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A Very Long Rope to the Top of the Sky

So hm, I've started NG+. Powering through the final boss' instant death attacks with only two party members took a lot of retries, but doable. I just fought Diego, which was interesting because now I actually know some of the stuff he references.


I like that he explains what happened to Lorenzo and Ares -- good foreshadowing, and it explains why they haven't been active -- but why doesn't he mention Darius at all? I was wondering where he was during the childhood arc, especially when it probably would have been easier to kill Claire and Yvette then. I'm honestly pretty confused why he joined a gang of bandits in the first place when he has such a specific goal and doesn't seem to like working with other people.

Also, I really cannot believe the girls afterwards. A 14-year-old straight-up murders someone and her only reaction is "haha, he wasn't strong enough to beat us"? Jesus. Cyril isn't much better either -- he admonishes them for jumping into danger, but not for murder? It may have been in self-defense, but that's still a lot for a little kid to go through

And hm, can you see Marina before the timeskip?

Last Word (IGMC Version)


Level grind like a fiend so you can see it yourself! It's a little thing but I think it's pretty funny. It doesn't change the story, but there are a few additional lines of dialogue afterwards. Supposedly there's a similar one if you beat Prattle in the intro, but I haven't managed to see that one.


I was banned less than a year ago. If I recall correctly it was while I was polishing the Fleuret Blanc page (there's a reference to Last Word there, by the way, you should probably link it), which was last November. I'm not very clear on the appeals process; the message mentioned I could do something about it, but I was so frustrated by the administration and their mercurial nonsense rules that I didn't want to bother. If there's been a changing of the guard it might be worth it, but it might also be in my best interest to step back a little. TV Tropes does kind of consume your life.

Last Word Steam Release

The characters definitely are a lot thinner than they were in the contest version. That's probably fine on its own, but it'll take a bit of mental adjustment after being so used to the silhouettes.

(What does being Asian have to do with aging nicely...?)

Last Word (IGMC Version)

Oh, hooray! I'm glad I'm not the only one publicizing RPG Maker games. I used to have a lot of fun with it, but TV Tropes banned me for some reason, so I can't do that anymore. (Maybe I had too much fun with it?)


I'm surprised you didn't mention that there's an Easter egg for winning the hopeless boss fight against Chatters! You also left in an errant bracket under "Last Name Basis".


You should probably credit the developer, though.

Ask Mint

Ivy says:
War God's Helm and Calamity Jane.
This Ivy isn't a fan of magic, I take it?

Rutger says:
Crown and Mothcutter.
Not Mothcutter Deluxe?

A Very Long Rope to the Top of the Sky

Oh, one last question: what determines the sermon you get when talking to the pastors? I only ever seem to get one at a time, so I presume something must shift them.

I've been seeing more of the theater scenes too, they're quite fun. I think Miranda is probably my favorite.

A Very Long Rope to the Top of the Sky


I liked Rutger precisely because of his simplicity, and also because he actually did stuff. (You can probably tell that that's a pretty important metric for me, eheh.) Oliver, Darius, and Raccoon just sat around being mysterious for the most part, but Rutger was pleasantly straightforward: he knew exactly what he wanted and he took it. He provided a credible and immediate threat that spurred the heroes onward, and he was satisfying to take down. I would even say he's the only one of Raccoon's lieutenants who really earned the special boss theme. He was also one of the few villains for whom a violent confrontation made perfect sense in the context of the story, instead of feeling like an awkward jRPG obligation. He's probably not ultimate villain material, but he served his role well.

And hm, maybe sociopathic was a bit too strong of a word, but it definitely is extremely selfish of her. To me, it seems like she cares more about the emotional fulfillment Mint gives her than Mint's own emotional well-being, and I that's just something I can't forgive. The problem is, I believe you said Mint's illness was terminal no matter what in an earlier conversation? Ivy seems to understand this, which means she knows her attempts to protect Mint are futile. If she's going to die young either way, she might as well live the life she wants. I actually heard something about this in regards to cancer patients -- there's a new treatment protocol in place now where patients will be asked what things they don't want to give up (since treatment is often debilitating), even if it means they'll die. Surprisingly, these patients actually tended to live longer than patients who weren't given a dialogue with their doctors. So quality of life is actually pretty important, even for the terminally ill.

I mean, I presume the point is that she is selfish and irrational, but she never really acknowledges it or suffers any consequences for it, unless you take my interpretation that Mint worked herself to death because Ivy was so terrible at communicating with her.

