Building a believable villain is very, very hard, even on older media, and we're talking about a medium that's still struggling with how to represent women. If you need to show your villain but can't have the player be unable to defeat them and can't have the player defeat them, what do you do? There wouldn't be as much memorable villains in this list if video games weren't essentially about conflict (but since they are, it fires a lot more shots, so some of them are bound to hit the target).
I'll say that if a character is well written players will hate him no matter how much of those little boxes get ticked.
I'll say that if a character is well written players will hate him no matter how much of those little boxes get ticked.
I don't know if I mentioned it in here before, but I felt that GTAIV had a good end and a bad end not in the usual sense, i.e. good and bad for the character, but for the storyline. Choose 'Revenge' and a great villain is wasted early, an unimportant character dies and another unimportant character is upgraded to bad guy out of the blue for a final level you aren't invested in (bad end). Choose 'Deal' and Nico gets to see one more betrayal, a character that's been along with Nico during his worse times is killed, striking Nico deeply psychologically, the big villain is still loose, and the revenge theme the game has is heavily underlined (good, as in satisfying, end). I honestly can't say if this was the devs' idea or if they crapped out the bad end to make players play a second time. I'm still not sure if the fact that there are no consequences whatsoever of whether or not you kill the guy that betrayed Nico in the war is a comment on the futility of revenge and how it never changes anything or if the devs just couldn't think of any content to add either way.SupahGamuh said:GTAIV on the other hand, had Demtri Rascalov. The only thing he was missing was an evil laugh, but everything this article checklisted, this guy has them all.