A thread of lame game endings *spoilers marked*

Fallout 3. Pre-DLC, I guess, since I haven't touched those. But goddamn, Fallout 3. Especially when you had certain partners with you.
 
The "new" Medal of Honor.

Played through the last level, without even knowing it was the last. Get to a door and have to breach it. I breach it, there's a dude tied to a chair, you rescue him, game over. Credits. One of the absolute worst ways to wrap up a game I've experienced in a very, very long time.
 
Riposte said:
Fallout 3. Pre-DLC, I guess, since I haven't touched those. But goddamn, Fallout 3. Especially when you had certain partners with you.

Yup, but I always LOL at it since I had the bad ending.

KoreanBarbecue said:
The "new" Medal of Honor.

Played through the last level, without even knowing it was the last. Get to a door and have to breach it. I breach it, there's a dude tied to a chair, you rescue him, game over. Credits. One of the absolute worst ways to wrap up a game I've experienced in a very, very long time.

Nope, Rainbow Six on the N64 had pretty much the same thing.
 
Not too many games from a while ago really stand out. I recall being really pissed about Bioshock's ending, because the game decided that since I harvested two Sisters, I was the worst thing this side of Hitler, even though I had seen the game to that point as a narrative of redemption for my character, who had stopped harvesting fairly early on. That was a frustrating moment to cap off a pretty mediocre final third.

Recently, I beat EDF: Insect Armageddon and Final Fantasy XIII, which both had bad endings. EDF's is bullshit because it's one of those games where you only get the full ending on higher difficulties. In theory, you can play on those difficulties at any time, but in practice, because of how weapon unlocking works, you have to clear normal first. And the normal ending has no resolution and plays off like a really shitty anti-climax, with no indication that something better exists anywhere. Having marathoned the game in local co-op the day it came out, that was a sour note to end on.

FFXIII's story has its share of flaws, but the final chapter in particular makes no goddamn sense.
The characters intend to save Cocoon by protecting Orphan. So they go to Orphan and fight it? And then they destroy Orphan, and party members become Ragnarok, which is supposed to destroy Cocoon, except they decide to save it instead, and everything turns to goddamn crystal, and everyone is safe, and all the crystal people come back to life, and everyone is happy. What? Why? How? If it was that simple, what the hell were they running from this whole time?
It feels like textbook Deus Ex Machina. And this is true without even going into the total nonsense that goes on during the boss fight, where everyone
turns into Cieth, but then get better because of hope, or something. Why didn't all the other Cieth try that?
 
dinosaur_hunter2 said:
Radiata Stories. Whatever end you get, it will be lame and extremely short. I absolutely hated the endings.

EDIT: Also, L.A. Noire.
Why the hell did Phelps have to die?
Fuck him. Jack Kelso is the man.
 
I was disappointed by The Witcher 2's ending.

I won't put down any spoilers, but I finished the 3rd act and was pumped for the crazy stuff that would happen in the next two acts (at LEAST!) and then the Epilogue pops up. :(

The game just sort of...stops.
 
sonicmj1 said:
FFXIII's story has its share of flaws, but the final chapter in particular makes no goddamn sense.
The characters intend to save Cocoon by protecting Orphan. So they go to Orphan and fight it? And then they destroy Orphan, and party members become Ragnarok, which is supposed to destroy Cocoon, except they decide to save it instead, and everything turns to goddamn crystal, and everyone is safe, and all the crystal people come back to life, and everyone is happy. What? Why? How? If it was that simple, what the hell were they running from this whole time?
It feels like textbook Deus Ex Machina. And this is true without even going into the total nonsense that goes on during the boss fight, where everyone
turns into Cieth, but then get better because of hope, or something. Why didn't all the other Cieth try that?
I'm so glad I only wasted a few hours on that game before stopping. lol
 
no angel said:
The way I understood it the menial tasks of running the farm were supposed to provide a counterpoint to the violent life you'd been leading up until that point. And it worked for me, I really enjoyed the change of pace and it helped to see what John had been struggling for.
.

I loved the RDR ending and can't really understand why anyone would dislike it, shoot me if you like but its one of my favourite game narratives this generation.
Exactly.
 
