15 annoying things about video game ends who only get to players
It is harder than you think to achieve a great end in video games.
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The original end improve (but not really)
No matter which side of the final fence they fell, the conclusion of Mass Effect 3 - and the entire trilogy - was pretty Meh. However, the game was so great that Bioware tried to fix this with the Extended Cut. And while it was neat to reject the Reapers or see additional movie sequences about what their actions have reached, the really years of decisions and character development completed? Not really.
Continuation in DLC or continuations (maybe)
Starting with the monitoring of a city devastated by the green poison, the agents of the Division 1 quickly turned against the Schurkenagente Keener. In the end, Keener had escaped with the virus and had promised some terrible things before disappearing from the story. Think about it - one of the most interesting threats among all cartoons and one-dimensional NPCs, and he was so good until the recent expansion of the Warlords of New York for The Division 2.
Tease of DLC or sequels that do not happen
Of course it is shit when a game teases a degree in a DLC or a continuation. But it is even worse when the game is running bad and no continuation remains to stop these action threads. Mass Effect Andromeda teased an investigation of the missing Quarian Ark and ended that the Kett Primus may be a new threat. Due to the bad performance of Andromeda, however, the series was placed on ice and the story remains open.
Cliff hanger
If you talk about Cliffhanger, you can also talk about Valves Half-Life series. Every single main entry - from Half-Life to Half-Life 2: Episode 2 - ends on a cliff hanger. The G-man who recruits Gordon after being defeated by Nihilanth? The G-Man, who appears after the destruction of the citadel in the continuation? Events that are only black after the grumpy end of Episode 2? Cliffhanger, Cliffhanger, Cliffhanger and it's years ago since it gives real follow-up.
Collect x to unlock true ending
There are two types of Kingdom Hearts fans: (a) Those who play for history, Lord helps them, and (b) those who know that there is a secret end in the mysterious people a bit tease. Some. Kingdom Hearts, Deep Dive, the Teaser Birth by Sleep in Kingdom Hearts 2, the secret episode of Kingdom Hearts 3, the list goes on and all this requires achieving some goals or collecting collectibles to unlock them. At least Kingdom Hearts 3 offered a good compromise for his secret end - finish the game in proud mode, which was admittedly not bad, and you only have to collect 30 happy emblems, in contrast to 90 at the beginner.
Several ends, many small decisions
Several endings are not so bad when it comes to summarizing things. But what about playing with all kinds of endings, for whose activation of each different little decisions are required? Nier: Vending machines are an excellent example - the endings a to e are earned by multiple playing the campaign. Everything else requires the failure at certain points in history, such as dying in the opening mission, the removal of your operating system chips or even the self-destruction in the Yorha bunker.
Abrupt endings
Imagine you spend any number of hours to finish a story and expect a strong resolution. And that it ends somehow. Granted, the ride would have been nice - as in Dishonored, where she betrayed and sincerely survive to save Emily Kaldwin - but a few static panning intermediate sequences to conveniently summarize all these possibilities? That's it? Mirror's Edge of EA is a much worse offender - after Kait saved her sister, they simply look at the city and the fin. Unacceptable.
Antiklimatic payouts
Some endings offer a payout that is not satisfactory at all and from which nothing comes to finish the game comfortably. Fable 2 makes Lucien for this terrible tormentor - who even bother to kill the Hero's dog - but he is dropped short in the final. Strangely, Reaver will do it for you if you hesitate to kill Lucien. Firewatch is another great example that creates a scary atmosphere before a curveball out of nothing is thrown and ends without Henry Delilah hurts.
Nonsensical ends
Spoiler, but the end of Kingdom Hearts 3: Remind is somehow lame. Sora fights against Yozora, which - strangely - Noctis from Final Fantasy versus XIII seems to be (yes, seriously). Why? We would question the whole nonsense questioned by Sora, just to change the end of the baseline and to prevent Cairi's death, but this end was only the last straw in the taller's tales.
What a twest!
So you just played the inversion of Saber Interactive. You have reached the end of this whole adventure that defies gravity, hopefully to find Davis, daughter. However, when Davis seems to die and sacrifices himself to prevent the self-destruction of the inversion (the less questions are asked, the better), it shows that his daughter died from the beginning. His partner Leo knew it all the time, but could not tell him. Why just change that from nothing, especially when Davis actually survives? Not clear.
Falls that change a series
Falls that the story of a game are fundamentally changing to the bad, are one thing. Try an end that changed a whole series. Metal Gear Solid 5: The phantom pain was built as this big deal and despite the overall inconsistent plot we had the hope that the end would solve something. It turns out that it simply explains how Big Boss has survived the destruction of the outer sky in Metal Gear 1 - because it was actually Venom Snake and not the real Big Boss. This whole game was the story of Big Boss, Body Double, who just dies in Metal Gear 1. Yes.
Cut off endings
Single contents are often the result of unfortunate circumstances - see Knights of the Old Republic 2, which showed how every party member has landed, but had to accept his future due to a narrow development plan. Metal Gear Solid 5: The phantom pain is worse due to Mission 51. Konami claimed Mission 51 was canceled and not intended as an end, but the footage of it appeared in the Collector's Edition and showed the fates of Liquid Snake. Psycho Mantis and so on. Sounds pretty important to us, but Konami was different.
It was all a dream
After all the torture, the attempt and error and what Birdo was ultimately, you would think, Super Mario Bros. 2 would end the things at least at a high level. But no, everything was a dream in Marios's head. Why? Good, why not? Does this in all worlds of Super Mario Bros. 3 as stage pieces? Is this a deeper meta agreement to Marios true life? We will never know.
Years of anticipation do not pay out
Remember the games we have undergone a number of games to assemble the entire puzzle? While we went to the next in several sequels from an action, we expected that a last game would finally end the things. Unfortunately, they gave us one of the most boring and meaningless ends in the great scheme of things.
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