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Posted (edited)

game endings are usually less successful:

 

in some ways, it's easy to make a good intro. like gromnir said, the intro is part of the marketing for the game so it's tempting for the devs to keep making promises about the kind of game you're gonna get (see e.g. the huge disconnect between TOEE's dynamic and story-driven intro and the stilted atmosphere of the game itself).

 

but an ending only works because it's built on something, i.e. the game you just played. if the game sucked or disappointed, no amount of polishing is gonna make it any less of a turd.

 

also awkward are good games with mediocre or cop-out endings: endings which say, "hmm we really didn't know how to finish this" (yes, KOTOR2, we're looking at you).

 

the great endings that come to mind are BG2 (Jon Irenicus in Hell and a bunch of dudes in cloaks talking about how to kill you) and Half Life 2 (everything blows up, freezes & fades to black).

 

Although i thought it was a very successful ending in itself, ToB deserves a certain amount of blame for becoming the template for CRPG endings: a hokey montage showing the fates of you and your companions...

 

the ending to IWD was also pretty silly, trying to be a clever riff on the great opening that really don't make much sense if you think about it.

Edited by newc0253

dumber than a bag of hammers

Posted

So far, that I've played and that I can remember, I think it's Metal Gear. If you're current with the story then you can totally appreciate what you are looking at and what you are experiencing.

Posted

I like endings that wrap up plot lines, like Fallout. Quest for Glory I and IV were awesme, it was a big party at the end.

 

Hitman: Blood Money had a sweet ending too.

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