![]() ![]() To prove his point, he says that one of them will jump off the balcony but survive in an alternate path. Colin gives him some hallucinogens and goes off about branching universes and infinite paths. Stefan kills himself, Tuckersoft finishes the game: Stefan chooses not to go to his therapist's office, following Colin down the street instead. ![]() The "endings" seem loosely organized around Stefan releasing the game, which gets different scores depending on what happened in the interim. Some "wrong" choices quickly put you back to a previous decision, some do so in a more extended fashion that give you the option to exit to credits, and the most conclusive bring you to actual, no-fooling credits. I've seen the creators reference "5 endings" but it's a little difficult to tell what, exactly, constitutes an ending. What happens from there could go several different-and I do mean different- ways. Stefan is a young video designer attempting to adapt a fictional Choose Your Own Adventure tome into game form in 1984. It builds on the work that Netflix has done with some kids shows but blows it up into a full, adult-oriented drama, diving deep into outs own source material and out the other side. The setup is simple, and the story is what you make of it. This morning, Netflix debuted Bandersnatch, a stand-alone Black Mirror episode and interactive experience. It might also, if you squint hard enough, be its own thing. Depending on your perspective it might be a live-action Choose Your Own Adventure, an interactive movie, a slightly more linear Telltale (RIP) game, or some just a TV show with clicking. Bandersnatch may likely be the most metatextual gaming experience this side of The Stanley Parable, but that simple exchange is on-the-nose even where this spiraling, insane new Netflix show is concerned. ![]()
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