"Ivy actually relents to Mint's rhetoric constantly"

I...really don't see it that way. I seem to remember that Ivy always refuses to back down until Mint literally uses physical force to coerce her (or runs off and does what she wants to anyway). She does relent through reasoned argument sometimes, but those instances are exceedingly rare in comparison. That's what bothers me; I don't see the sisters as having a meaningful back-and-forth, I see it as Ivy constantly ignoring and shouting over Mint's opinions until Mint has to force the issue. She really shouldn't be surprised that Mint learned to overexert herself and ignore Ivy's concerns.

Re: fridging, the problem isn't the loss of the loved one, it's that it's always women. There are a few gender-flipped examples (A Song of Ice and Fire is pretty big on it as I recall), and they make people act like they spotted a unicorn, because they're about as rare, at least in modern literature. (This article talks about this a bit.) But Mint actually goes beyond that and runs through a veritable checklist of other cliches associated with the trope: waifish, innocent, friend to nature, emotional support, dainty fainting illness, death by dainty fainting illness... It's not just that a woman gets fridged, it's that it's a very feminine-coded woman gets fridged. I don't agree that it has a huge effect on the plot, either, but that's probably because I don't see Ivy as getting meaningful development from it, and also because I didn't make the connection to Raccoon. The bottom line is that I felt Mint contributed way more to the story in life than she did in death, so it was a poor tradeoff to me.

Might have been interesting if Ivy died, actually -- subvert our expectations -- but the older one dying is more played out. I think, anyway. I'm not an expert on literary history.

A Very Long Rope to the Top of the Sky


-Ah, I'm not as familiar with magical realism so I won't comment on that. But my main point is that the magical elements felt extraneous and thus distracting. I think what bothered me the most was probably how much they didn't impact the story -- like, why does Rutger dismiss Mint as a little girl and Cyril as an old man when he should know those two groups can be dangerous spellcasters? Magic is a big part of the Circle War but in the modern story it's totally absent from military tactics. Again, it distracted me, so I feel it shouldn't have been included if it was just going to add unnecessary complications. People who aren't as detail-oriented as me might not take issue, though.

-As for Raccoon, while escapism is a worthwhile thing to comment on (especially in the context of video games), it just doesn't make sense that someone obsessed with worth and purpose would do so. I could never retreat into a fantasy world like he did, because I measure my self-worth by the impact I make on the world. Therefore, there would be no surer way to make my life feel completely worthless than by retreating into a fantasy simulation. I would becoming unable to affect reality or contribute anything positive to society, which is horrible to me. Maybe Raccoon has a different definition of "meaningful life", but using my own experiences as a baseline, his actions seem counterproductive.

-Eh, Ivy... I get that she's an introvert, but viewers need a way to see what the strong silent types are actually thinking, even if only by implication. I never got the impression there was anything under that silent exterior, just a hollow void going through the motions. Basically, she broke my suspension of disbelief; I was only ever able to see her as a stock character, not a person. I'm an introvert myself, and I just didn't see it.

"The decisions she makes with Mint are generally to protect her"

Yeah, I get that, but the problem is that she wants to protect Mint even when Mint doesn't want to be protected. That's relevant to the Raccoon discussion, I guess -- is it worth living a long life if that life is empty and meaningless? Ivy wanted to protect Mint, but at the cost of depriving her of everything she wanted in life. This on its own doesn't make her evil, but the problem is that she keeps doing this even after Mint explicitly tells her she doesn't want that. That's the problem: she claims to care so much about Mint, yet she completely ignores Mint's actual opinions and desires in favor of enforcing her own idea of what's good for Mint. That is unforgivable to me. Like I said, she doesn't care about Mint, just an idealized concept of her. She treats Mint like a pet instead of a person.

I don't really see her as having a character arc, either? Maybe it's just because I couldn't see any depth to her, but I feel she's pretty much the same at the start and end. I guess she evens out a little after the child arc, but that just makes her more boring because anger was basically her sole character trait. I could look past her coldness if she actually had drives and desires of her own, but she's just so empty, and empty doormats don't make for interesting protagonists.

(And I was pleasantly surprised by Mint! I expected her to be just as stock and generic as Ivy, but she has a lot of personality and nuance to her. She's very clever and worldly for a 12-year-old. Plus she's proactive and constantly drives the plot, and I've already established that I give tons of points for that. The fact that her ultimate role is to die tragically to motivate the protagonist is really, really cliche, though.)