Watanabe Kazuma said:
Kotoriibox.jpg


The ending was so rushed, without knowing the development cycle at the time, even I realized that it was an extreme rush job.

All that buildup for such an anti-climatic finale/conclusion, still annoys me to think about it.

I played through this game recently with the restoration mod. I'm not sure if it added anything to the ending, but I was satisfied. I just saw it was Kreia's premonitions acting as the Fallout style ending slides.
 
Fuu said:
Agro (the horse)
is alive, he survived the fall and appears at the end going up the stairs limping along with the woman and baby.
Agro is a mare. :)

_dementia said:
Ico + SotC
cop-out/forcing the happy ending
Really?
The ending to ICO was anything but happy considering everyone dies. I suppose that SotC's ending was not heart-wrenching, but it was poetically tragic nonetheless. The ending also echoed what Wander had failed to understand: there are fates worse than death.
 
Gears of War has one of the worst endings in recent memory. It's a mix of having an awful campaign in terms of characterization and it was extremely short to boot. When I beat the final boss and the credits rolled I was baffled, because I expected to be around half way through the game.

Left a sour taste in my mouth.
 
I haven't finished the game yet, but the last levels of Bulletstorm are pretty awful. The story gets more and more stupid and intrusive and there's more and more QTE.
 
Bulletstorm Ending. For shitty boss fight, annoying enemies on the last level, and such sequel bait.

But I hope it gets a sequel because it was SO GOOD.
 
Tim-E said:
The Matrix: Path of Neo's ending is absolutely absurd.
Pre-final boss battle:
http://www.youtube.com/watch?v=1TLJb9NZN0I

Post-final boss battle:
http://www.youtube.com/watch?v=0Sen5svoZE4

I read about the ending already, but this exceeded my imagination.So awesome,they completely trolled the whole Matrix fanbase.

And personally:

Nintendo isn't always the best when it comes to game endings (except for Zelda and maybe Fire Emblem),but this was really disappointing even for their standards and somewhat WTF-worthy.
Mario just gets kicked out of the machine and Luigi laughs tears.That's all for 30 seconds or so.I would've liked some interaction between these two.
 
Ugh. I've been drawing out my playthrough of Enslaved for months to avoid the ending. I keep hearing that it is just awful, and it's hard to line that up with how much I'm enjoying the characters and story so far. I don't want to look back on that game in dismay or disgust, it's too good. =/ I've been avoiding spoilers but I'm contemplating just ripping the band-aid off and finding out just how bad it is so I can brace myself for it.

On topic: Bioware games. With a couple of notable exceptions, the endings of Bioware's RPGs never fail to disappoint.
 
Superimposer said:
Assassin's Creed Brotherhood.
I mean after you get the Apple, it's run to objective, speak with the villain guy, he runs off and you have to escape using only the Apple. Repeat 5 times. Then suddenly you're in some random other town for some reason fighting him. Also the Desmond ending sucked too
Yes, this. AssBro's story pretty much falls apart in the last hour and a half.
The last few Ezio missions feel hastily put together, and then the game just throws you into the final mission without any real context except "CEASARE ESCAPED AND HE'S FUCKING SHIT UP GO KILL HIM!"

And Desmond being forced to kill Lucy just seemed completely random and instead of any sort of resolution it's just "GAME OVER SEE YOU GUYS IN TWELVE MONTHS"

It really bummed me out because the rest of Brotherhood is really good, but that last string of missions really soured my experience a bit.
 
Fimbulvetr said:
I though everyone knew?
To be honest I never paid much mind to Agro's gender and I don't think it's stated in the game either. I probably skipped the parts about her in all those online texts expanding on the colossi mythology/influences when I read them.

BiggNife said:
Yes, this. AssBro's story pretty much falls apart in the last hour and a half.
The last few Ezio missions feel hastily put together, and then the game just throws you into the final mission without any real context except "CEASARE ESCAPED AND HE'S FUCKING SHIT UP GO KILL HIM!"

