5 Game Endings that are worse than Mass Effect 3

Jun 7, 2010
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The worst game ending i can think of is Skyrim, you kill a dragon identical to the first one you killed at level 3 and then paarthunax basically tells you "well done, i suppose, run along now, i hear temba wide-arms has some bears pelts that need to be collected."

L.A Noire also had a pretty bad ending. It was abrupt and didn't make a whole lot of sense to me.

Bulletstorm didn't have an ending.

Also, God Of War 3: "congratulations on destroying all life on earth, you represent hope for the future of humanity"
 

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Mushroom Camper
Sep 30, 2009
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Fappy said:
I've posted this end game screen more than once here :p
But that's not that bad. At least you can have a laugh about it. It's better than the ending to Blood. There literaly isn't an ending to that game. It just stops when you kill the last boss and the menu pops up as though you'd hit escape. I wasn't expecting much from the game, but jeeze.
 

Nieroshai

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My top 5 favorite games that ended horribly (not necessarily in order)

1. Deus Ex: Human Revolution
So... there's a row of buttons in front of me, all of which only serve to give me a live-action reel of starving kids in Africa and a Solid Snake-style narration about my character's outlook on the future. The only huge difference between ANY of the endings is what Computer Lady tells me the consequences of that button will be.
2. Assassin's Creed
So, I stare at a wall, and the game ends. I feel so fulfilled and eager to see what happens next. Sarcasm aside, Altair's conclusion was good but the game's ending was just Desmond staring at a wall.
3. Legacy of Kain: Soul Reaver
Let's do the time warp again!!!
4. Amnesia: The Dark Descent
So I stare at the main villain's junk, push over a few fragile columns, and he gets eaten by jelly. Then I walk through the castle a little.
5. Metal Gear Solid
My nemesis dies of a heart attack despite surviving everything else I threw at him (several rockets to the face, an all-out brawl, a fall from the top of the Metal Gear, and being machinegunned during a driving sequence), I ride off into the sunset with either Merill or Hal (despite it being canon that they BOTH made it out), and cut to live action footage of various nature scenes as Snake exposits about nukes. 2 does something like this too, but its plot was so insane that it fit somehow.


To follow, while the lack of difference between Mass Effect 3's 3 choices is a tad annoying, all 3 mmake perfect sense to me when considered on their own. I also, unlike the rest of the internet, consider everything after Harbinger's death beam to be part of the ending. So what if part of the ending was interactive? It was still an on-rails plot sequence that tied up the story.
 

Total LOLige

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Resistance 3's ending is the only ending I haven't liked. Wait maybe Bulletstorm but that game is awesome I wish I still had it.
 

Shoggoth2588

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Just beat Saint's Row the Third and thought that ending was pretty bad. I've been playing that game like a maniac, murdering the hell out of anything and anyone who looked at me funny or didn't...

I let Shaundi die which made sense to me: Gat is dead, they were turning into lovers I think and there seemed to be a lot of new people in this installment so my mindset was one of out with the old, in with the new. Once I killed Killbane (why couldn't I just fucking shoot him!?) Shaundi dies in an explosion and I get a phone call asking if it was all worth it. In my mind, I say "Fuck yes it was" and yet my in-game character just hangs up and has a quiet moment, completely at odds with the person I was playing as in SR3 and SR2.
 

kingthrall

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5. FALLOUT 3



Here it is. The grand ************ of shitty game endings, mainly because it railroads you into doing one thing, and for a game that offers so many choices and so much freedom, that's unforgivable. You are forced into a situation, for no good reason, despite the fact that what you must do is entirely pointless and easily avoidable, if only the game would let you pick the options that make sense. Much has been made of this ending, and with damn good reason, and while it has been fixed with Broken Steel, it still stands, along with Digital Devil Saga, as the 101 guide of How not to make an ending.

So, there we go. Five endings, which, in my opinion, suck worse than Mass Effect 3. Thanks for reading![/quote]

Fallout 3 had multiple endings each with your own choice. Of course it forces you into the position you doing one thing because you are continuing your fathers work.

Your obviously a fan of all those Asian games that I have not the slightest interest in just as a side note. The ones where the people all have massive swords, gelled up hair and all the girls wear waiter or schoolgirl costumes.
 

Zeckt

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I remember Kingdom under Fire on the original xbox. Basically the last stage your fighting in some wacky surreal world that explodes after you win and the ending was pretty much "Every single person who went in is DEAD down to the last troop!!"

And I loved it for it! Holy shit, now that I'm thinking of it I would kill for a 360 sequel to that game. That diablo clone one does not count!
 

Char-Nobyl

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Abandon4093 said:
Have you even played this game?

http://www.videogamesblogger.com/2011/04/07/rage-single-player-campaign-length-revealed.htm

That was the pre estimate from id just before the game came out.

http://greyviper.com/7401/rages-campaign-typically-15-hours-20-25-hours-sidequests.html

id said:
?Our goal is to create a lengthy campaign, probably about 15 hours. But for a shooter, that time count is significant because most shooters are eight hours or less. If you do the game?s side quests, that adds up to 20 to 25 hours.?
http://www.gametrailers.com/video/review-rage/721725

Gametrailers also listed it as having a 12 hour campaign.
Yeah, but they said 10-12 depending on how many sidequests you do. That's fully half of what id claimed it would be, and still less than their lowball estimate.

