The End: Gaming's failed conclusions

Rm_headshot
Monday, February 07, 2011

(This article contains Halo 2, Kane and Lynch 2: Dog Days, Red Dead Redemption, Halo: Reach, and Mass Effect 2 spoilers.)

I couldn't believe it. Kane & Lynch 2: Dog Days spent six hours pushing its "Escape from Shanghai!" narrative hard, and yet, the instant Kane and Lynch shoot their way onto a jumbo jet queuing up for takeoff, the whole thing comes to a dead stop. Game over. Wait, what? Really? Because looking at the entire history of aviation, the armed hijacking of a commercial airliner tends to be a less-than-perfect getaway plan.

Kane & Lynch 2: Dog Days
The TSA shouldn't have any problem with this.

Kane and Lynch 2 isn't the only end-game offender. I've played a lot of games recently where the ending, frankly, sucked. This isn't exactly a new problem, but the symptoms are showing up with alarming frequency nowadays. After spending 6, 10, or 25 hours shooting my way through a major metropolis, chopping hordes of godless heathens, or vanquishing a vaguely comical menace in a lighthearted platforming manner, I need catharsis. The journey must be worth taking.

And lately, it isn't.

Now you finish the last level, you get a cut-scene so short it wouldn't lose a 2-year-old's attention, cut to black. That's an issue, because any form of entertainment must stick the landing or it's fair to question whether you should spend your valuable time and money on it at all.

 

Really, a game's got two chances to seal the deal. The end boss can provide an epic finish, and/or the story can conclude in a smart manner. A game that misses on both counts threatens to sour the whole song. Perhaps you remember the outrage over Halo 2's surprise cliffhanger. After a weak boss battle against master ape Tarturus, the Master Chief returned to Earth, stepping up all ready to kick ass...to be continued. That left a bad taste in everyone's mouth, including the staff at Bungie.

But then, games have struggled to present a worthy end boss for a while now and -- Tartarus excepted -- still generally fall back on the old kill-three-times-to-really-kill-them model. The solution? End-boss situations...super-tough sequences where everything hits the fan at once, forcing you to dig deep and utilize every skill learned over the course of the campaign.

In theory, anyway. Medal of Honor's final fight felt exactly like every other armed assault in the game. Call of Duty 4: Modern Warfare threw in an on-rails shooter. Call of Duty: Modern Warfare 2 offered up a super-easy boat ride, but then hit you with a grueling sequence where you mashed a button to yank a knife buried in your own chest. Not tough, but deeply involving.


Verily! Thou hast murdered me with thy awesomeness!

Compare that to Call of Duty: Black Ops. You strangulate the helpless baddie, then you're baldly told "It's over! We won! For now...." Oh, and you might've assassinated Kennedy. Peace out!

Bad as those are, the Assassin's Creed franchise simply cannot end a game competently. The first hits you with a stand-up fight after hours of stealth killing before yanking you out of the 12th century for a spell in Dullsville 2012. Assassin's Creed 2 leaves lead character Ezio hanging so badly it takes an entirely sequel -- Assassin's Creed: Brotherhood -- to resolve his issues. Then Brotherhood ends on a cliffhanger so pointless it'll leave you scratching your head until your reach your brain.

Make no mistake, endings are tough. They should be the logical culmination of everything that came before. They have to satisfy. They must have weight. Worst of all, they've got to come as a surprise. Games should build to a crescendo, then relax a bit to wrap things up good and proper. Yes, that's Basic Story Arc 101, but clearly, some developers need the refresher.

So here's how it's done right:

  • Halo: Reach pays off on its foregone conclusion (the destruction of a major human colony), but you still stand your ground, refusing to retreat, surrender, or give in. You invite the monsters to come get you if they can...and inevitably, they do.
  • John Marsden's last stand in Red Dead Redemption might not be so visceral, but given his personal struggles to be a better man -- and the wit he applied to the process -- it's much harder to see him shot down like a dog. And much easier to avenge him later on.
  • As the middle episode, Mass Effect 2 has the tougher job of closing the chapter while keeping the door open for Mass Effect 3. So you get a suicide mission to beat and a major threat to kill. Then you get the option to tell Mr. Big Shot to go screw himself as your crew preps to go shoot the apocalypse in the face.

