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Video game endings.

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I was thinking of what video game endings left you disappointed or wanting for more. For me it was the first Rage game. It just shows a space capsule open and then goes to black and thats it. I felt robbed on what I thought was a okay game, only for it to end like that. What are some of yours?

P.S. You don't have to talk about disappointing endings. You could talk about endings that you felt satisfied.
 
I was thinking of what video game endings left you disappointed or wanting for more. For me it was the first Rage game. It just shows a space capsule open and then goes to black and thats it. I felt robbed on what I thought was a okay game, only for it to end like that. What are some of yours?

P.S. You don't have to talk about disappointing endings. You could talk about endings that you felt satisfied.
I don't know the game you're referring to, but if it just goes black after the end, that's disappointing.
At least some of my games have an outro, but in any case, the credits roll afterwards. ;)


Seriously, though.
Metal Gear Solid: The Phantom Pain was a game that left me feeling a little disappointed after the end of the story, not the game.
The game itself is great, and there are different ways the story can end.
Shortly before the end of the game's story, there is a mission after which “Quiet” (a companion) is no longer available as a companion.
After that, her story ends and she disappears from the game.
This can be prevented with an “in-game trick,” but if you use it, you miss part of the story.
So, whatever you decide, you'll be disappointed in any case.
 
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The ending of MGSV was very bittersweet, especially after we learned about all the cut content and what the game could have been if Kojima had the time and resources to give the Metal Gear Solid series a proper sendoff.
 
axiom verge 2's ending boss and credits scene disapointed me, iron danger's end is one that pissed me off it left so much unfinished and questioned in the story that it felt like when movies would squeal bait people but on the flip side psychonauts, super daryl deluxe, bioshock 1 and 2, a hat in time i was satisfied with and wanted more of
 
I don't know the game you're referring to, but if it just goes black after the end, that's disappointing.
At least some of my games have an outro, but in any case, the credits roll afterwards. ;)


Seriously, though.
Metal Gear Solid: The Phantom Pain was a game that left me feeling a little disappointed after the end of the story, not the game.
The game itself is great, and there are different ways the story can end.
Shortly before the end of the game's story, there is a mission after which “Quiet” (a companion) is no longer available as a companion.
After that, her story ends and she disappears from the game.
This can be prevented with an “in-game trick,” but if you use it, you miss part of the story.
So, whatever you decide, you'll be disappointed in any case.
Completely agree with MGSV. Really brilliant how the story melded with the gameplay in the final hours. But learning what really could have been.... feels bad, man.
 
Thread owner
I don't know the game you're referring to, but if it just goes black after the end, that's disappointing.
At least some of my games have an outro, but in any case, the credits roll afterwards. ;)


Seriously, though.
Metal Gear Solid: The Phantom Pain was a game that left me feeling a little disappointed after the end of the story, not the game.
The game itself is great, and there are different ways the story can end.
Shortly before the end of the game's story, there is a mission after which “Quiet” (a companion) is no longer available as a companion.
After that, her story ends and she disappears from the game.
This can be prevented with an “in-game trick,” but if you use it, you miss part of the story.
So, whatever you decide, you'll be disappointed in any case.
Well that sucks. I wouldn't be surprised Konami rushed Kojima. They never really had any patience. That's why Metal Gear Survive flopped.
 
A few come to mind.
Bioshock Infinite just left me confused, a very potent and lasting impact but not what I want in a game.
A game called Sakuna: Of Rice and Ruin had a pretty bitter sweet ending since different characters choose to go their own way.
Played High on Life recently, ending was a bit meh, it's kinda a problem with a lot of post story games that I no longer have the motivation, in this case I beat the hardest boss, if I didn't need all the gun upgrades then I don't feel the need to hunt across the maps to find the ones I missed.
Ironically a problem with games like Zelda is beating the final boss just drops you at a point before the fight when you go back to play so ideally a game with post story content but still something to drive the need for progress.
 
I'm Commander Shephard and this is my least favorite ending in video games.
This is going to be the answer for all time. Far Cry 3 wasn't great either, the story lost a lot of momentum after
killing Vaas
.
 
Thread owner
This is going to be the answer for all time. Far Cry 3 wasn't great either, the story lost a lot of momentum after
killing Vaas
.
Vaas was the best part of the game.
 
I was thinking of what video game endings left you disappointed or wanting for more. For me it was the first Rage game. It just shows a space capsule open and then goes to black and thats it. I felt robbed on what I thought was a okay game, only for it to end like that. What are some of yours?

P.S. You don't have to talk about disappointing endings. You could talk about endings that you felt satisfied.
Am i the only one who found rage so repetitive?
 
The endings or non-ending of Kotor II. Lucasarts shipped an incomplete game. It was a cash grab follow-up to the game of the year Kotor. With interesting concepts and dialog. The amount of cut content was insane. It was black eye for Obsidian.