And Desmond being forced to kill Lucy just seemed completely random and instead of any sort of resolution it's just "GAME OVER SEE YOU GUYS IN TWELVE MONTHS"

It really bummed me out because the rest of Brotherhood is really good, but that last string of missions really soured my experience a bit.
I don't think Lucy
is dead for sure but if she's actually gone I'll chalk that scene up to Kristen Bell's voice being expensive.
 
Nix said:
White Knight Chronicles. While the story wasn't exactly engaging, I at least felt that I, as the player who sloshed through the mirade of topographical nothingness and the insipid inner monologues of minor characrers, deserved some fucking closure. Did I get it? Fuck no I didn't, I got a shitty part 1 ending that basically set up the story for the sequel. That's not how you do games. That's not how you fucking design a game!

You want to know how to design a game for the sequel? Look to Xenosaga, hell, look to Shadow hearts, even Kingdom hearts 1 did a better job. Literally left me WTF'in at the end. Could not believe it. I thought I was near the end, but that shit was it? Horrible.

Enjoyable online/combat though.

you better not playing wkc2 then,at least wkc1 had 20 minutes of cutscenes for the ending,in wkc2 you kill the final boss and the credits roll,only showing pictures of the characters
 
BiggNife said:
Yes, this. AssBro's story pretty much falls apart in the last hour and a half.
The last few Ezio missions feel hastily put together, and then the game just throws you into the final mission without any real context except "CEASARE ESCAPED AND HE'S FUCKING SHIT UP GO KILL HIM!"

And Desmond being forced to kill Lucy just seemed completely random and instead of any sort of resolution it's just "GAME OVER SEE YOU GUYS IN TWELVE MONTHS"

It really bummed me out because the rest of Brotherhood is really good, but that last string of missions really soured my experience a bit.

Uh oh...
FUUUUUUUUUUUUUUUUUUUUUU
I was beating the game right now!
I havent read the spoiler, but I was having such a blast with the game that is sad knowing the ending is going to suck now.
I hope it isnt that bad.
 
semiconscious said:
as far as recent games, easily my #1 pick. so mind-bogglingly awful (+ cheesy) that i'm amazed that anyone who invested time in & even enjoyed the game could've walked away satisfied. that the game took something of a nose-dive beyond the halfway point i was willing to forgive, but that ending destroyed any & all good memories i'd had up till then...

so lame i don't even like thinking about it :) ...

Call me crazy, but I actually liked Enslaved's ending. I also liked the ending to the Sopranos (the TV series, not the crappy PS2 game) and Phantasy Star II.
 
Vanquish springs to mind.

Although it felt good shooting at all the developers faces at the end credits AHUAHUAHUAHUA!!!
 
Z_Y said:
Red Dead Redemption

ok..not really bad...but just drug on way too long. Awesome. I killed Dutch! Let's ride home to this awesome music and finally see my wife and son and watch the credits roll. Oh...we have to heard cattle halfway across the map first? Ok. Shoot all those crows? Really? Ok. Drive the cattle out to pasture? Seriously? Am I getting paid for this? The fuck. We are going hunting? For real? I'm sick of hunting! Now I have to wait until 6 a.m. to talk to my son again? I guess I can go quick save twice. Ugh. Ok now I'm dead. Great. Credits please. Oh I have to go there still? Of course once I get there I'm told to go someplace else....and just for good measure...one more place halfway across the map to go. Good lord. Yes. I'm here to kill you. Blam. Credits please. Thank you.

What the fuck?

Something wrong with you...
 
SpacePirate Ridley said:
All the tekken 1 endings, so bad (bad CG, bad animation, bad backgrounds, bad "story" and bad music, holy cow!) there are hylarious.
Special mention to King's ending :lol
http://www.youtube.com/watch?v=JzN9fA-aL4Y

http://www.youtube.com/watch?v=pD-YdV1DSCU

But I shouldn't post that here, cause it's probably the best ending in a fighting game.

Which reminds me, I thought the ending for Blazblue CS was pretty lame.
"Joke's on you, can't kill me! I guess I have to go back to another dimension now!"
Wut? Even those joke endings made more sense.
 
I think that some people really need to parse out the difference between "lame" and "dissapointing."

