On the final two endings:
Ending A is the bittersweet end where Elena and Aeron plunge in to the scar to heal it with the Oraclos chain. Mavda lives on to tell the tale as the continent continues to be engulfed in war. Noticeably different in this ending from Ending B is Zeron's strong attraction towards Aeron and Elena trying to resist Zeron's control. This was the first ending I got; between Zeron's actions and the exposition dumps, I was confused and underwhelmed with what was happening to the story's climax. I imagine I would have felt the same with any of the endings other than Ending S. Speaking of which....
Ending S is quite the doozy. Everything is explained! Aeron is a descendant of Zeron. Zeron grief for Rueban is why Elena was cursed. Zeron was pregnant during the Vestra's Experiment Zero ritual a half a millennium ago. The burial of the Thirteen Towers and the healing of the Scar leads to peace. So much crazy stuff happening even as the credits are rolling. In contrast to Ending C's villainous turn, Mavda in Ending S is Aeron's ally as she atones for the mistakes of her people, the Vestra. It's interesting how the story manages to be able to portray Mavda as both foe and friend.
The lengths the story goes in explaining itself in Ending S is what I desired after seeing Ending A. While I enjoyed seeing Ending S, I can't help but see the delivery of the literally last-minute revelations as being silly.
Final thoughts:
I enjoyed my journey through Pandora's Tower. Reflecting on my experience and the 6.5 - 8.0 reviews I've read, I find myself in agreement with the reviews. The combat is a simple affair with no crazy combo strings to consider. The chain adds some no-brainer combat options such as binds and throwing. The environment and navigation puzzles are good and make good use of the chain. Each of the six pairs of towers has you doing something different with the chain to solve a puzzle and they strike a nice balance between being clever and accessible. The boss fights are wonderful encounters that do right by the combat puzzles of Zelda games. The time limit isn't obtrusive and adds the right amount of urgency to the player's action. Inane as it can be, I really got a kick out of the relationship and affinity systems.
The game would have benefited from some more development time or polish. I feel that the game lacks that extra something that makes for a tighter, more cohesive experience (to be fair, most games don't have that extra something). Maybe the combat could have had more depth? Maybe the story's pacing could have been better? Maybe the five dark side towers were a bit too much? Maybe there could have been more to the relationship and affinity systems?
Having read the Iwata Asks on the game, I recall that Ganbarion has some struggles with making the game. Ganbarion has mostly worked on licensed fighting games in the past so Pandora's Tower is one of their few (if not their first) original titles. While some Ganbarion's One Piece games were action-adventure games, the genre is still somewhat new for the developer. Under's Nintendo's guidance, Ganbarion has made a great effort and a good game in Pandora's Tower. Hopefully, the two will collaborate in the future.