Abandon4093 said:
And that's neglecting the hours of extra content there is such as mini games within the story (spent a good few hours on the card game myself) and multiplayer.
Not from what I saw. Gametrailers estimated 10-12 hours, depending on player interest in side missions.

Abandon4093 said:
Sorry, are we needing citations for common knowledge now?

id said:
?Our goal is to create a lengthy campaign, probably about 15 hours. But for a shooter, that time count is significant because most shooters are eight hours or less. If you do the game?s side quests, that adds up to 20 to 25 hours.?
I'm skeptical of that number for the same reason that I'd be if I was told that the word of a defense attorney was all I needed to determine if a person on trial was innocent or guilty.

Abandon4093 said:
Damned if you do, damned if you don't. If they'd have recycled the same enemies for the entire game your argument would have been that there was no variety.
...wait, what? I don't want them to have less variety. I just wanted to see enemies that I thought were cool for more than one or two missions. Keep the current variety, just...show more of it.

The Ghost Clan, for instance. They were played up as though they'd be the enemy of choice throughout the game, for all the times they were featured in trailers and demonstrations. They were, in a word, awesome. I was fighting a clan of freerunning cannibals...and then they vanished. It was baffling.

Abandon4093 said:
I thought the enemy progression was good, they got distinctly more difficult as the game progressed. In both the amount of damage they could take, tactics they used and animations they employed when attacking you.
True. But I found that the ideas bucket for variety was running low for a few factions. The Shrouded felt like the Gearheads with the addition of RC bombs, the Scorchers drove cars, and the Wasted were basically just Ghosts without the freerunning and a few more guys with armor.

Abandon4093 said:
Sure it would have been nice to see some more Ghosts appearing later in the game, I liked the Ghosts, and the Brrrts too.
The who now? I'm guessing that's just a typo, because right now it looks like the onomatopoeia for a fart.

Abandon4093 said:
But I think the game had a good difficulty curve because of the distinct difference in enemy types.
True, it got more difficult, but to be frank, it got to be the wrong kind of difficult. The Authority simply wasn't very much fun to fight compared to everyone else. Their major trait was being bulletsponges with heavy firepower. And worse, they rendered half my guns and ammo types worthless. I liked the AK-47 analogue (it actually had kick to it, if that means anything), but I may as well have been hugging them to death for all the damage it did.

Abandon4093 said:
You honestly got a good 8 hours of solid combat and you're complaining because they didn't use the same enemies enough?
Pretty much, yeah. I would've loved to get more involved with some of the more interesting groups (whether by side-quests leading to combat or actual conversation with their leaders), but they always got whisked away when I was getting pulled it.

Abandon4093 said:
Go try the coop mode. That was essentially a horde mode were you fought all the games enemies in waves.
A good point. I suppose I usually classify games as those intended to be played online and those that are not, even if it technically has multiplayer. Stuff like Darkness 2 really shouldn't have had multiplayer, but it did anyway.

Abandon4093 said:
Totally agreed, the final echo squads were undoubtedly harder than any of the others, but that kind threw the whole creativity aspect for a loop. Because I just ended up stocking up on the shotguns charge ammo and spamming that.
Blarg. I'm starting to think that the Authority reminded me too much of Final Echo: enemies that swapped out the fun variety that had characterized most of the game for bigger healthbars and an added need for me to hide behind walls every few seconds for my own health to regenerate.

Abandon4093 said:
Well yea, I do see where you're coming from, I just think the gameplay more than made up for what it lacked. The very basic story was told well enough that you didn't get bored and it lead seamlessly to each new set-piece and shooting arena. I just loved it.
Fair enough. I love stories that show rather than telling, but there was enough story being put on display that the blatant railroading of it got to me. I was being constantly mocked by the leader of the Gearheads, but I could never reply. I was being sent on errands by the Resistance, but I never actually felt like the Authority was a force worth fighting against when they seemed to be the only ones staving off the destruction of civilization in spite of the best efforts of bandit clans and insurgents.

Abandon4093 said:
Cool, I hope you have fun with it. I'm enjoying my second play-through. Probably more than my first because I know the best tactics etc.
I think it'll help that I know what I'm getting into, unlike my first playthrough. The story won't be disappointment if I'm ignoring it, and I'll just keep subtitles off so I don't have to pay attention to boss monologues.

But damnit, man. I still remember the Stroggification sequence from Quake 4. I know that id can make a villain feel evil. I even came up with the theory post-Rage that the Authority ends up being forced off-planet by the Resistance and their new Ark allies, eventually being forced to turn to more and more mechanization to compensate for their disadvantages, transforming them into the Strogg from the Quake series. It actually fits pretty well, too: the cyborg-mutants at the end of the game look a helluva lot like Strogg, and the armor you wear is basically the same design as the armor worn by Marines in Quake 4.

Do I smell a franchise crossover?
 

