First, the “shoulds.” Hypothetically, all videogame endings should do two things:
-Be narratively satisfying
First things first: the ending to a videogame, like the ending to all good stories, must have a satisfying narrative impact. Unless a game is intentionally structured as part of a series, it must conclude the main conflict of the story -- in other words, Mario eventually has to find a castle that does contain the princess. It used to be at least somewhat acceptable for there to be no ending whatsoever (see: Pilotwings 64, the weird memoir-style ending of Bionic Commando), but today, the player wants something to conclude the story.
-Come about as a result of the player’s actions
For reasons that will be explored later, this ending aspect is rarely if ever implemented in modern videogaming, but it nonetheless remains wholly unique to videogaming as a medium. Choose Your Own Adventure books notwithstanding, videogaming is the only art form that gives the audience the potential to decide how a story should end. While this imperative may seem as if it only applies to games with multiple endings, this isn’t necessarily the case: even a game with only one ultimate ending can still fulfill this prerequisite, so long as everything the player at least appears to be involved in how the narrative turns out. For example, the original Max Payne has only one ending, but the game establishes that one specific thing must be done and gives the player a motivation (revenge) and a desire (a wish to see the final cutscene) in order to make the player see this goal to its completion. So long as the ultimate agenda of the game does not conflict with the ultimate agenda of the player, then the player can convince him or herself that the ending at least partially came about from his or her actions.
While these two aspects may seem simplistic, they are often misused, ignored, or completely abandoned in mainstream videogaming fare. There are a multitude of reasons for this – let’s consider a few of them.
Narratively satisfying endings are not as satisfying in video games
Books and films are generally built on emotional payoff. While many action films do indeed end with a huge, spectacular final battle, said battle is much, much more important if you care about the characters. Yeah, when the outlaws die at the end of The Wild Bunch they do so in an orgasmic ballet of death and destruction, but the real importance of the climax involves the Bunch’s desire to die for a purpose other than simple greed. As it stands, many videogames either cannot make us care about our characters, or they conversely force us only to care about them in their relation to the “save the world”/”stop the terrorists” plot (e.g., if the player’s partners die in Rainbow Six: Vegas, the player experiences only irritation at failing the mission, not tragedy over losing a comrade). We may one day be witness to a videogame that has the luxury of relying only on an emotional climax, but at the moment this is an unrealistic expectation.
Gamers want big. Gamers want explosive. Videogames, for the most part, revolve around gameplay first and story second. It’s great to have an involving story, but is the gameplay that the story surrounds fun? Would I want to keep playing the game, even if there was no story? I don’t wish to pass judgment on this game design philosophy (Gears of War is fun, even if it does have a total lack of story or character), but it’s a simple truth that the majority of games today favor spectacle over drama.
Therefore, game endings are generally difficult affairs that present the player with the largest gameplay challenge possible. Sometimes, this means a huge gunfight; sometimes, this means an escape from an exploding building; sometimes, it means a boss battle. If a game does not end in this way, it appears anticlimactic: imagine playing a game where you tracked a bad guy all across the world, always looking forward to the explosive duel that will result when you find him. After hours and hours of playing, you finally track him down -- and discover he killed himself a few minutes before you entered the room. Is that narratively shocking? Yes. Would it make for a great ending to a film or a novel? Yes. Would it absolutely infuriate a player if he was forced to experience it in the context of a videogame? Absolutely. Even The Wachowski brothers knew this when they helped develop Path of Neo: Neo’s martyrdom doesn’t work in the context of a videogame, because the player demands an ultimate gameplay challenge to conclude the experience. Whatever your opinions are on the Wachowskis (and, to be honest, they probably coincide with mine), they have a point -- right or wrong, the vast majority of gamers care more about an explosive finale than an interesting narrative denouement.
Then again, the Wachowskis’ chose to solve this problem by changing the ending of Revolutions in order to make the player fight a massive, two-story-tall robot version of Agent Smith. Draw your own conclusions.
Since unconventionally dramatic endings do not lend themselves to pleasing gameplay, most videogames often end with one of the aforementioned action climaxes, followed by a quick bit of story to wrap things up. Knights of the Old Republic, as dramatic and wonderful as it was, simply ended with a boss battle and a quick cutscene showing a good/bad ending, depending on whether you played light or dark side. This method of ending a game is problematic, but also seemingly unavoidable: on the one hand, the boss battle/epilogue format can get very boring, very fast. But on the other hand, would you really want to play a game that doesn’t give the player a tremendously satisfying gameplay challenge during its climax? I’m obviously a big supporter of gaming as an art medium, but even I have to admit that an ending like the suicide scenario detailed above would be very, very frustrating.

