The sacrificial ending comes up because I dislike games that have a cut-scene after a bad guys is defeated, where suddenly a rainbow appears over the horizon, and little birds and rabbits spring out of nowhere. I generally feel that if you want to have a good ending, you need to work at it. Otherwise, its not really deserved, and you dont get the feeling of a climax or achievement. And bosses should not be easy anyway.sms_117b said:I like the sound of the sacrificial ending, (what I liked Fallout 3's original ending, came as a shock, but the game finished!) As for the little girls power spike, I thought you mentioned her getting tested on earlier, could it not be a result of that? Or use the simple plot device of a enemy boss saying "I've never seen one so powerful". Incorporate the replay system from Dino Crisis series, when you finish you can load it to start again with all your bonuses, that way all the items already found will still be found leaving fewer and fewer to pick up every play through making eventually salivate at the prospect of finally defeating the boos and getting the good ending.
(Now, FFX-2 was FAAAAAR too much work for a happy ending. FFX was strong as it was.
About saving progress, I thought that New Game + was the biggest fad these days. Many games have it. And yes, that is something that's required in a game that collectible secrets.
For the power spike, some sort of trauma would be needed to activate it. I wasnt thinking of the girl being tested for the mutation. Just that it comes about somehow due to her sudden change in life, the recruitment to the corp army and an attack. Maybe even a subplot that the corp, or an underground group, have cause these turn of events in order for her to manifest, whereby they try to recruit her... Except thats been done many many times.