Post by Evie ❤✿ on Mar 12, 2018 8:39:09 GMT -5
We come across a few of these games where the plot, gameplay and/or scenario is fun/good/immersive but the ending is a lot simplistic and can be disappointing for some, but this can depend on the type of game it is. If the game is text heavy then a simplistic ending is perhaps more likely to be disappointing.
Like the other thread I made regarding plot-twists which extend the story, this thread is naturally spoiler heavy so be warned.
Super Mario Bros. 2 - This is a well-known one, but I feel because it is a core Mario game and those often do not have much dialog it may not be as disliked as other games. Mario and co travel through the world of Subcon to defeat the evil Wart, but at the end of the game it's simply just a dream.
Tomato Adventure - I feel this obscure Japanese RPG from the makers of Mario & Luigi: Superstar Saga has a simpler ending than a lot of the plot. Though the name can lead people to believe the game is simplistic in story/content, some parts of the story have a lot of substance (for example character development from Sofubi, a shy reserved overweight toad) and the game has a fair amount of black Nintendo moments (such as the REM and non-REM labyrinth quest and a potentially unsettling looking final boss for people especially children). But despite this depth the game simply ends with Pasaran being kindapped by another never revealed before character resembling a bell pepper and Demille sets off to rescue her (but nothing else is expanded on it and you never get to rescue her from the villain in a new post-game segment). The game is long enough though, but I remember somebody expressing they didn't like the ending on my Youtube playthrough of the game.
Pokémon series - I've seen this argued on a Bulbagarden circle as well. I think the idea is that while Pokémon games have immersive and sometimes deep story themes (in particular in Black/White, X/Y) it ends with a badge quest or similar quest to become the best trainer. So sometimes the character development regarding the villains comes to a stand-still (for example in Gold/Silver you just beat Lance and you don't learn anything more about Team Rocket), but I feel Black/White did a better job addressing this with N's final words and hoping they would meet again. We don't get to see a world where Pokémon and trainers can live together without the need of Poké Balls however.
What other examples can you think of?
Like the other thread I made regarding plot-twists which extend the story, this thread is naturally spoiler heavy so be warned.
Super Mario Bros. 2 - This is a well-known one, but I feel because it is a core Mario game and those often do not have much dialog it may not be as disliked as other games. Mario and co travel through the world of Subcon to defeat the evil Wart, but at the end of the game it's simply just a dream.
Tomato Adventure - I feel this obscure Japanese RPG from the makers of Mario & Luigi: Superstar Saga has a simpler ending than a lot of the plot. Though the name can lead people to believe the game is simplistic in story/content, some parts of the story have a lot of substance (for example character development from Sofubi, a shy reserved overweight toad) and the game has a fair amount of black Nintendo moments (such as the REM and non-REM labyrinth quest and a potentially unsettling looking final boss for people especially children). But despite this depth the game simply ends with Pasaran being kindapped by another never revealed before character resembling a bell pepper and Demille sets off to rescue her (but nothing else is expanded on it and you never get to rescue her from the villain in a new post-game segment). The game is long enough though, but I remember somebody expressing they didn't like the ending on my Youtube playthrough of the game.
Pokémon series - I've seen this argued on a Bulbagarden circle as well. I think the idea is that while Pokémon games have immersive and sometimes deep story themes (in particular in Black/White, X/Y) it ends with a badge quest or similar quest to become the best trainer. So sometimes the character development regarding the villains comes to a stand-still (for example in Gold/Silver you just beat Lance and you don't learn anything more about Team Rocket), but I feel Black/White did a better job addressing this with N's final words and hoping they would meet again. We don't get to see a world where Pokémon and trainers can live together without the need of Poké Balls however.
What other examples can you think of?