-I liked the childhood arc because it was much denser than the adult arc. There were no filler dungeons; even seemingly pointless filler quests like the Fortress of the Four Winds and the tidal caverns were filled with such personality and ended up being relevant to the plot. Even when the plot didn't advance, there was constant banter and character development. There was just tons of stuff going on, and the plot maintained a pretty fast pace, especially after Yvette joins. It was a fun travelogue adventure about kids using their godly superpowers to help people, capped off by real danger and world-shattering revelations -- a fitting climax! I also liked it precisely because there was no central line of tension; that's a style of story you don't see as often, and it allowed more time to be spent on the characters.

Compare that to the adult arc: Three filler dungeons (and the corrupted region, which at least has some character development), one of which is incredibly awful (the snowfield) before we're even finished with the prologue, then a few awkward cutscenes where the protagonists just sort of gawk while the plot happens around them, then three more dungeons (only slightly less fillery) before the plot finally kicks into gear, then ALL THE SIDEQUESTS before you're strong enough to continue to Polaris, then it's just the villains doing all the heavy lifting and the heroes struggling to keep up, with the exception of Avishun and the finale. (Oh, and why does Oliver even fight you? What on Earth does he possibly hope to gain? The story basically continues as if the fight didn't even happen anyway, which is a major pet peeve of mine in video games.) The random banter and mid-dungeon conversations are completely gone. There are a few attempts to develop the characters, but I don't feel they do enough -- everyone feels incredibly static. The story feels like it lost a lot of steam all of a sudden.

The sidequests don't have nearly the personality that the "filler quests" did in the child arc, either, it's just "I have a portrait and no personality, get me a thing". The soul tears reveal there actually is story to them, but that's not apparent at the start. I think it would have worked a lot better if we were given part of the story to begin with, then saw the conclusion with the soul tears instead of the whole thing. Backloading content is generally a bad idea, writing-wise.

-So the final battle was supposed to feel pointless... Okay, but that's a really weird thing to do for the climax. I guess the idea is supposed to be that Rutger is the real climax (he was the best villain, by the way) and this is a post-climax resolution, but in that case why is the final battle so difficult and climactic-feeling? I think the theme you were going for would have been stronger if Raccoon didn't have a second form, and the final battle is just a quick, somber clash to the tune of "Rancid Wind". That would really hammer in the pain and emptiness of it all -- if you really wanted to be clever, you could take a page from UnderTale and provide a different ending if the player guards for the entire battle or something. Instead the human opponent transforms into a hideous monster accompanied by dramatic music, as mandated by jRPG law. It feels like the gameplay and story are working at cross-purposes, which is a feeling I've had throughout this entire game.

A Very Long Rope to the Top of the Sky

Hey, argh, I missed your old edit. The Jade Snake Ring doesn't prevent instant death, but you can buy an accessory that prevents instant death in Balfur.
Nuts. Looks like Yvette is out of luck in that department, then -- everyone else can equip saecelium armor to free up the accessory slot, but she's stuck with trust bonds? I suppose that's fair, given how powerful she is.

(And thanks for giving so many quick and helpful responses, by the way. I know I (and plenty others, looking back through the comments) bombarded you with lots of questions, and I'm grateful that you were willing to keep up with them.)


-Fair, but in that case it's weird to draw attention to it through Oliver. In my experience, if writers don't want to concern themselves with details like that they'll hand-wave it with a vague explanation and quickly move on. If it's actually going to be important, they draw attention to it to keep it in the back of the audience's mind, so I'm primed to obsess over little hints like that.

-In response to the next three points as a whole, I really think that fantasy may have been a bad choice of genre for this story. It's necessary for the gameplay, I guess (since jRPGs without magic tend to be very, very boring), but for the story it goes beyond just being extraneous and starts being an active detriment. The main point of fantasy stories -- what they uniquely bring to the table -- is the ability to completely remove the story from reality and explore a different set of cultures, social mores, and laws of physics than what we're used to. Personally, this is why I love fantasy stories so much, and so it's what I look for in them. In this regard, I can't appreciate witticisms like "I don't know if I should be scared or give him candy corn" because I'm too distracted by trying to chart the sociological implications. (Like, literally chart. I kept notes on this game full of weird theories based on every scrap of worldbuilding info that sounded relevant.) So I always think it's strange (and feel a little cheated) when fantasy authors say they're not interested in worldbuilding. If you don't want to have to deal with worldbuilding, you should have picked realistic fiction -- that would have allowed you to focus on the characters and snappy dialogue without having to deal with extra baggage. Your audience wouldn't be distracted by the baggage either, allowing them to focus on your strengths, making for a better experience in general. And honestly, I think AVLRttTotS (wow that is a freaky-looking acronym) would work perfectly well as a science fiction story -- magic and the fact the planet isn't Earth never impact the plot in the slightest, so you could do everything you wanted just relying on saecelium. (And I guess you'd have to provide some explanation for the Lydians, but science fiction has come up with stranger stuff.)