Sad endings are irritating in the world of video gaming
Okay, so games generally can't end without a big, blustery action climax. Fine. Understandable. We can deal with that problem later, once we start redefining what it means to be a videogame. But in order to give current game endings a much better narrative punch, why don’t we make the story conclusion that follows the boss tragic by, say, killing the player? That way, the player gets his dose of videogaming action, and we simultaneously give the ending some narrative weight.
Well, you can do this, but it’s more than a little risky: an ending where the player is punished or killed for essentially following the linear path the game required him to follow is almost a surefire way to piss off your audience.
Take Mafia, for example. Despite its status as a GTA-style nonlinear game, Mafia only has one ending. And it’s far from happy, so if you aren’t a fan of spoilers you might want to skip ahead a few paragraphs. Essentially, the player progresses through the game as Tommy Angelo, a cab driver who rises through the mafia ranks. Throughout the game, he secretly refuses to follow orders (he lets no less than two enemies of the Salieri family go free instead of killing them), and in the end, it catches up with him: though he kills many Salieri gang members and gets Salieri sentenced to life in prison by working as an informant for the FBI, the gang does not forget about him. After a montage of newspaper headlines showing the imprisonment of many Salieri gang members, we fast-forward about twenty years in time. Tommy is about 50 years old, obviously retired, and we see him watering his lawn on an idle summer day. Suddenly, a car pulls up. Two men in suits come out, identify the old man as Tommy, and say the last words Tommy will ever hear: “Salieri sends regards.” Then, bang -- they shoot him to death on his own front lawn.
Now, does this ending serve a thematic purpose? Of course. Is it narratively satisfying? Very much so. But does it piss the player off? Absolutely. The problem with endings such as Mafia’s is that in order for the game to make something horrible happen to the player, it must take control away -- considering audience control is one of the most important things in videogames, this creates frustration. When the developers decide to kill Tommy Angelo in a cutscene, it is an act of betrayal: the player has had control over everything Tommy has done up to that point, only to have it suddenly taken away so Tommy can be killed. Had the player had control over the situation, Tommy simply would not have died: the player would have found a way to survive (many Mafia fans have voiced their desires for an alternate ending, where Tommy kills Salieri instead of turning him in) and thus would have negated the game’s thematic statement that there really is no way out of the mob. In essence, this ending does not come about as a result of the player’s actions (in this case, because the player is suddenly refused any control over the character), and therefore makes the player feel cheated.
Examples like this are not particularly common -- as I will go into later, most game developers would never remove the possibility of a sequel by killing the protagonist – but they do, nonetheless, exist. In Apocalypse for the PSOne, the player kills all four Horsemen of the Apocalypse, only to watch an ending cutscene where the protagonist, Trey Kincade, is killed and possessed by a demon, essentially becoming the Fifth Horseman.
I wholeheartedly support the movement for more sad and depressing endings and games (seriously, I do), but it is fantastically difficult to simultaneously create a depressing and satisfying ending. Playing a videogame, while fun, does feel something like work: you’ve slain thousands of enemies or solved hundreds of puzzles and, in return, the player expects to be rewarded for his efforts. If the player is not rewarded for his hard work, and is instead punished for the sake of the story, the problems begin. It’s tough to admire the thematic and narrative implications of a sad ending when you’re busy wishing death upon the developers who killed your character without asking for your input.
Branching storylines/alternate endings are really hard to execute effectively
It’s very difficult to successfully implement branching storylines and alternate endings, despite how effective they might be in reflecting a player’s gameplay choices through narrative, and vice-versa. I’ve sort-of-kind-of talked about this before, but suffice it to say that alternate endings are hypothetically fantastic -- a happy ending will feel truly earned through player choice and a sad ending won’t feel like a gyp, because it came about due to tangible player action. But sadly, multiple endings are simply difficult to do correctly.
Even ignoring the financial and developmental difficulties in effectively structuring a story around dozens of variables related to player choice, games with multiple endings still suffer from one intrinsic problem: player dissatisfaction. If a game possesses multiple endings -- say, one happy, one unhappy -- one of these will arbitrarily be labeled the “true” ending. Guess which one. If a player gets an unhappy ending, the resulting feeling is almost akin to that felt when seeing a “game over” or “mission failed” screen: when unhappy things occur in such a videogame, it’s usually because of a player’s failure to complete some task. Instead of enjoying the emotional resonance of the unhappy conclusion, the player instead wracks his brain with questions: what did I do wrong? How can I go back and fix it? The player does not consider this a “real” ending and future sequels to the game will likely not consider the unhappier ending canon -- as a result, depressing endings in multiple-conclusion games are almost entirely ignored on a purely narrative, dramatic level.
