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New Game+: The big set-up, the disappointing payoff

December 21, 2011

Video games have a tendency to attempt a grand finale during their last acts, giving us a large, epic battle against something we have been preparing for the entire game. Sometimes, these moments come out of nowhere, but sometimes it leads to a final act that is exact what we might expect it to be. And yet, games rarely deliver. Final acts in games are generally bad, and even some of your favorites might suffer because of it. In the long run it might not matter, but to leave the player with an unsatisfactory or lazy conclusion might ruin their feelings on the entire game in the long run. Generally speaking, final acts in games tend to be missing something that everything prior to them did so well.

Let’s be honest, coming up with an ending can be difficult, especially if there is a narrative structure in place. But it hasn’t always been like that. For example, back during the 8-bit era, games that weren’t RPGs tended to have one key goal in mind: get to the end. And when you got there, you would usually be faced off against some kind of large, powerful final encounter that would test your skills up to that point. If done well, these encounters would be challenging, but not frustrating, and very memorable. Once you beat it, you felt a real sense of accomplishment. RPGs also featured final bosses, but those usually matched up with the story. This was the final battle, the big bad guy you’ve been trying to stop the entire time. It made sense, and with stories as basic as the ones found in the original Final Fantasy or Dragon Warrior, you still felt that sense of accomplishment. You saved the world, good has triumphed over evil once again, stuff like that.

 

The idea of having a final boss in video games is one that has stuck around since then, for better or worse. The concept of a final boss is an old, tired trend that really does not belong in most games, but somehow finds its way. Let’s look at a recent example of a game’s final boss that came absolutely out of left field: Mass Effect 2. This is arguably one of the better games this console generation, and the final mission itself is full of tense moments. But then you reach a point where you face what is essentially the “final boss,” but this thing has no real barring on the story; it almost literally comes out of nowhere. The fight itself feels out of place and isn’t particularly challenging or fun, it’s only there to keep that “final boss” trope alive when it was not at all necessary.

Mass Effect 2’s final mission was enough, but following it up with an encounter that did not service the story or the gameplay was a huge mistake. Developers need to understand that when they are crafting a narrative experience, they need to also craft the gameplay around that in such a way that makes sense. You can have a game end without a final boss. Mass Effect 2 pulled it off splendidly, but then the final boss showed up. It’s almost as if there is a split in regards to the final act itself: there’s the story ending, and then there’s the gameplay ending. A lot of the times, both don’t match up at all.

In the end, you’re left with an uneven, unsatisfying experience that ultimately impacts the story in a negative way as well. And to have those final moments feel any less than truly remarkable in a game that has been, up to that point, pretty great can definitely leave a negative impact. When I look back on the many, many games that end that way, I can only think about how they might have better been served if they ditched the final boss encounter all together, or at least made one that serviced the story better and was actually a genuinely enjoyable fight.

Let’s look at how a series has improved in this regard. Batman: Arkham Asylum is a fantastic game that ends poorly. It felt like there just needed to be a final boss, but it was done so haphazardly. On the other hand, Batman: Arkham City has a final boss encounter that is not only enjoyable, but makes sense in context of the story and is a surprise. It’s not surprising because it feels out of place; it’s surprising because it is a story moment that was legitimately well-planned from the start. Rocksteady clearly learned from their mistakes in this regard.

Here’s another great example of how to do a final act right: Portal 2. That entire last chapter is one great, big action sequence that is not dissimilar to the final moments in the original Portal. It plays great and leads to one of the best final moments in any game I’ve played in recent memory. It’s something that never felt out of place and was actually hinted at many times throughout the game. And once it happened, your jaw hit the floor. This is the definitive example of how to end a game right, and how it will forever impact the player’s experience for the best.

If you end a great game poorly, it might leave a poor lasting impression. If you end a great game just right, it will be remembered forever. I honestly believe that a good final act can lead to the most memorable gaming experiences around, but we rarely see those moments. I have no problem with final bosses in concept, they will probably never go away, but in this day and age they deserve to be there for a good reason. These final encounters should service both the gameplay and the story equally. Otherwise, you’re left with the gaming equivalent of a McDonald’s meal: It fills you up, but you’re still left absolutely unsatisfied.

{ 12 comments }

Shawn Vermette December 21, 2011 at 1:13 am

You know, I didn’t get that feeling with Mass Effect 2. Maybe I just don’t remember it well enough to judge.

However, I did get that feeling with Uncharted 2. I did not like the final boss fight in Uncharted 2 at all, it completely changed the flow of the game and none of the mechanics you’d used up until that point mattered anymore.