Basically, picking the genre of your story -- knowing its strengths, limitations, and just basically what kinds of stories you can and can't tell in it -- is probably the most important choice a writer can make, but it's one that a lot of writers don't seem to fully grasp for some reason. Video games are probably hit by this harder than other mediums, due to how many RPGs use stock fantasy settings, to the point that many designers just use the conventions without really understanding them. I'm sorry if this sounds condescending -- you do probably already know this stuff -- but I think it's important to reiterate here.

(The scope of the story also matters here, I think -- The Heart Pumps Clay, for instance, worked fine as a fantasy story. The audience never explored the full world, so you were free to selectively feed the audience the only information that was relevant to the characters instead of having to make up a whole world, and the magical elements actually were relevant to the plot in ways that science fiction couldn't really substitute for. (Even there, though, I got distracted by the fact that Mara couldn't see herself in the mirror but Crow could. :p) You also played with genre cliches and conventions through the antagonist characters, which wasn't worldbuilding-related but wouldn't have made sense in something other than a fantasy jRPG.)

This also ties into what I think is the game's biggest weakness, which is that it tries to do too many things at once. Why are there witches? Why is there a demon from another dimension? Why is there some ghost guy being chased by Death? What do these things add to the story? They feel like invasions from some other genre, and though they might work on their own, they just feel confusing and distracting in the context of this otherwise pretty grounded sci-fi story. This applies to the zillion sidequests, too. They're a fun idea in theory, but just end up murdering the pacing. The town, in particular, is something I'm conflicted about. It's a really neat idea in isolation, but, again, feels like something from the wrong genre, and it does really weird things to the pacing since you can spend all day running around recruiting random dudes when the story is trying to push a tense atmosphere. Overall, it makes the game less than the sum of its parts. I feel like the game could have used a lot more streamlining and cohesion, maybe breaking some of the ideas up into games of their own.

-As for the problem of making isolated protags learn mundane stuff, that's actually what I like about the archetype. It's a well-established artistic technique to reevaluate things we take for granted from a fresh perspective. It's also just interesting psychologically, since people do tend to get pretty weird in isolation. I think there's a lot of potential in that, so I take it very seriously when I'm teased with the possibility. My aforementioned obsessive notes were full of stuff like "where did Ivy learn this???", because that kind of knowledge is important to her character -- how did she react to this, how is she going to integrate it into her life, what does she consider important enough to seek out, does she stumble over things we have terms for but she doesn't, etc. etc. etc. I fully acknowledge that this could just be me being weird and/or picky and not reflective of the general populace, though.

-Okay, your explanation for Raccoon does clear some things up (and a lot of it is pretty obvious in retrospect, I guess I failed at reading comprehension), but I still don't see how it led to his final actions. If he was overcome by existential nihilism -- the knowledge that his accomplishments would ultimately amount to nothing -- why did he isolate himself in a fantasy world? If anything, I think his life would be even more meaningless there. His achievements will still be undone and he'll be unable to affect the world any further. Conflating length of life with meaning of life is a mistake plenty of people can make, but I don't see someone so obsessed with the concept making the same mistake. Even if everything goes exactly the way he wanted it, his life would still have no meaning. The only thing he would have accomplished is the mass murder at the labor camp, and even that would be forgotten in time. I guess that's supposed to be the point, but I still don't see why he would even think that immortality in a fantasy world would give his life meaning in the first place. (I also don't see what was preventing him from staying with Yvette and growing up to have a healthy life that way, especially given how fond he seemed of her.)

