this video.
28:27 But they are so CLEVER,
28:29 so encapsulating of “how has no one thought of this before”
28:33 that I couldn’t keep myself from talking about them.
28:35 Two of these games do a trick I think everyone should copy— one does
28:39 a trick that I think no one should ever do again (but in a positive way).
28:43 I had a lot of fun making it.
28:46 Nebula is a premium streaming service where I get to do stuff like this, videos
28:50 that I want to make that don’t exactly
28:52 fit the size or algorithmic needs of YouTube.
28:55 This most recent video actually features a ton of licensed music,
28:59 which is obviously a no-go here.
29:01 In just the past couple months I’ve also made video essays,
29:04 discussions with other creators, best-of-lists,
29:07 cooking videos, a needlessly in-depth chronicle of my mission
29:10 to get a blu-ray of the movie Sunshine.
29:12 It’s great, it’s goofy, and it’s only— ONLY— $2.50 a month with my URL.
29:18 I’ve been spending more and more time on Nebula recently.
29:22 Largely, that’s because of F.D.
29:24 Signifier’s incredible video on Tyler Perry,
29:27 which exists in its full, non-copyright-censored form on Nebula.
29:30 I’m also having a blast with Razbuten’s
29:33 2 hour chat with IronPineapple and Yakko,
29:35 which, you guessed it, is only available on Nebula.
29:39 And when I’m on Nebula, I think, wow, this is great.
29:42 I never have to skip ads, I know my money is going to support those creators,
29:47 I never wonder “is this a real video or just
29:50 some rat king of AI fake voice bull beep beeeeeeep”.
29:55 It’s a good place, is my point.
29:59 And you can spend time there too,
30:04 by following my link and signing up for under three bucks a month.