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The end, my friend: the difficulty in creating an awesome ending to a videogame

12:05 PM on 06.11.2007, Anthony Burch 87 comments

     Katamari Damacy

baddues

The ending, it's been said, is the most important part of any story. The beginning sets the scene, the middle develops characters and conflict, and the ending pays off the whole shebang. You can develop the coolest and most interesting characters in the world, but what matters most is where they end up. In this respect, other art mediums have it relatively easy: all you’ve gotta do is develop a character, give him or her a conflict, and watch how the conflict changes them, for better or worse. We follow the Joad family in The Grapes of Wrath until they go their separate ways. We follow The Wild Bunch until they decide to go out in a blaze of glory. Boom. Done. Simple.

But what of the videogame ending?  Despite the fact that the average videogame lasts longer than three movies, we always want more. We don’t want closure. We don’t want change. And, most importantly, we don’t want to be made unhappy. How would an average gamer feel if he played a videogame to the end, and suddenly had to watch his character die without having any say in the matter? Or what if, instead of experiencing a pulse-pounding, action-filled climax, the game simply ends with a few lines of dialogue and a quick scene of violence? The player would feel betrayed, for one. He’d feel angry. And he’d feel totally dissatisfied.

Which brings up the question: how does one effectively conclude a videogame? What parts comprise “good” and “bad” videogame endings? Why are videogame endings handled differently than the endings of films or literature?

Potential answers to these questions can be found after the jump.

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.

pathoneo

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.

mafia

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.

abe

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.

katamari

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. 


Next page: More Artsy fartsy stories




BlindsideDork's Avatar
BlindsideDork at 06/11/2007 12:12
I think one of my favorite endings was God of War 1. He still got punished for his "sins" but he was also granted favor for doing tasks, for going through hoops for the gods and for killing Ares who was running amuck.
A Humble Mr Perfect's Avatar
A Humble Mr Perfect at 06/11/2007 12:15
been watchin' a little too much Wild Bunch, Rev?
I agree, video game endings have all gone downhill ever since we saw hitler's brain explode.
Everything else is just a natural letdown.



Anthony Burch's Avatar
Anthony Burch at 06/11/2007 12:17
You can never watch too much Wild Bunch, Perfect.
CaptainN's Avatar
CaptainN at 06/11/2007 12:18
amuck amuck amuck amuck...
Snaileb 's Avatar
Snaileb at 06/11/2007 12:20
What about Crono Trigger? Didn't that set the bar for videogame endings?
SLiFE's Avatar
SLiFE at 06/11/2007 12:21
Shadow of the Colossus was great.
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.
BlindsideDork's Avatar
BlindsideDork at 06/11/2007 12:21
I wasn't disappointed with but wasn't overly pleased with Geist's ending but I LOVE that game! Might go back and beat it for the 3rd time, this time in 480p, nice!
BlindsideDork's Avatar
BlindsideDork at 06/11/2007 12:23
Chrono Trigger had a variety of endings...wasn't it ONE of the first to have multiple of endings? I forget what most of them were...I just know I didn't try to unlock them all...but I did go to the end of time and saw all those developers.
kenoji's Avatar
kenoji at 06/11/2007 12:27
There has been a couple good games with terrible endings.

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...
kenoji's Avatar
kenoji at 06/11/2007 12:28
Oh yea, Knights of the Old Republic 2 had a terrible ending too.
Milhouse's Avatar
Milhouse at 06/11/2007 12:30
Here's a list of my favorite endings (really random list in fact, I can't remember the ending of all the games I played!)

-Planescape Torment
-Zelda : A Link to the Past
-Chrono Trigger
-Earthbound
-Phantasy Star II
-D-'s Avatar
-D- at 06/11/2007 12:34
Awesome, Rev!

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.
Mxyzptlk's Avatar
Mxyzptlk at 06/11/2007 12:41
The Warriors had a great ending, simply because during the credits you got to beat the shit out of Luther and the rest of the Rogues while "In the City" by Joe Walsh played. Few things are more awesome than that, and most of those involve ninjas wailing on electric guitars. At least that's what my friend Mark told me.
SmokeyB's Avatar
SmokeyB at 06/11/2007 12:48
Just off the top of my head, here are some of the endings I liked:

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!
Wootex's Avatar
Wootex at 06/11/2007 12:48
I thought the end (the end, not, The End)of Metal Gear Solid 3, was great, even though they dropped about 90% of the interesting twists right there, it was still pretty satisfying (and really, really long).
Scientist tz's Avatar
Scientist tz at 06/11/2007 12:53
Gears of War felt like the prologue to what's bound to be a long -running video game franchise. I thought they at least could have introduced some character-based storylines that get wrapped up at the end.

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.
Justice's Avatar
Justice at 06/11/2007 12:54
Great article as always President Mahmoud Ahmadinejad!
Pistolaero's Avatar
Pistolaero at 06/11/2007 13:00
I know a lot of gamers dislike Metal Gear for their long cut-scenes but I still don't think anything beats the ending of MGS 3. It was sad, had closure and gave you the beginning of a franchise. It also gave incentive to continue making the franchise (snake being pissed).
flanflan's Avatar
flanflan at 06/11/2007 13:07
The oddest (coolest) thing about Chrono Trigger's multiple endings is that you're paying what you're watching. In other words, your actions in the game gave you the right consequences for those actions. If you didn't complete a specific side-quest or triggered a minor flag early in the game, you'll get an ending show casing your lack of action in a previous scenario (spoiler alert!). For example, if you decided to beat Lavos after defeating Magus the first time, then you'll get an ending where everyone are lizard people. The reason why you get an ending like this, is because you decided not to complete the next scenario in the game, which is the prehistoric era (65,000,000 BC). When human beings and reptile people are waging war at one another (spoiler end).