What do you mean, I don't belong in the Gray Armor Club?

What do these games have in common? They all build towards specific moments where the different threads all come together, so everything feels earned. Then they provide a sense of closure, even if it's only temporary. That's how you do it.

Because as important as first impressions are, you take your final impressions with you when the game ends...and those last.

 
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Comments (6)
Photo-1
February 07, 2011

Falling action isn't something I usually look for in games (thanks, tenth grade english class), but you're absolutely right about why those games' endings are so good. A big bang finish and a short cut scene don't give the player any satisfaction.

Img950653
February 07, 2011

It's interesting that you mentioned Mass Effect 2 as an example of a successful ending. While I agree that the "suicide mission" portion was a great touch, I was REALLY let down to by the final boss, and the deus ex machina ending that left you fighting a final boss straight out of the Contra series. Luckily, the rest of the game is so excellent that I let it slide.

I think the problem most developers run into (and I'm just spitballing here) may be that the people crafting the story are left out of the loop on a lot of crucial gameplay decisions. In many games, the story is nothing more than a slapped-on exposition that's meant to justify a player's motivation for running around and shooting people in the face. When you get to the game's finale, and the loose ends of the story have to be tied up by the game's mechanics. What we're left with is a sequence that feels awkward or out of place compared to the rest of the game. Uncharted 1's final boss and Batman's showdown with The Joker in Arkham Asylum spring forth as some recent examples for me.

Default_picture
February 08, 2011

I would think it's not that it has been more frequent (there are examples of earlier games with some truely horrendous endings, and the arcade games/ports are some of the worse), but it's a case of expectations. In the days of arcade dominance and the 8-bit/16-bit era, games cost a few thousand dollars to make and market as well having severe technical limitations, both of which combined to severly limit how games managed their endings. In arcades it was a simple matter that most people weren'yt going to plug quarters in all day just to see the ending, so only the really good or wealthy players managed to see them. With all that, expectations were relatively low and when a game did a really good ending, it was elevated to a near unreachable plateau.

Modern games on the other hand cost several (hundreds!) of millions of dollars to make and produce, don't have nearly the technical limitations that existed back then (the ending for Halo 2 dwarfed the entirety of Super Metroid as an example), and have a pretty steep asking price (what is it now for a AAA title? starting a $60-70?). Now factor in that people have seen all those limitiations and still created really good endings and still be priced less, They expect more out of their investment. When you have games that have story modes finished in a few hours, a gamer sure isn't going to get that feeling of worth with playing the game, so they want it out of the ending. Then when the ending can't deliver...

Now don't get me wrong, I'm not saying that it's simply the gamer's perspective that's causing it. Like I said, there have been horrible endings throughout gaming history, regardless of the generation, but the saturation has been realtively constsnt. It's just with so much more money and time being invested all around, people expect better and are much easier to dissapoint.

Brett_new_profile
February 08, 2011

I've got to disagree with you about Kane and Lynch 2. That ending absolutely fits with the stylistic conceit present throughout the game -- that Kane and Lynch are being followed by a guy with a camcorder, documentary style. He's running after Kane and Lynch on the tarmac at the end, but he doesn't make it, which is why the camera points at the ground at the very end -- he's finally stopped recording. I thought it was pretty cool.

You're also dead wrong about the Assassin's Creed games. =) I think those provide an appropriate WTF-ness and stoke interest for the next game.

Rm_headshot
February 08, 2011

But Brett...you actually like Kane & Lynch 2. And yes, I'm going to pull that out as a power slam every time we disagree about anything, including what to order at restaurants and the whole Marvel/DC thing.

Me
February 09, 2011

I was going to write about this phenomena, but from a different angle, for my First Person column this week!

Now I have to wait another few weeks so that everyone can forget you wrote this, and think of something else for this week. Thanks a lot! :P

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