Originally Posted by Magmablargg
Originally Posted by GenPlastro
Quote
Yea thats one of the big reasons most people consider this supposed 'good' ending still bad.

Every time you bring up the possibility of going back to Avernus, even temporarily, Karlach is adamant she'd rather die than go back. This never changes.

Not true,
you specifically have a option during the ending where you desperately ask her "Do you wanna stay here to die or go back to Avernus with me?"

And guess what? Karlach wants to go back with Tav.

Hell, she would also prefer to go back with Wyll too, if your only her friend.

She only seemly accepts death if Wyll isnt around as the Blade and you were only her friend.

And if she is the protagonist character, she evolves too, feeling confident that she can return to the material plane after solving her issues in Avernus.

If you're referring to
The literal end of the game yes she agrees to go back with you. This doesnt change the fact that every conversation leading up to this moment she is adamant she'd rather die than return to Avernus. And I wouldn't really call one line of dialogue playing as her an evolution either, I just think the devs didnt want to strongarm her dying at the end and wanted a semi-positive note to end on.

The main point we're making is that the means to fix her are presented to us clear as day, and we aren't allowed to pursue them.

The big issue people have is that in an interactive media like this one it seems like bad writing that her only 3 potential endings: Become an illithid, die, or go back to hell are literally the same 3 choices as the beginning of the game. You could play the game dozens of times and no matter what you do, its the same 3 bad endings for her. Theres no agency, which is not great for a genre of video game thats built around player agency.

Well, i call that bad writing. Instead of having a build up to her changing or start considering other options to stay alive, now that she has found friends and people who care for, its all down to the steriotypical "moment of truth" at the end of the game.

This is the steriotypical equivalent in a movie/book/game/whatever where a character in a precarious scenario starts to suddenly blurt out plot-changing expositions or has a 180 change of heart. Usually done to show this character has finally gone over a threshold and has changed his view on something.

The way the final dialogue is framed is too much steriotypical to not be Karlach's "moment of truth" regarding the future of her life.