Rhedd

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Final Fantasy 7 was the first time I can remember the internet exploding the way it has over the ME3 endings. It had a very similar feel to ME3's ending too: in that they both made me feel hollow and disappointed...

Both end with a five minute coloured light show that has nothing to do with the characters you've come to care about.

Both contain a scene of the main characters on board their rapidly disintegrating ship with no clue as to how many survive the crash.

Both leave numerous character story threads unfinish.

Both contain previously unseen magic saving the day.

Both leave you wondering what the wider ramifications of your actions were - before Advent Children came out, it was commonly theorised that humanity didn't survive the ending.

Overall I'd say FF7 provided more closure and the magic was more in fitting with the storyline and world, however, ME3 did offer 3 colours of magic whereas FF7 only had green...
 

IWCAS

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Fappy said:
How about the end to every Zelda game ever? Link does all this shit to save Zelda and she doesn't even have the class to give him a courtesy hand job.
Haha. That is very true. How indecent of her!
 

lapan

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endtherapture said:
Neverwinter Nights 2 ending is pretty bad.

Cave collapses on party. You all die.
Reminds me of pen&paper RPGs. Not unheard of that a annoyed or bad gamemaster ends a session that way.
 

Atmos Duality

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woodaba said:
5. FALLOUT 3

*broken image snip*

Here it is. The grand ************ of shitty game endings, mainly because it railroads you into doing one thing, and for a game that offers so many choices and so much freedom, that's unforgivable. You are forced into a situation, for no good reason, despite the fact that what you must do is entirely pointless and easily avoidable, if only the game would let you pick the options that make sense. Much has been made of this ending, and with damn good reason, and while it has been fixed with Broken Steel, it still stands, along with Digital Devil Saga, as the 101 guide of How not to make an ending.
Oh, so true. So very very VERY true..

Fallout 3 stands out to me as a milestone in AAA gaming history.
It's the moment when gamers fully and truly acknowledged they were clueless marks by not only enabling Bethesda to stamp "GOTY" on their horribly glitchy game, but that they could screw the pooch as hard as anyone had ever dared in telling a story AND STILL MAKE EXTRA CASH OFF OF IT.

In my case, I felt like I had paid for a broken product, and not just because of the ending. The PC version buggy to the point of being unplayable on a good number of gaming-grade PCs on launch (sounds familiar? Rage had the same problem). The best "fix" I was offered when looking for technical solutions was "Play the 360 version instead".

And nobody saw a problem with that reasoning? It's perfectly OK to launch a game that took a community patch to get running STABLE out-of-the-box as long as there's a stable console version?

So after enduring literal HOURS of crashes and reboots, I was finally able to finish the damn story.
The story was bland and uninteresting (with one small exception, which was the highlight of the entire game, IMO) until the "Third Act" wherein plothole after plothole after plothole was introduced, culminating in a No Real Choice ending that painted you either as a martyr for a patently retarded cause (no, seriously. You're fighting over the ability to turn the water purifier ON. Why the fuck would either side destroy it?), or as the most selfish prick who ever lived.

Never before had I been so livid at just a game ending. And then Bethesda decided to make a little bit of money off of it. That's like if a man who killed your dog with his car came back later and said "Sorry about your dog, but how about I sell you a new one?"
 

Lunar Templar

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Fappy said:
How about the end to every Zelda game ever? Link does all this shit to save Zelda and she doesn't even have the class to give him a courtesy hand job.
to be fair, Link is pretty dull character wise
 

bullman422

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I'm sort of shocked to see no mention of Grandia 3.

The story starts of good. MC has an ambition to fly and even his own mother joins him on his initial adventure. Sadly though things go down the drain quickly once the mother and only other adult leave your party for good. What went wrong? Well for starters the plot soon goes all over the place and if you are not already lost at some point then you won't give a damn. Characters also come and go at a ridiculous rate without any wrap up or conclusion as to what happened to them (initial baddie Brandol for example just literally disappears halfway into the game). But Perhaps the worst flaw is that you have absolutely no ideal what the final boss's motivation is in wanting to even destroy the world. By the time you actually beat that boss, you'd think there would be a decent wrap up but think again.

(spoilers ahead if it actually matters to you)

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All you get is a cut scene a few years later with MC now a dad who now has a son who surprise surprise wants to fly. THE END???
 

Ryu-Kage

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May 6, 2011
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"Conglaturation !!!

You have completed a great game.

And prooved the justice of our culture.

Now go and rest our heroes !"
 

Char-Nobyl

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ravenshrike said:
Char-Nobyl said:
The Ghost Clan, for instance. They were played up as though they'd be the enemy of choice throughout the game, for all the times they were featured in trailers and demonstrations. They were, in a word, awesome. I was fighting a clan of freerunning cannibals...and then they vanished. It was baffling.
They were smart freerunning cannibals? Think about it, you've slaughtered a large chunk of the clan, everybody they send against you dies, they give up and go back to hunting easier people and stay the fuck away from you.
They're also supposed to be one of the most feared clans in the wasteland, so going to ground the moment that one dude kills a couple dozen of them doesn't exactly hold water when that's our most basic description of them.