The most infuriating ending of all time was Mass Effect 3. Before the extended cut and the Citadel DLC. It was embarrassingly 3 colors. And everything you did and every choice over 3 games was left up to a number score and tied into the online game mode. Even with the extended cut its still not a good ending even with the Shepard lives destroy ending. I hate the entire deus ex machina of the star child. I wanted to scream at him what does god need with a space station. Since it is an AI that elevated itself to god status.
 
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A few come to mind.
Bioshock Infinite just left me confused, a very potent and lasting impact but not what I want in a game.
A game called Sakuna: Of Rice and Ruin had a pretty bitter sweet ending since different characters choose to go their own way.
Played High on Life recently, ending was a bit meh, it's kinda a problem with a lot of post story games that I no longer have the motivation, in this case I beat the hardest boss, if I didn't need all the gun upgrades then I don't feel the need to hunt across the maps to find the ones I missed.
Ironically a problem with games like Zelda is beating the final boss just drops you at a point before the fight when you go back to play so ideally a game with post story content but still something to drive the need for progress.
Yeah, Bioshock Infinite's ending was disappointing. Burial at sea? Just insulting.
 
Also the fake Big Boss trick Kojima pulled on fans. We invested a lot of time only to find out like with Metal Gear Solid II where Snake was replaced by Raiden we were punked. I hate Paz's death as well. And what happened to Quiet. I was pretty fed up already when they replaced David Hayter with Keifer Sutherland.

As for adult games the worst ending ever was Acting lessons and having to let one of your girls burn, who forces a choice like that on their players. I've never hated anything more i really despise creators, who like to pull the rug out from people, and seem to think they cleverly subverted them. All I can think of is Rian Johnson and the Last Jedi. Which is not a videogame, but it instantly comes to my mind.

I can think of once or twice where I was you got me, in any kind of Suprise twist. And it was Revan in Kotor and M Knight the Sixth Sense.

It wasn't Darth Vader in The Empire Strikes Back being Luke's father that was kind of obvious to me. Even if it wasn't obvious to Lucas. And he bullshitted his way into and out of the retcon and explanation of said retcon. It was fairly more artful than Leia being Luke's sister. That was straight up BS. Still more clever than Rian bullshit Rashomon style flashback in Last Jedi.

Other game endings to trilogies that either made no sense or seemed to be just thrown together was Halo. But still like Shakespeare in comparison to the Tv series by Showtime.
 
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The endings or non-ending of Kotor II. Lucasarts shipped an incomplete game. It was a cash grab follow-up to the game of the year Kotor. With interesting concepts and dialog. The amount of cut content was insane. It was black eye for Obsidian.

The most infuriating ending of all time was Mass Effect 3. Before the extended cut and the Citadel DLC. It was embarrassingly 3 colors. And everything you did and every choice over 3 games was left up to a number score and tied into the online game mode. Even with the extended cut its still not a good ending even with the Shepard lives destroy ending. I hate the entire deus ex machina of the star child. I wanted to scream at him what does god need with a space station. Since it is an AI that elevated itself to god status.
None of the main plot of 3 was particularly good (specifically I mean the overarching plot, the individual planets/side missions were usually good), we're supposed to believe we can build the Crucible from blueprints without actually knowing what it does. Then when it's finished it's just a Deus Ex Machina that ends the conflict with one button push. None of the side stories tie into it at all, other than as you mentioned the completely impersonal, uninteresting war resources system.
I mean compare that to ME1's ending choice about saving the council which ties into the story up to that point. You're supposed to not really like the Council, you like Joker and Hackett who you'd be putting at risk to save them, but there's a whole galactic government at stake.
ME2's main story wasn't much to write home about either and the Human Reaper end boss was some kind of macabre absurdity, but I guess it gets a pass since the choices in the final mission were cool.
 
They had to use Sheps death as way to explain him or her working for Cerberus, and if you're not pro Cerberus in your first game its kind of out there. It kind of railroads you in service of the story. Still the Council not believing in you or the reapers and putting yourself in Shepard's shoes makes you wish the council had died if not for the worse alternative choosing the other choice and playing part 3. Choosing Anderson on the council is also invalidated when the game chooses Udina anyways. I've felt so good when i took that bastard down, sorry Ash I stole your kill. It's not like let Wrex die for shits and giggles in part one on Virmire. and then reload your save because he is a great tank on your squad. I wanted to take out Udina since crossing paths with him in part 1. Of all the satisfactions in part 3 that is one of few. I wanted to smackdown and fight Tim but the game have no boss fight.
 
The most infuriating ending of all time was Mass Effect 3. Before the extended cut and the Citadel DLC. It was embarrassingly 3 colors. And everything you did and every choice over 3 games was left up to a number score and tied into the online game mode. Even with the extended cut its still not a good ending even with the Shepard lives destroy ending. I hate the entire deus ex machina of the star child. I wanted to scream at him what does god need with a space station. Since it is an AI that elevated itself to god status.