Money, money, money
To put it bluntly, there will not be a game made in the next decade that cannot be sequelized. In our current “evolution, not revolution” gaming climate, we opt for sequels and spinoffs and clones more than we respect the standalone work of art, in the same way other genres do. As a result, games are almost required to have some sort of open end, which usually involves (A) the protagonist surviving, and (B) the possibility of conflict remaining. Gears of War ends with absolutely nothing solved. Halo 2 ends on a cliffhanger. The first God of War kept Kratos alive but put him in a position to get angry and violent again, and God of War II ended before Kratos’s ultimate goal was even complete.
The standalone game doesn’t exist anymore -- just ask Keita Takahashi, the creator of Katamari Damacy. He originally wanted Katamari to be a standalone title. But it sold really well, so they made a sequel. When the sequel was made, he again didn’t want to make another – even going so far as to insert a message at the end of the game, essentially telling the player to be happy with the Katamari games he has and not to wish for more.
Then they made Me and My Katamari, and said it would be the last.
Then they announced Beautiful Katamari.
While the Katamari series is hardly known for its hard-hitting narratives, hopefully you see my point: the state of the gaming industry necessitates that a game have the ability to spawn numerous sequels and ripoffs, meaning that a game must have a certain type of ending, which limits the dramatic and thematic payoff of a great ending. What if Macbeth hadn’t ended with the deaths of all the main characters, but instead finished with Macbeth running to the hills, sword in hand, swearing vengeance on his usurpers in a soon-to-be-written sequel? I wouldn’t dare suggest that a game with an open ending is automatically unsatisfying, but this pragmatic necessity of creating endings with the possibility for a sequel really makes it hard to tell a taut, effective story.
Part Two: Endings that Don’t Suck
I was originally going to write this as one huge-ass article, following everything I've said so far with a huge list of endings that manage to buck the trend of mediocrity. But instead of building the list all by myself, it might be much more interesting to hear reader comments on the matter. What are your favorite videogame endings of all time? Why do you like them? What makes them special?
Either post your opinion in the comments, or head to the official thread and do it. In a week or two, I'll pick and choose the best posts and use them to create a separate article.
Alternatively, you can ignore the whole "do my work for me" thing and just leave feedback in the comments below.
06/11/2007 12:07
I was satisfied with all of the endings.
Deus Ex 2, on the other hand...
06/11/2007 12:09
06/11/2007 12:12
06/11/2007 12:15
I agree, video game endings have all gone downhill ever since we saw hitler's brain explode.
Everything else is just a natural letdown.
06/11/2007 12:17
06/11/2007 12:18
06/11/2007 12:20
06/11/2007 12:21
While you can't change your fate, having some control during the ending was great, and ultimately more satisfying than if you had just been watching.
06/11/2007 12:21
06/11/2007 12:23
06/11/2007 12:27
I really hated Longest Journey's Ending, but the game was one of my favorite of all time.
Skies of Arcaidia has a solid ending, I thought if worked well. As for a multiple ending game, I liked Indigo Prophecies endings, sorta I think...
06/11/2007 12:28
06/11/2007 12:30
-Planescape Torment
-Zelda : A Link to the Past
-Chrono Trigger
-Earthbound
-Phantasy Star II
06/11/2007 12:34
I was actually thinking about this stuff yesterday when I finished Rainbow Six: Vegas. The lattice of coincidence strikes!
Bad endings make for sad pandas - scientific fact.
06/11/2007 12:41
06/11/2007 12:48
The Baldur's Gate II: The Throne or Bahl
Wing Commander IV: The Price of Freedom
Knights of the Old Republic
and Guitar Hero II, cause I skidded across my floor with power knee slide!
06/11/2007 12:48
06/11/2007 12:53
I liked the ending to Metal Gear Solid (I finished it with Meryl alive.) I'm surprised nobody mentioned it.
Does anyone remember an old computer game called Project:Firestart? You had to escape from an alien-infested ship but along the way you had to accomplish certain things. For example, if you made it to the escape pod but didn't bother to send a radio signal to the rescue fleet the ending basically showed you drifting in space forever in the escape pod.