On the other hand, I was extremely pleased with the ending of Uncharted 3. I won’t say why, since I actually played it close to release for once, but I felt like the entire last 3 chapters played out perfectly in a way that gave great meaning, impetus, and a feeling of accomplishment at the end, without shoving in anything that felt as out of place as the last chapter of Uncharted 2 did.

Andrew Passafiume December 21, 2011 at 1:08 pm

I feel the same way about Uncharted 2 and 3, yeah. Uncharted 2′s final moments are a bit rough, but Uncharted 3′s are amazing.

As for Mass Effect 2, it just felt so out of place and created simply to have a “final boss.” Mass Effect 1′s final boss actually fit in with the story and felt like a challenging fight that tested your skills up to that point. Mass Effect 2′s, on the other hand, wasn’t difficult really. The final mission in the game didn’t need a big final encounter, it was fine with what it had.

Shawn Vermette December 21, 2011 at 5:33 pm

I don’t think ME2 necessarily *needed* a boss fight there, but I think it did fit the story, since it reveals why the Collectors are doing what they’ve been doing.

Andrew Passafiume December 22, 2011 at 12:45 am

Yeah, but…I don’t think they needed a boss battle for that purpose. It felt very contrived.

JGA Potter December 21, 2011 at 1:18 pm

*Insert one of my inane comments about gamer’s being too entitled these days here.*
Seriously, they expect final boss fights, whether they are truly satisfied with them at the end of the day.

I totally agree with you on pretty much all accounts. Arkham Asylum’s ending in particular made me groan. Do I think a final boss works for that game? Yes, did they execute it well? Hell no.

Another angle I would like to point out are the end bosses for Gears of War 2 AND 3. They play it out like its supposed to be this big climactic thing, and then the actual fight just kinda fizzles and feels silly and unimportant. Was it important for the story? Sure, but once again it was not executed in a manner that I would consider breathtaking or interesting. But hey! Real life is like that, so whatever I guess!

Andrew Passafiume December 22, 2011 at 12:46 am

Oh yeah, those are good examples too, although Gears 3′s final battle was a bit more memorable. I think it was because it was the final battle, and it felt like an appropriate one, but the fight itself wasn’t done particularly well.

Gerry Pagan December 22, 2011 at 1:04 pm

I’m actually surprised you bring up Mass Effect 2, since I could have sworn you didn’t mind it’s final boss. I’m finding more issues with the game now on a replay, but that was always one thing that bugged me about the ending on my first go. There were actually better villains to have placed in a final boss position than what we got, and the one that was MOST fitting ended up getting killed in a cutscene afterward…

Andrew Passafiume December 23, 2011 at 1:11 pm

The fight itself is okay, but like I said, it’s just so poorly implemented into the game. The final mission provides everything you need for a big, climatic battle with high stakes, but then what do they do? Oh yeah, we need a final boss after that amazing mission, because that makes sense!

And this is coming from someone who considers ME2 their favorite game of last year, haha.

Yokky December 23, 2011 at 2:09 am

Oh I have a perfect example of a boss fight, a final act really, that left me with a poor lasting impression: Bioshock. I don’t know if you’ll agree, I know of your undying love for the game, but to me it’s a clear case of a completely unnecessary fight against a big bad boss monster in a narrative context. I wish they’d worked on polishing the preceding, also disappointing section instead to make it the perfect conclusion for an otherwise great game. The final boss that we got wasn’t fun even in gameplay context.

Andrew Passafiume December 23, 2011 at 1:08 pm

BioShock is one of my favorite games, but yeah, I completely agree. It’s the one thing that really felt out of place in a game that really had no place for boss battles (outside of the Big Daddy fights). It wasn’t a bad fight, but it’s something that wasn’t necessary.

corvak December 29, 2011 at 10:12 am

I feel that a final boss needs to have a reason to exist that goes beyond “its the end of the game”.

If the game has a good antagonist that you’ve been working to defeat the whole game, then yes, it makes sense to have a final showdown. But a boss for the sake of there being a boss is just a wasted effort, and for all the work that went into the boss, it will be forgotten very quickly.

Devon Rudolph December 29, 2011 at 11:18 am

I like my final boss fights to have some sort of challenge, so that I feel like I accomplished something by beating it and beating the game because of it. Final Fantasy XIII comes to mind, where I had the most trouble with the first form, even less with the second form, and curb stomped the third form, easily getting a 5 star on that fight. I felt like there should have been more. Thankfully, the postgame and some of those enemies I fought made up for it.

This kind of brings me to another point. I’m increasingly finding myself feel like I’ve only defeated the actual final boss in the postgame rather than the main story of any given game. By that, I mean I don’t feel it’s over until I’m at the very end of the postgame. I felt this way with Pokemon White when defeating Alder, as much as I loved the end of the main story.

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