I'm not entirely sure specifically about 'Untying the Low End' in the context of the Talkbass story. It could potentially refer to exploring the lower frequencies in bass playing, like how to get the best low - end sound out of a bass guitar, perhaps through different techniques such as proper fingering, choice of strings, or amplifier settings.
We might learn about proper hand positioning for getting a good low - end sound. For example, the way you place your fingers on the fretboard can affect the resonance and tone of the low notes.
Low - end games with good stories often have simple graphics. For example, 'A Dark Room' has a text - based interface. This simplicity allows them to run on less powerful devices. They also tend to focus more on the narrative. In 'To the Moon', the entire gameplay revolves around uncovering the story. Another feature is that they can be very replayable. In 'Undertale', different choices lead to different storylines, making you want to play again to see all the possible outcomes.
The gameplay mechanics are usually straightforward. Take A Short Hike for instance. It's a game where you control a little bird on a hike. The controls are easy to learn, but the story of self - discovery and exploration as you climb the mountain and meet different characters along the way is really well - done.
The ending of 'All Time Low' is quite unexpected. It leaves you with a mix of emotions as it ties up loose ends in a unique way. The characters' decisions shape the final outcome.
The way the story ends in All Time Low's lyrics often reflects different emotions and themes. It could be a resolution, a cliffhanger, or a poignant moment that lingers in your mind.