As for the sympathy thing, eh... Understanding someone's actions and motives in the abstract is one thing, trying to reintegrate them into society is another. Even if I can understand the ways in which a serial killer is the product of circumstance, I still think they need to be kept away from society for the safety of others. What Ivy and Yvette wanted was to drag him back from a self-imposed prison, potentially allowing him to harm others again. He even says this explicitly, when he points out that the world is full of people he's hurt and it's ridiculous to try and inflict him on them again. It ends up making the heroes look a little sociopathic, in that they seem to place the life of a mass murderer above the lives of the people he could potentially ruin. I get that they still see him as the Raccoon of their childhood and think he can be rehabilitated, but I think the body pit should have shocked them out of that naivete.

Maybe I'm just cold, though. Morality is certainly a subjective thing.

"For this game, giving Ivy closure was the most important thing for the story, and that's what I wanted to focus on."

I think that's exactly why I found the ending unsatisfying: I never liked or cared about Ivy. I'm sorry, but I have to say it: she reads like a cardboard caricature rather than anything even approaching a relatable character. She's a gender-flipped version of the cookie-cutter Grizzled White Dude With Tragic Past protagonist that so plagues modern video games. She's only ever allowed to have two emotions, anger and grizzled angst, but most of the time she settles for being an emotionless robot. I think the only time she ever felt like a real person was when she was overcome with emotion upon seeing Rose. She also commits what I consider to be a cardinal sin of protagonists, which is that she has no drives or motivations of her own. Raccoon's accusations were dead-on: she spends the entire childhood arc being dragged kicking and screaming in the direction of the plot by Mint, so when Mint dies she becomes a leaf in a river. There are stories you can tell with that kind of bland protagonist but I don't think a heroic fantasy is one. To me, good protagonists (like Mint and child!Yvette) are proactive and actively drive the story. We're spending the entire story with them, so they should have interesting motivations and get into interesting situations. The child arc is really good about this, but the adult arc suffers heavily from what TV Tropes calls "villains act, heroes react". The one time she does something proactive, it takes three filler dungeons to reach the payoff, then she fails at it utterly.

She is also a textbook sociopath, at least in the child arc (in the adult arc she's just kind of a nonperson). When she said Mint was the only thing she cared about in the entire world, my only reaction was "Wow, so she finally admits it." But the thing is, she doesn't care about Mint, only an idealized concept of her. Every single conversation she has with Mint, she does nothing but trample over and ignore Mint's hopes, dreams, and opinions. Like... I had an issue with a corrupted flash drive that made me have to repeat the opening of the game about three times, so I became intimately familiar with the cutscene where Mint says "Stop using me as an excuse!" and Ivy proceeds to completely ignore her and continue rambling about how she'll never make it so they should just stay in the ravine and starve. Almost every time they butt heads, Mint gets absolutely nowhere through reasoned argument and eventually just ignores Ivy's sometimes valid concerns right back. No wonder Mint worked herself to death when her dear sister did nothing but teach her to ignore everyone else and do everything herself! Ivy's behavior can't be described as anything other than abusive. At best she comes off as a yandere who wants to keep Mint safe forever even if it means depriving her of everything that makes life worth living for her. Even when Mint tries to hammer it in with her death speech, Ivy doesn't get it! Just...ugh! Every interaction Ivy had with Mint was incredibly painful and upsetting to watch, especially since I liked Mint so much.

So no, I didn't really care about her getting closure by doing exactly what she said she wasn't going to do. In the abstract, the idea of her getting the good childhood she was deprived of is heartwarming (and the use of the time distortion effect was clever), but with Ivy as the subject I couldn't be anything other than exasperated.

Egh. I'm sorry for all that negativity, but I really had to say it. Ivy ruined the story for me.

(The final battle also feels weird, on a number of levels -- like, how can Raccoon even lose when he has godlike control over the simulation? Does he just give up after you inflict 350000 damage? And I get that jRPGs need to have final battles, but I found it a little distasteful that the resolution is just helping a depressed person commit suicide. After going through all that effort, the protagonists don't even try to accomplish a nonviolent resolution? They're leaves in a river to the last. They probably could have accomplished the same outcome by just not bothering in the first place -- I guess they saved Solomon, but that's about it. The whole thing feels incredibly pointless. Maybe that was the point given all the nihilism going on, but it still felt unsatisfying.)


And one last, random thought that doesn't fit in well with the others -- I think you might want to look into implementing a more narrative writing style in your games. Not full-on visual novel, but maybe something like Planescape: Torment. The summary you have for the game on this page is amazingly well-written in its imagery, but of course we can't get that kind of description in a dialogue-driven game. Could help you get around graphics limitations, too.

