
The game is designed as such so that the whale can be escaped in one of three ways, and each of those three ways then leads to a binary choice, followed by another, after which the trio converse with an enigmatic sea dragon who drops them back off on their home island just as the new day dawns.
#Burly men at sea final ending how to
So begins their latest story, the opening vignette of figuring out how to escape the whale triggering a series of events determined by the player's previous responses.

The confused fishermen set out onto the open sea, only for their boat to be consumed by a monstrous whale. The chart itself is empty, but as a local elderly barista tells the trio the idea is that the chart itself invites adventure and fills itself out at the end of the journey. A popular route, as it were, is the "choose your own adventure" hook of having multiple paths to select between: the player is given agency when a branch in the road is presented, with their choices affecting the rest of the playthrough by a significant (entire new destination) or subtle ("so-and-so will remember what you did") degree.īurly Men at Sea follows a vaguely The Odyssey-esque nautical shaggy dog tale of three mostly identical bearded fishermen brothers who fish up a sea chart in a bottle one day. In particular those that are better served with the interactivity that video games bring, if not necessarily with the same reflex-intensive focus that an action game might have.


One of the threads I keep returning to with the Indie Game of the Week feature, mostly incidentally, is how Indie adventure games are always experimenting with storytelling techniques.