I think I liked the ending to Final Fantasy Tactics but the english translation was so fucked up that I had to read an FAQ about the game's plot to figure out what happened.
06/11/2007 12:54
06/11/2007 13:00
06/11/2007 13:07
One of my favorite endings is when you decide to fight Lavos early on at an early level. Of course, you'll get the stuffing knocked out of you, and you'll receive the bad ending. The thing is, it wasn't a bad ending to begin with since the future never changed. I liked it and it motivated me to get the other endings. :3
06/11/2007 13:21
Prince of Persia: The Sands of Time also had a great, story-driven ending.
Honorable mention goes to Devil May Cry 3.
06/11/2007 13:27
*spoilers*
*spoilers*
You control your character as he is taken over by a demon, and inevitably, you die. One of the great things though, is that if you REALLY wanted to, you COULD stay alive forever. Running (and jumping) away from the final sucking vortex that kills you can be done as long as you like, but as is the case in most good naratives, the ultimate result is already set, and it's only a matter of when you decide to give in and stop fighting it.
Also, much like in MGS3, since SotC is technically a kind of prequel to ICO, the ending may be sad, but it sets up the events that lead to other great games.
*end spoilers*
*end spoilers*
Also, I HAVE to mention the Legacy of Kain series. In the Blood Omen: LoK, you are given the choice (directly) between a "good" or "bad" ending (though which is which in a story about an anti-hero is debatable). And the story through the series leads up to a spectacular climax (actually several throughout the game) in Legacy of Kain: Defiance that is both sad and awesome at the same time.
It CAN be done, people! It might even take several games to make it possible, but it CAN happen!
06/11/2007 13:30
And btw,congratulations Rev.Anthony.You really are the number one writer on Destructoid.Keep up the good work!
06/11/2007 13:33
Despite the cliffhanger Halo 2 ending the prequel had a fantastic ending...I take the whole warthog race out of the ship as part of the ending...loved it.
I also loved Dead Rising's ending...Frank surrounded by thousands of Zombies on a tank utterly hopeless...the way all zomie movies should end...basically no matter what u r fucked.
06/11/2007 13:36
06/11/2007 13:42
Everyone should have a post saying SPOILER if they REVEAL an ending. It is one thing to comment on a good one, but revealing...grrr
06/11/2007 13:51
06/11/2007 13:54
06/11/2007 14:00
06/11/2007 14:00
06/11/2007 14:09
The first Silent Hill 2 ending i got was "In Water," in which the protagonist kills himself by driving his car into a lake. Given the storyline revelations that lead up to that point, i felt it was a rather poignant and fitting end to a rather depressing tale.
I also love the end to Soul Reaver 2, in which the protagonist comes to the realization that he will never be able to defy his destiny as the mindless, ravenous entity that powers the eponymous soul-devouring sword.
06/11/2007 14:11
i never noticed that each time the number of people shrunk...
06/11/2007 14:15
06/11/2007 14:21
06/11/2007 14:21
06/11/2007 14:26
It has a bad one, a good one, and a better one that explains what the hell is going on.
06/11/2007 14:48
06/11/2007 14:49
YOU'VE FINISHED ANOTHER GREAT GAME FROM BANDAI!
fuck.your.mom.
06/11/2007 15:08
Really, if you're someone who managed to play Killer 7 all the way through, like me, then you probably accepted the ending with a "Sure, what the hell, works for me."
Actually, I still have very little idea what the hell happened in that game. I need to give it another run through.
06/11/2007 15:10
06/11/2007 15:17
06/11/2007 15:42
For instance. I would hurt someone very seriously if they promised Rez on the 360 in exchange for said violence.
The potential for a game like that is one of the reasons I plan on blind buying Space Giraffe whenever it comes out.
Synthenesia FTW!
06/11/2007 15:56
06/11/2007 16:29
06/11/2007 16:30
**SPOILERS**
As Raziel determines he won't be able to escape his fate, instead of trying to do so, he gives in and stabs himself with the Soul Reaver as Kain holds it. He then becomes, as always, Kain's right hand, and the once mortal enemies become one. It was a very dramatic and effective way to end the series. Raziel had become this character that you care about and he makes the ultimate sacrafice.
