Tag Archives: ending

The ending to Jurassic Park: The Game is a big pile of dino droppings

There are several problems with Jurassic Park: The Game, but none bigger than its ending, and I’m going to discuss it at length in this post, so if you don’t want to be spoiled beyond Spoiled City, get out now. Just go. Put in a VHS copy of the 1993 classic Jurassic Park, play with the tracking buttons, and then sit back, soak in, and be at peace. Trust me, you’re better off; I mean, I wish I wasn’t thinking about these things, but I am. And the only way to get rid of them is to dump them here.

::insert Tyrannosaurus Rex roar::

As the remaining survivors–Gerry Harding, Jess Harding, and Nima–race to reach the boat that can take them off Isla Nublar, a choice is presented, one that’s extremely easy to make: save Jess or save the Barbasol can of dinosaur embryos. If you go for the can, Nima dies. If you save Jess, the can is stomped flat, but everyone lives to see another day. The latter is deemed the “good ending” and was what I earned first, later going back to see what would happen if you tried to grab the can before Mean Ol’ Mr. T-Rex caught wind of your antics. Right. So, they all live and are motoring away on the escape boat as that familiar tune plays. Hooray. Except Nima is pretty downtrodden and not because her partner in crime Yoder got eaten: that Barbasol can represented a way to get her and her daughter into a new life, with food and security and all the things that a mother/daughter combo need to survive. Without it, she has nothing. Gerry promises her that he’ll do whatever he can to help the both of them, but before he can work out a plan, his daughter Jess interupts to inform them about a bag full of cash she just found.

And that’s where Jurassic Park: The Game ends. No, really. It’s that, followed by the boat scooting away into the sunset and a flock of Pterodactylus passing by overhead. Roll credits. Put the controller down.

Which means we–the viewer, the player, the puppet master–are left to interpretation. And the game seems to imply that Nima will take the money found on the boat. That Gerry Harding will totally be okay with Nima taking all that money, that it’s for a good cause. For the entirety of Jurassic Park: The Game, Harding has been constantly reminding his daughter that stealing is wrong and trying to teach her to be a wiser teenager, to make good, wholesome choices. To not smoke or talk back to elders or, y’know, steal stuff. And he did all of this while dinosaurs of varying sizes and skins tried to eat them. Good for him.

But here, at the end–and granted, he did just outrun a T-Rex–he says nothing about the bag of money. Nothing about going to InGen about what happened on the island and Dr. Sorkin or anything like that. Maybe he actually does. The scene cuts away after the literal money shot, and we don’t know what other conversations the trio have as they make their way home, but that’s the game’s fault. Again, it doesn’t tell us, and so we have to go off of what is presented, which is that Nima is going to get all the money, the money she was originally going to get anyway from stealing from InGen. If Harding lets Nima take the money, he is again approving of stealing, which I’m sure Jess would find contradictory.

It’s an atrocious piece of writing, that doesn’t make sense, but comes across as extremely unlikely and Hollywood-like. I’d rather have seen them sail away without a bag of money, happy to be alive, promising each other that they would get through whatever came next, especially considering what they just survived. Maybe even Nima would become a motherly figure to Jess since her parents were not going to work it out. Of, if anything, as a wink to the first film and a meta joke to the fact that Jurassic Park: The Game is in itself a wink to a throwaway plotline, Harding could’ve acknowledged the bag of money, zipped it up, and tossed it into the water–y’know, for someone else to find. As is, the game’s “good ending” is far from good.

And all of this makes me extra nervous about Telltale Games’ forthcoming The Walking Dead game. The only light there is that in a world overrun by zombies, a bag of money is pretty much useless.

Games Completed in 2011, #4 – Dragon Quest IX: Sentinels of the Starry Skies

::deep exhale::

If I had cool technology, a better cell phone, or awesome lighting, I’d take a picture of my Nintendo DS screen that listed all my stats for Dragon Quest IX: Sentinels of the Starry Skies at the time I kicked the end boss to the mortal curb. Alas, I failwhale in that department. You’ll just have to lovingly accept what I give you here as proof that I worked–and am still working–hard to do everything possible from Angel Falls to the Realm of the Almighty:

Time spent playing: 103: 39
Time spent in multiplayer: 01:35
Battle victories: 3,071
Times alchemy performed: 170
Accolades earnt: 43
Quests completed: 41
Grottoes completed: 12
Guests canvassed: 2
Defeated monster list completion: 74%
Warddrobe completion: 37%
Item list completion: 56%
Alchenomicon completion: 33%

Hmm. I know. It’s not as pretty as a screenshot, but it is, as a whole, a wonderful way to sum up my experience with Dragon Quest IX. My fab four, Hadwynnn, Tarla, Kingsley, and Juniper, who I’ve pretty much had since the very beginning of the game, have done a lot; conversely, there is still a lot yet to do. “Beating” the game is a hollow experience. Sure, there’s an end boss, some loose plot resolution, and an ending eeriely close to Legend of Zelda: A Link to the Past‘s, which shows us how all the famous locations are going about their days now that true evil has been vanquished. But it’s only then, after the credits roll on by, that the game really opens up.

New quests unlock, and there’s also the bonus content gained from using the DQVC and such. I think I have over forty quests titled ????? just sitting pretty, waiting for this day to come. More grottoes to clear, more clothes to collect, more fiendish thingies to make, and I’m also contemplating changing my main character’s vocation now that he is capped at 100 in his whip skills. Maybe something that lets him wield a boomerang? Evidently the new story-related quest I’m on now, the first post-game one, will net me my own personal flying train to let me travel around the map kind of like the magical phoenix form from Dragon Quest VIII did. That’s gonna be sweet because I know a few unreachable spots on the map have been teasing me for far too long.

Unfortunately, this quest is a bit of a mindmess to put it politely. Let’s take a looksie at what exactly we’re being asked to do:

Quest #039 – Follow That Fish
Location: Porth Llafan
Request: Summon Lleviathan by wearing a Watermaul Wand, Flowing Dress, and Silver Shield and then defeat him.

Yeah, sounds simple, right? It’s not. Two of the three items require rare ingredients to create. Thankfully, I already acquired a Watermaul Wand earlier on. I was able to use the Krak Pot and make a Flowing Dress. Really hope my male character doesn’t have to equip that to bring about Lleviathan. The problem I’m having now is that I don’t have enough items to make a Silver Shield. My next best option is to buy it new from the upgraded shop in Stornway, but it’s around 30,000 gold. So, my options are as such: 1) grind until I get 30,000 gold or 2) grind until I get enough alchemy items to make it myself. Either way…uh, grinding.

At least this game continues to keep me busy, keep me interested. That said, I’m really not looking forward to battling Lleviathan…again. But yeah, this is going on the “2011 games completed” list because 103 hours is far too many hours to devote to a single piece of media and not feel like you’ve done far and above what was set. I can’t ever imagine re-playing Dragon Quest IX a second time, but the good news is I never will have to…I can just keep on playing it from my very first time, from way back in July 2010!