A Very Long Rope to the Top of the Sky

(Double posting because this is a major shift in topic from the previous)

So, I beat the final boss. It was surprisingly easy with the Ring of the Cobra (which I missed my first time through the megaplex), though maybe I just got lucky with the instant death attack, which he didn't use too often.

But even after the ending, I'm still full of questions. Wall of text incoming:

I felt the ending was really unsatisfying, in general. There are a lot of plot threads that I thought would be answered but just got dropped. How did Raccoon discover the location of the space elevator, for starters? That's something that Oliver expressed confusion about but it's never explained. Even if we're to assume he read the central research database (which he must have, but how did he get in there?), it doesn't say where the space elevator is. Solomon's Flying Mountain crystals don't have that information either. So how did he find it? I recall Oliver saying it was odd he knew how to operate the Flying Mountain, too, and the central research database doesn't have the information he would need for that.

Then there's the fact that the populace appears to worship Christianity (crosses, churches, Mass on Sundays) despite this apparently being a fantasy world with no connection to Earth. When the little girl in Balfur asked "What does this mean?" my immediate reaction was "That's a very good question, I hope we get an answer!" I kept expecting a big reveal that this was the future of our world and the Lydians were genetically modified supermen or something, but then...nothing. I presume this was another limitation of the RTP graphics, but in that case why did you include the "Mass is on Sunday" line? And how do they know what Halloween is??? o_O

And related to that, I was really confused by the tech level. At first it appears to be standard medieval fantasyland -- swords, shields, monarchies, magic -- but once we get to Silver Spring it becomes clear that the world is swimming in modern cultural and technological elements, including guns. How on Earth does medieval equipment coexist with rifles? Is the idea supposed to be that gunpowder was a very recent invention and these are supposed to be, like, 1500s-era rifles that are really unreliable? Except they have EMP generators too, which seems pretty advanced and begs the question of why they don't seem to have electricity. I presume this is another RTP limitation but it makes things really, really confusing. Even limited to the context of saecelium technology, I was confused -- I thought people didn't know about it because it was never mentioned prior to the Flying Mountain, but post-timeskip everyone's talking about it like it's no big deal. I suppose that could be explained by people learning about it after the Flying Mountain incident, but it's still not very clear.

Also... I poked fun at this in "Ask Mint", but the girls are very worldly for kids supposedly raised in isolation. Seriously, how does Ivy know what a vegetarian is? She's never heard the term. How does Mint know what dogs are? Unless Gram had a picture book of animals, she's never seen one. How does Ivy know about taxes, governance, and changing public policy (which she does, judging by her reaction to the teddy bear sidequest in Silver Spring)? There is some wiggle room in that Gram must have taught them some things, but he must have given them a very elaborate education to cover all these things that he never intended for them to have to deal with in the first place. Basically, they act like people from our world transplanted to a fantastic setting, not isolated people being exposed to the world for the first time. The girls (well, Mint) do react with awe and confusion to the fantastic elements, but not to mundane things that should be equally new. There's a lot of potential in characters like Mint and Ivy, so I was disappointed the story went with the easy route of just making them audience surrogates.

Finally... I'm pretty baffled how you expect players to have any sympathy for Raccoon after revealing that his motives were 100% purely selfish. When I saw the soul tear I thought that he had gone to Ubiquity to confront Solomon, and that there was going to be some epic showdown between the two well-intentioned extremists that would end with blowing up Ubiquity to mercy kill them or something. But he just did it because he wanted to be immortal? I don't want to save someone who worked hundreds of people to death for his own self-interest, especially when going about it in such an inhumane manner was completely unnecessary. Why does he even want to prolong his life in the first place when he's suicidally depressed and places no value on his own life? Did he think that ascending to godhood would make him feel better?

It's also not clear how Raccoon changed so much in the first place. I presume you wanted it to be ambiguous, but he still shows such an extreme change in personality, even one year afterwards (according to Gaul's soul tear). How did he go from vowing to protect Yvette to such extreme nihilism? I expected Solomon's crystals to have been some really freaky, world-shattering stuff, but "your ancestors were from the distant past" is really, really tame; moreso than people trapped in endless loops, I would say. I find it hard to believe that that alone would be enough to warp his mind. Is the idea supposed to be that he was thrown by Mint's death even more than Ivy was? That's not very clear, given that he interacted with Yvette a lot more.


Possibly some of these questions are answered in the alternate endings (assuming they're actually plot-relevant and not joke endings like in Chrono Trigger), in which case disregard my concerns, but there were still a lot of really jarring moments.