TSP rant. Read if you dare.
List of topics: Freedom, Isolation/Lockdown, Games, Real Person, and Zending.
I’ll start with the Narrators favourite ending: Freedom. It’s displayed as the “best” ending, but it really makes you question whether going through life by following directions blindly is truly the best. The way this ending is achieved is by following all the Narrator’s instructions, and stepping out. In Ultra Deluxe, you must resist the temptation of the Bucket to truly get this ending, otherwise you’ll get the Lockdown/Isolation ending. This ending in particular strikes me as cruel, and pathetic (yes, I know, I enjoy the Zending, so this sounds weird coming from me). But it still has a message. That being the idea that despite doing everything right, following all the durections given to you, you’ll still be shut down, either because you can’t take another to the top with you, or because others don’t approve of the choices made up to that point. The two doors room is the first choice openly presented to you, even if the Bucket, window and Coward Endings were options, this is the first time that the choice is shown directly to us, no longer in our peripheral. So despite doing everything right, you are chastized by this ending for the decisions you made before you got to the point that you were pointed in a certain direction.
Next up: Games. This ending involves you going against everything the Narrator tells you to do, from going through the door on the right, to letting the cardboard baby cut out burn. It is the exact opposite of the Freedom Ending. You go against the grain so much that you defy others to the point of isolation, shown at the end of this ending when the Narrator monologues over what He thinks Stanley wanted. To be the leading man, to make his own choices. But the defiance, the freedom and independence that Stanley wants isn’t what he gets. He instead gets an endless wandering nothing, where he can see the first iteration of the Stanley Parablee, which was a Half-Life 2 mod, but he’s alone. There’s nothing and no one but the silence to keep him company. Which is what you’d get in reality. If you defy every order, if you be an absolute contrarian, and do the opposite every time something is asked of you, you’d wind up with nothing. Nobody to help you, because you wouldn’t do the same for them, nobody to guide you, because you’d ignore it either way, and nobody to protect you, because again, you would never do the same. This ending is meant to show off the real consequenses of complete defiance. If you do nothing for other people, you get nothing in return. This ending is considered very sad, because it makes others uncomfortable, but the reason for that discomfort is because everyone knows deep down that what is shown is what would happen in reality. When everything turns to shit, and you have nothing left, you’d reminisce on the past, and regret the choices you made. This is mirrored by the setting of the final section of the ending, which is the original map.
Next ending: Real Person. This ending requires you to ride all the way up the lift and unplug the phone when the Narrator asks you to pick it up. You are then taken to watch a video about how choice impacts your life, but set in such a comedic fashion, that you can’t see the real message. This ending is all about making you regret your choices. About making you look back on what you’ve done and seeing the impact. About forcing you to consider the ramifications of your actions. And about how it comes back to bite you in the ass. In the final scene of the ending, your perspective is taken above the two doors room, where you see Stanley’s player model standing statuesque in the middle of the room. You can’t move the model. The Narrator begs and pleads with Stanley to choose either door, that it doesn’t matter, that either option is correct. But it does matter. That’s why you have the option to go through the left door once you go through the right. The choice does in fact matter. But it’s displayed as preference instead of consequence.
Final Ending, my personal favourite, the Zending. This ending is considered one of the two saddest endings achievable in the entire game, the other being the Skip Button ending. This ending requires you to jump off the cargo lift onto the catwalk below, and enter the red door any time you have the option, as to get to either Games or Art, you need to enter the blue door three times. The second time you enter is your last chance to get to the Zending. Going through the door, the Narrator shows you the Starry Dome, an area that He describes as Space, but going theough the door you entered doesn’t take you back to the red and blue doors, it takes you to what I lovingly call the Stairs of Fortitude. The only way to get this ending in game without resetting in the pause menu is to climb up those stairs and jump off of the top four times, while the Narrator begs and pleads with you to go back to the Starry Dome. After the fourth, He says “It’s going to restart, isn’t it? I’m going back.” And then reset, good as new, like nothing ever happened. This ending is about considering others. About whether you want to escape a prison of smoke and mirrors, or set aside your wants for someone elses happiness. It’s about sympathy. The trudge up the stairs is slower and slower, making you consider if it’s really worth the effort. But no matter how long you spend in the Dome, the only real way out is those stairs. So you have to choose: spare His feelings, and reset through the menu, or jump off of the Stairs over and over to do it right and get the ending for real. The only ending with an achievement is the Freedom Ending, so either way, it doesn’t matter. You’re breaking His heart no matter what you do.