**END SPOILER**
06/11/2007 16:40
06/11/2007 16:45
06/11/2007 16:47
I didn't notice at first either, but wait till the later missions, there's only 2-4 people at your funeral
06/11/2007 16:47
06/11/2007 16:47
06/11/2007 16:50
I actually think Katamari Damacy does something similar in its credit sequence. Rolling up the continents is a natural extension of the game mechanic, but a rather dramatic change in scope, implying that the process of rolling ever larger and larger things might never end. It's not narrative, but it's a good ending.
By the way, there's a lot in this article that I disagree with in terms of characterizing "good" endings. Shadow of the Colossus, for example, I would say is not very satisfying narratively, definitely sad, and definitely designed to leave sequel potential open, but I don't see how any of those things detract from it.
Finally, let me say directly to Reverend Anthony how refreshing all of your posts on the art and craft of video gaming are. I often disagree with some of your points, and (don't take this the wrong way) I don't think your approach is terribly sophisticated, but it's really great to see someone thinking about these issues and treating them seriously.
06/11/2007 17:42
SPOILERS AHEAD!
Come on! Didnīt the fake Campbell conversations during Arsenal Gear scare the shit out of you! Or the revelations at the end of any of the series! Besides, the detail of the phone conversation at the utmost end is a landmark in videogaming narrative, giving closure to the conflict of the present game, but establishing a plot point to be revolved during the sequel. Its perfect!!
Metal Gear Solid endings FTW!!!
And also, God of War II... I mean, its ridiculuosly epic and leaves you drowling over it...
06/11/2007 18:53
A mind forever voyaging
06/11/2007 19:03
I have to disagree. I think SOTC does a fantastic job of wrapping things up narratively -- we are told exactly how much we need to know, and not a bit more. Some things must still be left for the player to figure out, but the revelation of who Wander is, how he got the sword, and what becomes of him after killing all the Colossi definitely satisfied the shit out of me.
And I think while it technically leaves sequel potential open, it doesn't do so on the same level of other games; other games allude to sequels with identical gameplay styles and characters, while the eventual SOTC follow-up will almost assuredly include neither of these aspects. Whatever Ueda's next game turns out to be, it'll almost assuredly be an entirely different animal in the same way that SOTC differed greatly from Ico. Even if it does share a universe.
06/11/2007 19:09
The ending was nothing big. No huge explosions or anything, but from a narrative standpoint, it fucking OWNED!
Best ending ever. Wrapped up so many confusions, and made it just fucking awesome!
06/11/2007 19:24
06/11/2007 20:17
06/11/2007 21:15
Does anyone remember sierra's Phantasmagoria game from 1995? Had an awesome story driven ending that made sense, and was also very gory and disturbing.
I also remember caring very much for the characters in the original StarCraft, to the point of being upset for like a day when a cutscene disposed of some protoss warrior (tassadar?), and being happy again when he got resurrected.
Don't look at me like that, i was 13 :)
06/11/2007 22:25
Earthbound is completely satisfying as well. Good last battle with plenty of tie-ins to previous characters and stuff. And then a free-roaming ending for you to enjoy.
06/11/2007 22:47
maybe spoilers
Simply the final, final chapter, the player having to repeat exactly what you had to do in the first chapter, only 100 years later, and the haunting words of "Harman, the world doesn't change, all it does is turn." Such a satisfying and chilling way to end an insane game.
end maybe spoilers
So yeah, I think Killer7 should definitely be included when showing ending. Also, the "twist" regarding the briefcase is fairly crazy, and shocks the player, to a point.
06/11/2007 23:08
I agree that SotC ends differently than other games that set up potential sequels, but it still does so. The larger point then is that "setting up for a sequel" can be done well or done poorly. Similarly, sad endings can be done well or done poorly. I don't think it's sensible to proscribe an entire approach as being ineffective at providing a "good" ending, and I kind of get the sense that's what you're saying. I prefer to think that, as you say about multiple endings, creating game endings that use these approaches is "simply difficult to do correctly".
06/11/2007 23:18
Chrono Trigger: Multiple endings, of course. My favorite being that secret-ish one where Marle and Lucca dish on the guys in the game and Crono actually says like two words or something.
EarthBound: After you defeat Giygas, you are allowed to continue playing. No, this isn't some kind of "Yay, I beat the last boss, now I get to keep playing forever and ever for no real reason" thing. This is where you are allowed to keep playing so that you can go around the world and listen to everyone in the game tell you how awesome you are, or some variation thereof. Or you can just go straight home and let the credits roll if you want. It's your choice. Hint for EarthBound: make sure you borrow some money from that dude in the Deep Darkness and then forget to pay him back.