None of the main plot of 3 was particularly good (specifically I mean the overarching plot, the individual planets/side missions were usually good), we're supposed to believe we can build the Crucible from blueprints without actually knowing what it does. Then when it's finished it's just a Deus Ex Machina that ends the conflict with one button push. None of the side stories tie into it at all, other than as you mentioned the completely impersonal, uninteresting war resources system.
I mean compare that to ME1's ending choice about saving the council which ties into the story up to that point. You're supposed to not really like the Council, you like Joker and Hackett who you'd be putting at risk to save them, but there's a whole galactic government at stake.
ME2's main story wasn't much to write home about either and the Human Reaper end boss was some kind of macabre absurdity, but I guess it gets a pass since the choices in the final mission were cool.

They had to use Sheps death as way to explain him or her working for Cerberus, and if you're not pro Cerberus in your first game its kind of out there. It kind of railroads you in service of the story. Still the Council not believing in you or the reapers and putting yourself in Shepard's shoes makes you wish the council had died if not for the worse alternative choosing the other choice and playing part 3. Choosing Anderson on the council is also invalidated when the game chooses Udina anyways. I've felt so good when i took that bastard down, sorry Ash I stole your kill. It's not like let Wrex die for shits and giggles in part one on Virmire. and then reload your save because he is a great tank on your squad. I wanted to take out Udina since crossing paths with him in part 1. Of all the satisfactions in part 3 that is one of few. I wanted to smackdown and fight Tim but the game have no boss fight.

Read a very good breakdown of the whole trilogy by Shamus Young (guy who did DM of the Rings) who argued that the entire mess with 3 actually started in 2. Where they basically took all the beats from the end of 1 (Shepard has stopped the Reapers first attempt but they're still coming, he has a "do whatever I have to" badge and a loyal crew, he's gonna scour the galaxy for knowledge to defeat the Reapers) and threw all of it away, then made a game that basically doesn't progress the overall story at all. They had to mash a really dumb reset button to do that in the first place, and then when it came time to make 3 they had to wrap up a trilogy where the second installment basically ignored the story entirely.

Thus why everything about the conclusion is sloppy and last-minute:

  • the Reapers' motivations are nonsensical because the second game never got to explore them (was supposed to be something about the mass effect (like, you know, the title) hastening universal heat death, I think)
  • the plot hinges on a macguffin out of nowhere that Shepard should have been finding pieces of and information about in ME2
  • and finally the endings are identical palette swaps because the rushed and sloppy story they wound up with had no space to actually build up to meaningful or thought-provoking choices
 
Read a very good breakdown of the whole trilogy by Shamus Young (guy who did DM of the Rings) who argued that the entire mess with 3 actually started in 2. Where they basically took all the beats from the end of 1 (Shepard has stopped the Reapers first attempt but they're still coming, he has a "do whatever I have to" badge and a loyal crew, he's gonna scour the galaxy for knowledge to defeat the Reapers) and threw all of it away, then made a game that basically doesn't progress the overall story at all. They had to mash a really dumb reset button to do that in the first place, and then when it came time to make 3 they had to wrap up a trilogy where the second installment basically ignored the story entirely.

Thus why everything about the conclusion is sloppy and last-minute:

  • the Reapers' motivations are nonsensical because the second game never got to explore them (was supposed to be something about the mass effect (like, you know, the title) hastening universal heat death, I think)
  • the plot hinges on a macguffin out of nowhere that Shepard should have been finding pieces of and information about in ME2
  • and finally the endings are identical palette swaps because the rushed and sloppy story they wound up with had no space to actually build up to meaningful or thought-provoking choices
It's been awhile but I vaguely remember that they designed the plot of 2 to be OK as a starting point for a new player, so the death/time skip was to let them make the whole world new again. Which led to what you're talking about, it just meanders through what's effectively a side story until ending up at the same place ME1 did, the Reapers are coming and we don't really know why, instead of being a proper second act of a 3 act story.
That said they didn't need to explain the Reapers' motivations at all. They're spaceship Cthulhu, their motivations are inscrutable and they can't be bargained with, only resisted and fought.
 
Well that sucks. I wouldn't be surprised Konami rushed Kojima. They never really had any patience. That's why Metal Gear Survive flopped.
Hideo Kojima's ambition to create a unique game was greater than Konami's patience to make money with it.
That can't work, as history has proven many times (#Ubisoft).
Now that the two have parted ways, it remains to be seen whether Hideo will find enough investors to realize his visions in the future.
But hopefully we'll at least be spared all the crap that was only available online for cash, I'm not a fan of multiplayer games and business models like that.
 
Another example of a bad ending to a story for me was Assassin's Creed: Origins.
Also a wuderful game and finally an Assassin's Creed that I enjoyed playing because of the changes to the gameplay (finally a real RPG).
But the Love relationship, if you can call it that, between Bayek and (Cleopatra? I don't know, I forget the name) was pretty shallow and to have it end like that was a total letdown.
Maybe the inclusion of Game+ in the game made it impossible to continue the story, or maybe it was the historical background that made them put an end to the whole thing.
I don't know what it was, but I do know that I didn't like it.
 
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