My example would be Disgaea's bad ending because it is a consequence for something that the game poorly communicates that would even affect the game at all
(killing an ally in battle, which in this game that can be quite grind heavy and have weird target patterns for some of the techs just seems like a dick move)
and pretty much leaves most the plot threads left open. Punishing the player for something that they didn't even know was wrong in the first place is lame.
 
Obligatory MGS4 picture
God Of War 3's was also pretty terrible. The entire endgame including the boss was poorly thought out and rushed. And Vanquish was just obnoxious. Worst credits ever.

_dementia said:
Ico + SotC
cop-out/forcing the happy ending

lolwut

lolwut

ICO:
Yorda is dead, ICO is left stranded on a boat. The ending in the beach the end is a dream.

SotC:
You DIE. And I don't know about you but Agro coming back limping broke my heart.
 
Woah woah woah...SotC has probably the best ending scenes of any game ever...the whole final act is just perfect serious, surprising, sad, happy...whole gamut of emotions
 
sn00zer said:
Woah woah woah...SotC has probably the best ending scenes of any game ever...the whole final act is just perfect serious, surprising, sad, happy...whole gamut of emotions
Yeah. It was the only good thing about the game.

J/K... mostly.
 
sonicmj1 said:
Not too many games from a while ago really stand out. I recall being really pissed about Bioshock's ending, because the game decided that since I harvested two Sisters, I was the worst thing this side of Hitler, even though I had seen the game to that point as a narrative of redemption for my character, who had stopped harvesting fairly early on. That was a frustrating moment to cap off a pretty mediocre final third.

Recently, I beat EDF: Insect Armageddon and Final Fantasy XIII, which both had bad endings. EDF's is bullshit because it's one of those games where you only get the full ending on higher difficulties. In theory, you can play on those difficulties at any time, but in practice, because of how weapon unlocking works, you have to clear normal first. And the normal ending has no resolution and plays off like a really shitty anti-climax, with no indication that something better exists anywhere. Having marathoned the game in local co-op the day it came out, that was a sour note to end on.

FFXIII's story has its share of flaws, but the final chapter in particular makes no goddamn sense.
The characters intend to save Cocoon by protecting Orphan. So they go to Orphan and fight it? And then they destroy Orphan, and party members become Ragnarok, which is supposed to destroy Cocoon, except they decide to save it instead, and everything turns to goddamn crystal, and everyone is safe, and all the crystal people come back to life, and everyone is happy. What? Why? How? If it was that simple, what the hell were they running from this whole time?
It feels like textbook Deus Ex Machina. And this is true without even going into the total nonsense that goes on during the boss fight, where everyone
turns into Cieth, but then get better because of hope, or something. Why didn't all the other Cieth try that?

Here, I'll explain it. Everyone I am saying is from the actual dialogue and from hints in the game
The team went into Orphan's Cradle to save Orphan and kill Barty only. Only when they defeat Barty do they learn that Orphan WANTS to die and their whole entire quest was to end in failure. There was NO victory. If they win, Coccon is doomed. if they die, Cocoon will either destroy itself OR Barty will simply find a bunch of another unwilling troupe, make them Cie'th and repeat the cycle again. They fight Barty again in vain but realize the struggle is useless because killing Barty would kill Orphen. The party, overcome with despair, then turn into Cieth because they won't kill Orphan and thus fail their Focus. While her friends are Cieth, Fang is goaded into becoming Ragnarok and is ready to kill Orphan to save Vanille. However, Etro stops her once more by reminding her of her quest and her memories (as She did before to stop Fang, as mentioned in the Analects). Meanwhile, Etro shows the Cie'th'd team a new Focus, a world free of the Fal'Cie and the people of Cocoon saved, everyone reunited. They return to human form and now, trusting in this Focus as a last chance gamble, attack Orphan without abandon. Fang, seeing her friends alive, and hearing their new Focus, believes now too in a future free of Fal'Cie and hope. With Vanille, the team fight and defeat the nililhistic Orphan, though unsure of how this new Focus will take place but placing their trust in themselves. They are defying fate. The main theme of FFXIII. Fang and Vanille, finally accepting her true Focus, then do what they were supposed to do 500 years ago and merge to form Ragnarok (their failure to do so meant Ragnarok was not full strength when it attacked Cocoon), only this time they use their power to save Cocoon for they know the truth about the world and the people within.
Unfortunately, a lot of this great info was never localized from Episode Zero so people missed out on some important background. FFX-2 will no doubt further expand upon Etro's role.
 
