I still say Persona 4's "bad ending" is a more interesting end to the plot (as revealed to that point) than the eventual good/perfect endings, which IMO take away a lot of the more interesting parts of the story and turn it into something far more generic and commonplace.
Yeah. I actually started playing Final Fantasy X-2 recently and after I play a while I always watch let's plays to see other people's reactions to the part I just played, so in doing this for this particular game I learned there is a fuck ton you have to do to, in order, very specifically to get the true endings. I have restarted the game 7 times from the beginning so far bc I always find out I missed something when watching the lets play
Skip reading some tutorials? Gotta start over.
Don't heal via Moogle at the start of the game? Start over
Skip a cut scene? Start over.
Don't get chest every chapter? Start over.
Game annoyed me to no end. I mean, it was already pushing it with the battle system, randomly voiced characters, mission style gameplay and limited exploration, so with the very pedantic requirements to get the true ending I just gave up. Nope fuck that shit.
You know all your percentage progress carries over to New Game + right? On additional playthroughs, you can just do stuff you missed before to get the 100% ending. You can earn some extra percentage points by choosing the other path at that Youth League, New Yevon split too.
It's only really bad if you do it all in one playthrough.
I did it in one playthrough. Fuck replaying a game that long.
https://en.wikipedia.org/wiki/Straw_manNo OP, get out of here with that "Press A to Awesome" mentality.
I got Rolo to the Rescue as present from my mum on my 13th birthday.
I played it all day.
This was the ending I got. :|
Canonical bad endings can be good. I liked those. I thought FFXIII-2's was awesome and it ended badly for everyone involved.I completely disagree.
Bioshock and Dishonored are two wonderful examples of "bad" endings.
Karnov!!!
2. There's no indication that your actions impact the ending, let alone the story at all, anywhere in the game. You can do this whole scene without knowing it's a branching moment. They don't state it anywhere. I finished the game with my GF and we just thought "well that was depressing" and it wasn't until a week later i found out we got the bad ending - that i found out there even IS a good ending!
You don't thinkwould affect the story/ending?giving you the option to pick up a gun to save your friend with a character who's got a crippling fear of guns
I completely disagree.
Bioshock and Dishonored are two wonderful examples of "bad" endings.
While I agree with you more or less, the bolded is actually a good thing if done well. To have choices without telling people they have choices and executing it well is fantastic and 100 times better than "do these obscure things throughout the games to get the good ending". Or Telltale's "Person X will remember that" for dialogues that have effects later while everything else is inconsequential. Because of this you can have dialogues where the other person "should" remember the conversation due to it being the natural thing, but they don't because that's not what the game wanted.Bad ending possibilities aren't necessarily bad, but Revelations 2 is definitely one of the worst in terms of execution. The story itself is fine, it's how it's handled that's heinous.
1. The one 20-second sequence which determines whether your entire 5-act game is "good" or "bad" is ambiguous - it's easy to do the "bad" thing because the action seems completely logical and fits everything that came before in gameplay (IIRC it's like pick up a gun and defend yourself).
2. There's no indication that your actions impact the ending, let alone the story at all, anywhere in the game. You can do this whole scene without knowing it's a branching moment. They don't state it anywhere. I finished the game with my GF and we just thought "well that was depressing" and it wasn't until a week later i found out we got the bad ending - that i found out there even IS a good ending!
This is like the opposite of Telltale and Dontnod games where little things pop up all the time saying "Jimmy will remember that" or "This action has a consequence" etc.
I still say Persona 4's "bad ending" is a more interesting end to the plot (as revealed to that point) than the eventual good/perfect endings, which IMO take away a lot of the more interesting parts of the story and turn it into something far more generic and commonplace.
While I agree with you more or less, the bolded is actually a good thing if done well. To have choices without telling people they have choices and executing it well is fantastic and 100 times better than "do these obscure things throughout the games to get the good ending". Or Telltale's "Person X will remember that" for dialogues that have effects later while everything else is inconsequential. Because of this you can have dialogues where the other person "should" remember the conversation due to it being the natural thing, but they don't because that's not what the game wanted.
Black Ops 2 did it and it was amazing because it made a fool of me for doing what I was accustomed to doing i.e. shoot the guy when the npc says so because that's what you are accustomed to, but you can choose to not do so and change the story. Then there's a mission where you are chasing a guy with a hostage which can either end up in you catching up to him or end up in him leaving which means you have to follow it up with a rescue mission that you wouldn't have needed to do had you caught up to him. But here's the best part about it, eventhough I didn't catch up to him it felt completely natural and I assumed that's how the story was suppose to progress.
Yeah, it sucks when that happens. However, RE Revelations 2 was probably the worst possible example to bitch about when it comes to "bad ends" due to how absurdly easy and fast it is to change. OP should have picked a real example of it being done poorly.