In Rev2, being too good at the QTE gives you the bad ending. You only see the QTE (that gives the good ending) if you have slow reflexes.Make better decisions.
I like how souls does it where every ending feels satisfying, and the other ones are worth going through ng+ to get.
In Rev2, being too good at the QTE gives you the bad ending. You only see the QTE (that gives the good ending) if you have slow reflexes.
I like bad endings being there as a way to make you play again and do things differently and better to get the normal and the best ending.
I really can't understand the logic that someone is going to play through the exact same game again and make a different dialogue choice or something to change the ending cinematic, and that this adds "replay value." Literally nothing during the game is changing.
The Zero Escape games wouldn't work if not for bad endings.
EDIT:
In order to get the best ending in 999, (big spoilers!)you first have to get a certain "bad ending" and then replay the game making all of the opposite choices. These choices, combined with your memories of the other path, allow the good ending to happen.
I haven't played Revelations 2 but it almost sounds like what you are describing is a poorly telegraphed ending, in as much as it doesn't sound like you were asked to make particularly hard choices which foreshadowed a less than ideal outcome for your chosen branch of the narrative.
"Bad Endings" aren't inherently bad and done well (see: Spike Chunsoft games, Silent Hill 1-4) they provide real dramatic impact to the choices you make in the game and points out that you have to really, really earn that happy ending by paying attention while you unravel a mystery. Seeing them go away forever would severely hamstring creatives from adding true consequence to the player's agency.
I mean, I wasn't particularly upset that I got the bad endings for Metal Gear Solid, Chrono Trigger, or caused a partially bad ending in games like Fallout 1/2, Final Fantasy VI, etc. Because I realized immediately the choices I made that produced those outcomes, so the replay didn't feel like a chore since I still adored those games and replay rewarded me with more than just a slightly better ending.
I agree that if you feel like you had to scan an indexed FAQ for an obscure 'hey if you don't do this random, easily missed thing midway through the game you get an awful ending' then it's fair to feel cheated by a crummy ending. And if replaying the game just to flip that bit in the game state to get a satisfying ending isn't what you want to do, I doubt even the good ending will feel very earned because it's possible the rest of the game plays out exactly the same.
tl;dr the game's writing and structure actually has to pivot around bad end/good end choices and not simply be a 'did you leave the lights on?' kind of triviality.
If you take them away, at least keep cool game over screens.
First post got it right. OP is a pure entitlement post.Then just fucking watch it on youtube and let the people who enjoy these things have their fun
This, too. I can't imagine, say, Pandora's Tower without its different endings. The game revolved around them and it was amazing.Yeah how dare video games take advantage of the greatest narrative tool they have over other mediums!
What? Bad ending doesn't mean bad as in "worse quality". It means bad as "wicked or evil, morally reprehensible"I mean seriously who thinks these are a good idea? I just beat Revelations 2 and got the bad ending. How the hell am I supposed to know I'm supposed to do something in chapter 3 to get a "good ending?"
I'm not sitting here reading what to do with an FAQ every step of the way as that kills the enjoyment of the game. As a result, the ending I get is weak and unsatisfying, and I have to look up the real ending on youtube. I shouldn't have to do that. I feel happy and relieved beating a end boss and it should give me the payoff in game damn it.
What does this add to a game experience other than serving no other purpose than to make it worse? I mean it's right there in the name of it, "BAD ending." As in, making the game worse. RER 2 isn't the only offender either just the most recent to piss me off.
We should hand around copies of 'A Portrait of the Artists as a Young Man' around here. I can't believe people want developers to do less in regards to this.
The best thing about that game, lol.If you take them away, at least keep cool game over screens.
Maybe you should read what is written on the screen During the QTE scene it you show a prompt to switch character. It's there for a reason. Maybe you are also a bit impatient? Just replay the chapter the correct way to update your save file.
I love game with different endings. It adds replay value.
What? Bad ending doesn't mean bad as in "worse quality". It means bad as "wicked or evil, morally reprehensible"
The bad ending is usually the fucked-up depressing cycnical ending. Usually because of your actions or non-actions throughout the game. So I guess, don't be a immoral/bad guy in games with choices and you won't get the bad ending?
The good ending was a real proper ending. I guess I don't have as much of a problem if a bad ending is just a negative ending but it needs to be just as valid, fleshed out and thought out. I seriously doubtIt can't just be some 30 second throwaway clip that might as well say "you lose."Alex Wesker is coming back in Natalia's body is now canon.
And if you want to have a negative, non canon ending, at least make that the harder one to reach. Most people will want the real ending.
I enjoyed it too but in the end
villain still kinda got what they wanted or did they? Haven't played little miss yet
& you effectively have to replay HALF THE GAME over again just to see the other ending.
That just sounds like a poorly designed game, rather than a specific problem with an endingI'm talking about an ending that is a throwaway "you lose" type ending that happens because you fail to meet a certain type of invisible check or checks throughout the game that will be secretly throw at you. It's not canon, there isn't much effort put in it, you didn't really do anything to directly make it happen. Literally in RER2 it's a difference between a 60 second clip and a "noooo," or an 8 minute feel good wrapping up of the story. I think one definitely qualifies as worse quality.
This is incorrect. The save retains whatever your last result was, so you only have to replay Claire's part of episode 3, then go back to episode 4 for a different experience.
I can see where OP is coming from, in a sense. Bad endings that are just weak endings don't really deserve a place in the game, and add nothing meaningful to the experience.
However, there are "bad endings" that are actually meaningful to complete, either because they add more to the story or are simply strong endings. If any game has a "bad ending", then that ending should strive to be at least one of those two things.
OP I officially curse you to always get a bad ending until the day you die.