Multiple endings are garbage in non choose your own adventure type games. see Persona 4. That was terrible.
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.
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.
I do like the endings in Persona 4, but IIRC the combination of choices you make in the hospital(?) is kind of random. If I hadn't used a guide (well I didn't the first time I got there), I would have never guessed those or only until I had tried many times or so. Then somewhat suddenly the game comes to an end and if I didn't know there were multiple endings, I might have just stopped playing and thought: ok, yeah, that was it then. Does the game hint at there being better endings? I don't remember. It might be somewhat obvious, but still.But I like bad endings. I wish more games would try the Persona 4 aproach.
You have to earn the good ending. You have all the pieces, you just have to calm down and think for a second. No bullshit, no spoonfeed tips. Just logic.
And it also goes along with the theme of the game.
Edit: Perhaps those kind of games should 'secretly' save the state of your game at the important branching points and only after you have completed them, they could 'tell' you what those points were and give you the option to replay the game starting at those points. In that case, you don't have a clue when playing, you just play your way and get the ending you 'choose', but still have the option to explore the other options easily.
I don't know, I like it when a game makes you work for the best ending.
4. To be able to win without knowledge of future events
For example, the game opens near a shop. You have one coin and can buy a
lamp, a magic carpet or a periscope. Five minutes later you are transported
away without warning to a submarine, whereupon you need a periscope. If you
bought the carpet, bad luck.
5. Not to have the game closed off without warning
`Closed off' meaning that it would become impossible to proceed at some
later date. If there is a Japanese paper wall which you can walk through at
the very beginning of the game, it is extremely annoying to find that a
puzzle at the very end requires it to still be intact, because every one of
your saved games will be useless. Similarly it is quite common to have a
room which can only be visited once per game. If there are two different
things to be accomplished there, this should be hinted at.
In other words, an irrevocable act is only fair if the player is given due
warning that it would be irrevocable.
The bad end of Silent Hill is probably my favorite end to any game ever. In fact my primary interest when the following Silent Hills came out is what the bad endings were!
I'm trying hard not to be too harsh here but I've always been annoyed with the "Hollywood ending" where movies always have to have a happy end otherwise audiences will be upset and ticket sales will suffer. In this age where everybody complains about the homogenization of video games, to have people complain that there needs to be MORE because they need to feel their time was well spent, boggles my mind.
If it made sense, maybe.
Garrus look pretty sneaky, Legion looks pretty sturdy, Jack looks pretty aggressive. I should probably send them to the vent/shield/fire squad respectively.
Nope, wrong. They're all dead, bad ending for you.
Isn't this thread more about how it's bad game design to give you an ending based on an arbitrary thing you wouldn't have guessed would affect the ending?
I'm with you OP, but people seem to like their freedom to (sometimes arbitrarily) fail.
Remember ME2's ending and how you could easily send your entire crew to their deaths at the last mission? That's good. /s
Really? Because going through 20~40h to get the worst ending just makes me youtube the rest to make sure I won't waste another 20h by picking the wrong choices again. Playing with a guide in tow is rarely if ever fun.
I think bad endings are fine but Revelations 2's system was a clusterfuck. There's no way anyone would know how to trigger the good ending without looking it up online
I think bad endings are fine but Revelations 2's system was a clusterfuck. There's no way anyone would know how to trigger the good ending without looking it up online
I like different endings.
But it's annoying when you got to be perfect or 100% some collectible to get a good one instead of a bad one, like with the Oddworld games. You forgot to save a few slaves? Guess you'll be getting murdered by said slaves at the end then!
Valkyrie Profile is a special case. It's based on Ragnarok, so the "main" ending was always intended to be the bad one, with the "good" one as a hidden easter egg.I don't mind a "bad end" as long as it's
A) Obvious why you got it, i.e. choosing to join the Dragonlord, or dying against Lavos.
B) The game gives you a New Game + where all your time/investment in leveling up your characters won't go to waste if you made the wrong choice (Chrono Trigger once again)
Then again one of my favorite games of all time is Valkyrie Profile, which has some of the most obtuse methods of getting the best ending you can possibly think of.
I just realised that this thread is due to someone being unhappy with a Resident Evil story.
I like the bad ending when it's done in the fashion of Igavanias, where it allows you to still go in afterwards and get the good ending by fixing whatever it is you missed on.
But yeah I gotta admit that it's a poor implementation when it happens at some unobvious point throughout the game, and that you have to play through the game all over again in order to make things right.