Its been 30 minutes since I beat Ghost Recon: FS and the credits are still going

Quality of music pretty much decides if i watch the whole credits or not. As Dennis pointed out, Faunts M4 was great in Mass Effect, as was Smashing Pumpkins 1979 in GT5 long credits.
 
I don't know why you're watching the credits, but yeah, I suppose if I was to sit through a list of scrolling names, 43 minutes would seem like a long time.
 
Yep this also happened to me and I was pretty let down when there was nothing post credits. Didn't think they were 43 minutes long though, Jesus Christ.
 
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I love games that gives you hidden shit if you watch the entire credits. Because I usually do that, and more people should
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Yeah, those sort of post-credits bonuses are amazing... I remember waiting to see if such a thing would happen with Rayman Origins, waiting throughout the looooong credits sequence... and waiting... and waiting... and waiting...

Quality of music pretty much decides if i watch the whole credits or not.

And yeah, this. Applies to movies, too.
 
RE6 lets you skip the credits and still watch the epilogue. This was nice.
 
GUYS what if...

No, what if...

What if the credits... were a level itself? An additional level, integrate them within the game?

Make the player interact directly with a projection of the game staff, talking to them in-game, making the whole experience memorable and visceral.

</molydeux>
 
I always liked the credits on DMC3 where you killed tons of the fodder enemies in the background. If I am remembering correctly, you can only see the after credits scene if you manage to slay 100 foes during the duration of the credits.

Real games make their player work for their after credits sequence!
 
GUYS what if...

No, what if...

What if the credits... were a level itself? An additional level, integrate them within the game?

Make the player interact directly with a projection of the game staff, talking to them in-game, making the whole experience memorable and visceral.

</molydeux>

Yeah and get a Chievo for waiting too...
 
GUYS what if...

No, what if...

What if the credits... were a level itself? An additional level, integrate them within the game?

Make the player interact directly with a projection of the game staff, talking to them in-game, making the whole experience memorable and visceral.

</molydeux>
Chrono Trigger already did this and it was actually pretty cool.
 
I always watch the end credits in games. Gives me time to reflect on everything that happened.

I do remember falling asleep to Crysis' credits though. It was like 3 AM and I'd been playing for hours. They just went on and on.
 
I can't object to Ubisoft dishing out credit to people who don't usually get a mention.

Rather that than Team Bondi's approach to accreditation with LA Noire - ie. staff had to be there at the final push to get in.
 
OP, I just wanted to thank you for a good belly laugh. I always let the credits roll when I finish a title; i know the feeling. They finally end and you have to turn the controller back on just to exit.

So true, so absurd, so funny.
 
Yeah I was pissed after waiting through the entire thing there was no post credit sequence. Felt like a slap in the face. Sooo long.
 
GUYS what if...

No, what if...

What if the credits... were a level itself? An additional level, integrate them within the game?

Make the player interact directly with a projection of the game staff, talking to them in-game, making the whole experience memorable and visceral.

</molydeux>
Well there's no avatars of the staff to mess around with, but the end credits for NSMBWii has a little coin competition. You get coins by destroying the blocks that scroll up the screen, which happen to have names and titles on them. Some blocks only have 1 coin, others can be hit multiple times for multiple coins, and it is randomly determined each time (I think).
 
They should split the credits so that they show at regular intervals throughout the whole game, and then subvert everything and show "Special Thanks To" right before the big twist in the middle of the game.
 
They should split the credits so that they show at regular intervals throughout the whole game, and then subvert everything and show "Special Thanks To" right before the big twist in the middle of the game.
That would be almost as annoying as showing the developers of everyone who worked on the environment / gameplay feature that was going on at that time every time anything happened. Floating text by that rock over there for the QA tester who was able to finally replicate that crashbug... most navelgazing game of all time.
 
I remember the credits for Eternal Sonata being something like 45 minutes to an hour long. It was so annoying. Couldn't skip past them.
 
That would be almost as annoying as showing the developers of everyone who worked on the environment / gameplay feature that was going on at that time every time anything happened. Floating text by that rock over there for the QA tester who was able to finally replicate that crashbug... most navelgazing game of all time.

The wind whispers "Robert Smith... creative lead, sound development...".
 
Only Ubisoft game I've seen the credits of this gen was Rayman Origins and they were terrible. Shit went on forever, although it was said that the game was done with a small team. They probably even credit the goddamn janitors. Then they repeat them after the secret world...
 
Only Ubisoft game I've seen the credits of this gen was Rayman Origins and they were terrible. Shit went on forever, although it was said that the game was done with a small team. They probably even credit the goddamn janitors. Then they repeat them after the secret world...

On one hand i think it is nice they credit so many people, but why do other companies seem to have trouble crediting people that directly worked on the game? Im always hearing stories of people that did not get included even though they killed themselves on a game because of some technical BS. Id much rather prefer a company like Ubisoft just crediting everyone who touched the project.
 
How much is actually team though? A lot of the time you see a team of 12 programmers, but then the credits go on to include every damn single VP Marketing or whatever from each region the game was published.
 
How much is actually team though? A lot of the time you see a team of 12 programmers, but then the credits go on to include every damn single VP Marketing or whatever from each region the game was published.

Joshua Wilson, man who stopped to ask for directions.

Angela Davis, she used the restroom in the lobby.

Me: Oh, fuck you Ubisoft. FUCK YOU!
 
And last i checked i heard this game was actually longer than most of its type, plus it has been rebooted several times, or at least once. They are probably including all those folks too, and im glad about that. It always sucks when someone's career is relying on these credits and they dont get them for x amount of years of work.
 
Some at these companies are quite full of themselves. Slow crawls, listing every name three times, listing people who might have delivered pizza to the crew... at some point, you figure they are just trolling. Let's just go ahead and say 300 people worked on your game. I think you can show names at a slightly faster rate than about 6 unique names per minute.
 
Future Soldier has been the worst Ghost Recon game I've ever played. So scripted it made me ill and I traded that turd off without finishing it.

Hopefully Ubi doesn't fuck up Rainbow Six but in the day and age of making the game "more accessible" bullshit I'm not holding my breath.
 
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