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
jove9's Avatar
jove9 at 06/11/2007 13:21
One of the best endings ever was Lunar on the Sega CD. I'd go so far to say that Lunar was THE best RPG before the FF series hit the PS.

Prince of Persia: The Sands of Time also had a great, story-driven ending.

Honorable mention goes to Devil May Cry 3.
DinnertimeNinja's Avatar
DinnertimeNinja at 06/11/2007 13:27
Shadow of the Colossus (as was mentioned above) is a good example of a sad, yet hopeful, ending.


*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!
The Tormented's Avatar
The Tormented at 06/11/2007 13:30
Loved the ICO ending. Having control of the character in the beach was,for me,one of the all-time greatest moments in videogame history.
And btw,congratulations Rev.Anthony.You really are the number one writer on Destructoid.Keep up the good work!
ShinAmano's Avatar
ShinAmano at 06/11/2007 13:33
I concur with Lunar having a kick ass ending...

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.
Agent Nixon's Avatar
Agent Nixon at 06/11/2007 13:36
I lost interest after the first paragraph. I need an audio e-book.
BlindsideDork's Avatar
BlindsideDork at 06/11/2007 13:42
grr ShinAmano!!! You ruined Dead Rising for me!

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
Bas's Avatar
Bas at 06/11/2007 13:51
The Prince Of Persia Sands Of Time trilogy had an awesome story.
itemforty's Avatar
itemforty at 06/11/2007 13:54
I always agree with the good Reverend. Great article.
ironic_name's Avatar
ironic_name at 06/11/2007 14:00
No shit, ShinAmano. I hadn't finished it yet either.
rpbowlinggod's Avatar
rpbowlinggod at 06/11/2007 14:00
Hitman: Blood Money had a great ending. You actually get to see the level you play at the end in the beginning menu but with each level you complete the comgregation gets smaller and smaller (they are all targets in-game). Finally the second to last level has you dying and then resurrected (in a good way) to finish off the last of the targets.
ohGr's Avatar
ohGr at 06/11/2007 14:09
Two of my favourite video game endings are sad ones, actually.

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.
BlindsideDork's Avatar
BlindsideDork at 06/11/2007 14:11
rpbowlinggod

i never noticed that each time the number of people shrunk...
wafflehouse's Avatar
wafflehouse at 06/11/2007 14:15
Not to be technical but they are the Wachowski siblings now, not brothers...
BlindsideDork's Avatar
BlindsideDork at 06/11/2007 14:21
Sounds more mature, high class?
BlindsideDork's Avatar
BlindsideDork at 06/11/2007 14:21
The Wachowski's did make Bound...how more mature can you get?
Imako's Avatar
Imako at 06/11/2007 14:26
Cave Story is a decent example.
It has a bad one, a good one, and a better one that explains what the hell is going on.
Pangloss's Avatar
Pangloss at 06/11/2007 14:48
Rev, you already mentioned the best videogame ending ever, in the title picture. The ending for Bad Dudes is perfect in every way. What could be better than going for a burger with President Reagan after kicking the shit out of a horde of ninjas?
Niero's Avatar
Niero at 06/11/2007 14:49
After hours of slaving over that stupid NES dragon game, you get a black screen that simply says:


YOU'VE FINISHED ANOTHER GREAT GAME FROM BANDAI!


fuck.your.mom.
A New Challenger's Avatar
A New Challenger at 06/11/2007 15:08
Killer 7 had an.... ending. I think.

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.
MIKEisONfire84's Avatar
MIKEisONfire84 at 06/11/2007 15:10
haha
alienaub's Avatar
alienaub at 06/11/2007 15:17
I think it's fascinating that one of the better story-telling genres, RPGs, usually have ho-hum endings. It seems developers realize that you've spent so much time with these characters that you've become emotionally detached by default - therefore, a dramatic ending was not required.
BluDesign's Avatar
BluDesign at 06/11/2007 15:42
So long as they keep making new game consoles and I jump ship to a new platform, I'm okay with sequels. The fact that they're making Beautiful Katamari when I have no plans on ever owning a PS3 to which I could play We Heart Katamari again, it is worth it to make this new gen version.

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!
Miller's Avatar
Miller at 06/11/2007 15:56
I have many games which I really enjoyed the endings, MGS3 included. However one game will always stick with me for having an ending that just pissed me off. That game is Fable (the computer version) For one the Boss was far too easy and unsatisfying and for two it didn't really make for a good end to the story. I ended that game asking myself why the hell I played through the game for that.
1D10T's Avatar
1D10T at 06/11/2007 16:29
Pikmin had multiple endings ranging from triumphant to funny and mildly disturbing at the same time. They still provide me with a chuckle whenever my four-year-old makes me solve his game when it gets too hard for him. If an ending gives you some shred of happiness even after repeated solves, something has to be good about it!
Zanch's Avatar
Zanch at 06/11/2007 16:30
One of my favorite video game endings is in Legacy of Kain: Defiance.

**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**
TheDevilsDue's Avatar
TheDevilsDue at 06/11/2007 16:40
The ending to Bionic Commando for the NES is still one of my all-time favorites...
rpbowlinggod's Avatar
rpbowlinggod at 06/11/2007 16:45
@blindside
rpbowlinggod's Avatar
rpbowlinggod at 06/11/2007 16:47
whoops
I didn't notice at first either, but wait till the later missions, there's only 2-4 people at your funeral
Tino's Avatar
Tino at 06/11/2007 16:47
Did someone say Legacy of Kain? Hah. If you can slave your way through the monotony of Soul Reaver 2 you have a hell of an ending in store for you. And then the ending of defiance was just simply climactic. Just incredible [s]games[/s] stories for sure.
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Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
living the dream since March 16, 2006