


If you can't find the solution to the puzzle, guess what, you're ♥♥♥♥ed. From a game design standpoint, Deponia Doomsday feels less like a web, where you can branch out and work on multiple things at the same time, and more like a chain and you're quickly moving from link to link. Think about it, all 3 games followed this formula where you've got this big area (Kuvaq, The Floating Black Market, and Porta Fisco) to take your time in, explore, unlock new areas, and descover all of these great characters and then they have these oh ♥♥♥♥ moments, where you're moving from place to place, continuing your journey, and there's usually some suspense attached because you care about these characters, and you don't know what curveball they're gonna throw you next.ĭeponia Doomsday doesn't have a big open area like that, instead they have a bunch of smaller areas with substantially less discovery. The game is incredibly fast paced in comparison to the games in the main series. The big problem with Deponia Doomsday was that it failed to cause that same attachment, and their big ending, although being the exact same ending as the last time, didn't have the same effect.įrom the start, or once Rufus wakes up in Kuvaq, the game feels rushed. The reason the main series' ending had that effect on its players was because we had become attached to the characters, we had gone all this way and done all these crazy things with the hope that our easily relatable, lovable idiot, could get his happy ending, and he didn't.

I get it, people were upset, I was upset, but I didn't think the "Main Series" had a bad ending, it achieved the effect the developers wanted from the start. You're lured in with this promise that maybe, just maybe, you'll get a happily ever after where Rufas lives and him and Goal can be together. The first 3 Deponia games are some of my favorite games of all time, and while I did enjoy Deponia Doomsday, I don't think it was a perticularly good game.