Toth said:
Here, I'll explain it. Everyone I am saying is from the actual dialogue and from hints in the game
The team went into Orphan's Cradle to save Orphan and kill Barty only. Only when they defeat Barty do they learn that Orphan WANTS to die and their whole entire quest was to end in failure. There was NO victory. If they win, Coccon is doomed. if they die, Cocoon will either destroy itself OR Barty will simply find a bunch of another unwilling troupe, make them Cie'th and repeat the cycle again.

Uh, no he wouldn't. That stuff about Cocoon destroying itself or finding new pawns was a bluff and the party fell for it. Firstly, we know that Sanctum can just evacuate the city any time they want. Secondly, Anima was the one giving the Focus to destroy Cocoon and it's dead, plus none of the Cocoon fal'Cie can give a focus to destroy Cocoon otherwise some other group of Cocoon l'Cie could have been forced to do it forever ago.

Toth said:
They fight Barty again in vain but realize the struggle is useless because killing Barty would kill Orphen.

That wouldn't happen, in fact they destroy Bart's shell before the final fight and the thing is just fine. Even if this was just another bluff, the party was never actually informed that this was the case.

Toth said:
The party, overcome with despair, then turn into Cieth because they won't kill Orphan and thus fail their Focus.

Nope. The reason they turn to Cie'th is because Fang and Orphan shoot them with evil lasers and suddenly they're Cie'th.

Toth said:
While her friends are Cieth, Fang is goaded into becoming Ragnarok and is ready to kill Orphan to save Vanille. However, Etro stops her once more by reminding her of her quest and her memories (as She did before to stop Fang, as mentioned in the Analects). Meanwhile, Etro shows the Cie'th'd team a new Focus, a world free of the Fal'Cie and the people of Cocoon saved, everyone reunited. They return to human form and now, trusting in this Focus as a last chance gamble, attack Orphan without abandon. Fang, seeing her friends alive, and hearing their new Focus, believes now too in a future free of Fal'Cie and hope. With Vanille, the team fight and defeat the nililhistic Orphan, though unsure of how this new Focus will take place but placing their trust in themselves.

Basically the Goddess of Death pulls a Deus Ex Machina, only the Deus part is literal.

Toth said:
They are defying fate.The main theme of FFXIII.

They are winging it and believing in themselves, just like they did 5 minutes ago.

Also, how is it defying fate when a Godlike being helped you do it? That's more like following fate, 'cept fate is more convenient this time around.

Toth said:
they know the truth about the world and the people within.

How could they possibly know that?

Toth said:
Unfortunately, a lot of this great info was never localized from Episode Zero so people missed out on some important background. FFX-2 will no doubt further expand upon Etro's role.

I thought you made this explanation with dialogue and hints from the game?
 
Fimbulvetr said:
*explains why the half-assed storyline of FFXIII is half-assed*

It's a clusterfuck. Seriously. Trying to apply logic to FFXIII's story is like trying to find a reason to say Ninja Theory games are good. It just doesn't exist.

Huge LOL at the Conduit 2 ending.
 
Q.
Uh, no he wouldn't. That shit about Cocoon destroying itself or finding new pawns was a bluff and the party fell for it. Firstly, we know that Sanctum can just evacuate the city any time they want. Secondly, Anima was the one giving the Focus to destroy Cocoon and it's dead, plus none of the Cocoon fal'Cie can give a focus to destroy Cocoon otherwise some other group of Cocoon l'Cie could have been forced to do it forever ago.

A.
There was no bluffing going on. Yes Barty lured them to the Cradle by fooling them with the Cavalry. However, you really think Cocoon was going to survive the 'Pulse' assault? The Door of Souls is already opening without Orphan being killed. You are right about only Pulse L'Cie being only branded by Pulse Fal'Cie but it would not be hard for Barty to deceive someone else into somehow ending up on Pulse and then becoming a L'Cie. Again though, he really didn't need to do anything else. The point remains that the final scenes were clear: there was no victory for Lightning and co.