Command and Conquer (the original version): NOD ending: After an awesome (for the time, at least) CGI Tron/Matrix-ish sequence, Kane gives you the choice of four targets to blow the shit out of with the hijacked GDI Ion Cannon: the White House, the Eiffel Tower, the Houses of Parliament, or the Brandenburg Gate. And then some chick with huge tracts o' land reports on the whole thing.
06/11/2007 23:46
I think one of the problems I had with Fable's ending was that no matter how evil you were in the game, you could instantly get the good person ending with the click of a button. That didn't make sense, plot-wise. I ran around killing children and kicking the shit out of chickens for 2 hours (because that's how long it takes to play the whole damn game) and had horns twice the size of Dio's, and I can still get the good ending? That shouldn't even be an option. If you've spent that long developing your character to be evil, it's not in character for you to choose to be good at the end.
Sure, I can understand leaving that decision up to the player if they've walked the line throughout the game, never really picking a side to be on. But if you're overwhelmingly for one side or another, I don't think you should have that option.
Because I'm a Communist bastard.
06/12/2007 00:15
I don't think that the necessity of setting a game up for a sequel is always bad -- as you'll see in the next article, most (if not all) of my favorite endings do, in one way or another, leave room for a sequel -- but I think that the fact that it is a necessity does tend to limit the narrative possibilities for a great ending. This type of ending can obviously be done well, but more often than not it results in a crappy "finish the fight"-esque conclusion or a cheesy, horror film moment where the main enemy turns out to be not quite dead after all.
While game developers can and have done fantastic things with sequel setup endings, the fact that this sort of ending is an actual necessity is, to me, problematic. Where films or novels can have a sense of urgency given the fact that you don't know what will happen at the end, many videogames lack this sense of urgency because, in some form or another, the story cannot ever be totally finished. If I had to watch every film for the rest of my life thinking that the film would have to be eventually sequelized, it'd make for many, many suspenseless films.
06/12/2007 00:45
I just beat Super Mario Brothers 3, again.
Fucking peach says bye bye at the end of her lame ass joke.
I expected more from you, mario.
You disgust me.
06/12/2007 00:49
...and then the damned sequel is never made and has little to no hope of ever being made.
The games themselves may be awesome, and the endings get you hoping for more later, but then... nothing.
E.g. Gabriel Knight 3, Shenmue 2, etc.
06/12/2007 01:15
It was on so many levels massively disappointing for me.
06/12/2007 02:29
I still pissed about Gabriel Knight 3 leaving off on a cliff hanger and then dropping the series. Boo Vivendi/Sierra.
06/12/2007 03:43
Super Metroid is a perfect example. You come up against the Mother Brain, only to find her still alive. You kill her. She dies. Then she gets up AGAIN and kicks your ass. In a scripted battle you cannot win, until the intervention of the Baby Metroid, who weakens the Mother Brain and strengthens you, but dies in the process. Then you have to escape the exploding planet. Your mission is complete (recovering the Baby Metroid, ending the Space Pirate threat on Zebes, stopping the Metroid breeding program) but you're not out alive. You make it out (with the option of saving a some other creatures that ties in nicely to the ending in the next sequel, Fusion, when those same animals save your life) and your ship flies into space.
The reward? You get some fanservice. A shot of Samus in her underwear/bikini. You also get a mission rating. Since the game is long the first time round, but shorter with each conesecutive play through once you know what you're doing, you can keep playing through in only a few hours, trying to get a better score and get different shots of Samus in her undies.
That, in my mind, is the perfect ending, with plenty of reward for multiple playthroughs that doesn't alter the narrative.
06/12/2007 04:50
06/12/2007 09:40
I remember playing an arcade game with my cousin (it was some kind of side scrolling shooter with co-op), and when we finally completed it, oh well, spoiler alert, but I dont even remember the name of the game ;), it turns out that we where helping the bad guys who where trying to take over the world. Not anything that special, but because of the mood and the way the game was made it definately suprised us.
The ending of Fallout 1 was great aswell.
Spoilers!!!:
You see how your actions had consequences to the life in the wasteland, and then, when you are supposed to return to your life in the vault, the leader kicks you out from there and you are forced out into the wastelands, exiled from your home. I've played the game quite a lot, and sometimes your character shoots the leader instead :)
06/12/2007 12:03
06/12/2007 14:13
06/12/2007 21:07
I'm nominating you Anthony as the Pope of Video Games.
06/13/2007 00:51
As always, highly enjoyable article.
06/13/2007 20:26
06/15/2007 17:30