Q.
That wouldn't happen, in fact they destroy Bart's shell before the final fight and the thing is just fine. Even if this was just another bluff, the party was never actually informed that this was the case.

A.
They thought they were defeating Orphan and Barty completely by catching him off guard. They had already dedicated themselves to that purpose. That Orphan survived meant there was the need for that final battle...and all that melodramatic dialogue.

Q.
Nope. The reason they turn to Cie'th is because Fang and Orphan shoot them with evil lasers and suddenly they're Cie'th.

A.
It is stated in the game that extreme shock can turn L'Cie into Cei'th. The shocking revelation of the truth and their hopeleness combined with Barty's power turned them into Ceith. UNLESS them turning into Cie'th was all an illusion and they were really unconscious and having their vision...

Q.
Basically the Goddess of Death pulls a Deus Ex Machina, only the Deus part is literal.

A.
Her presence and influence is mentioned too many times prior to be a Deus Ex Machina. Playing the story again and the Datalog really foreshadows the turn of events.

Q.
They are winging it and believing in themselves, just like they did 5 minutes ago.

Also, how is it defying fate when a Godlike being helped you do it? That's more like following fate, 'cept fate is more convenient this time around.

A.
Their fate or so they and Barty thought was to destroy Cocoon. They choose not to, to save Cocoon instead. And that they did


I thought you made this explanation with dialogue and hints from the game?

Everything but the notes about Fang and Vanille were from the dialogue and datalog.

Also, the Official FF 13 strategy guide has an excellent section answering these very questions.

Besides, have you played other FFs? Need I mention Necron, the Life Stream, Time Compression?

edit:
It's a clusterfuck. Seriously. Trying to apply logic to FFXIII's story is like trying to find a reason to say Ninja Theory games are good. It just doesn't exist.

Plenty of people have already figured this out already. perhaps people being half-assed to understanding the ending is the real problem? Why does every RPG have to spell every single thing out?
 
Toth said:
Everything but the notes about Fang and Vanille were from the dialogue and datalog.


Besides, have you played other FFs? Need I mention Necron, the Life Stream, Time Compression?

Well yeah, those are all pretty horrible plot points. I'm not sure how that fact negates XIII's ending though. The bad writing polarities don't just cancel each other out.
 
Fimbulvetr said:
Well yeah, those are all pretty horrible plot points. I'm not sure how that fact negates XIII's ending though. The bad writing polarities don't just cancel each other out.

The fact is that such plot points are common for FFs. Why are you surprised then?
 
Toth said:
Besides, have you played other FFs? Need I mention Necron, the Life Stream, Time Compression?

But the Lifestream and even Time Compression are actually explained in game to a degree where the player goes, "Okay I'll buy it." Now Necron was some indeed half-assing at its finest, as was the orphanage part in FFVIII.

Toth said:
Plenty of people have already figured this out already. Perhaps people being half-assed to understanding the ending is the real problem? Why does every RPG have to spell every single thing out?

"Not spelling everything out" and "not telling a cohesive story" are two different things. Tales of the Abyss's ending, for example, leaves it open to interpretation and doesn't clearly give an answer. Whereas Resonance of Fate, on the other hand, told a pretty broken up uncohesive story, as much as I loved that game.

Anyway, I'm getting off topic, so that's the last I'll say on it.
 
AlphaDragoon said:
But the Lifestream and even Time Compression are actually explained in game to a degree where the player goes, "Okay I'll buy it." Now Necron was some indeed half-assing at its finest, as was the orphanage part in FFVIII.

Okay, but
Etro's role is explained various times in the game. First in Fang's dialogue, then extensively in the Analects, and then again from the Cieth statue on the broken bridge. Her 'symbol' appearing behind Barty at the final battle was the final nod. When I played the game a second time, I also noticed a lot more foreshadowing as well as the chapters progressed

Again, I believe FF13-2 is really going to explain this better than I could.
 
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