History Main / MultipleEndings

21st May '17 2:26:51 AM erforce
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* The standard ending of ''MaxPayne2'' sees [[spoiler:Mona Sax die from her gunshot wounds.]] Beating the game on the hardest difficulty level, Dead On Arrival, unlocks an alternate ending in which [[spoiler:she lives.]]

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* The standard ending of ''MaxPayne2'' ''VideoGame/MaxPayne2TheFallOfMaxPayne'' sees [[spoiler:Mona Sax die from her gunshot wounds.]] Beating the game on the hardest difficulty level, Dead On Arrival, unlocks an alternate ending in which [[spoiler:she lives.]]



* ''{{Strife}}'' has 3 endings -- good, bad, and real bad. In the good ending, the boss dies, humanity is saved, and the mission control chick "rewards" you. In the bad ending, it turns out that she was the boss all along. You still defeat her, but the war still rages on, and humanity's chances of survival are slim. In the worst ending (you die on the final boss fight), humanity becomes extinct.

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* ''{{Strife}}'' ''VideoGame/{{Strife}}'' has 3 endings -- good, bad, and real bad. In the good ending, the boss dies, humanity is saved, and the mission control chick "rewards" you. In the bad ending, it turns out that she was the boss all along. You still defeat her, but the war still rages on, and humanity's chances of survival are slim. In the worst ending (you die on the final boss fight), humanity becomes extinct.
14th May '17 6:42:09 AM Blazer
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* Like the original, ''VideoGame/DragonBallXenoverse2'' has two different versions of the ending depending on how fast the final boss is defeated.
** In the normal version: [[spoiler: After Tokitoki's Egg paralyzes Final Form Mira, Super Saiyan God Super Saiyan Goku performs Dragon Fist, pulling the Egg out of Mira and turns to the Time Patroller, telling them to finish it. They perform a Kamehameha, engulfing Mira. As he dies, he wishes he could have fought more and begs forgiveness from Towa before self-destructing due to his core overloading.]]
** In the secret version: [[spoiler: If the fight is ended in under two minutes, after Tokitoki's Egg paralyzes Final Form Mira, the Time Patroller is confronted by the spirits of Gohan, Gotenks, Vegeta, Piccolo and Krillin, who give them their power. They're able to perform the Dragon Fist, plucking the Egg out of Mira. This causes Mira to finally self-destruct, wishing he could fight more.]]


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* In ''VideoGame/{{Injustice 2}}'', players get two different endings depending on [[spoiler:if the player decide to either spare or kill Brainiac]]:
** In choosing the Insurgency, [[spoiler:Batman is able to defeat Superman and his allies with the aid of Supergirl. Superman is recaptured, depowered and sent into the Phantom Zone, but the cities captured to Brainiac are still lost. Supergirl realizes that Superman's reign of terror has cost the world a symbol of hope and herself her only living family member. However, Batman offers to help her, deciding to reform the Justice League.]]
** In choosing the Regime, [[spoiler:Superman defeats Supergirl and Batman, kills Brainiac and opts to fuse with Brainiac's technology, becoming a Coulian/Kryptonian hybrid. He attempts to recruit Supergirl again, telling her about the army of aliens he seeks to form and how they can bring peace. When she refuses, he tells him that she'll come around, especially when he shows her Batman, turned into a cyborg himself.]]
22nd Apr '17 1:26:33 PM Tehrannotaur
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* ''VideoGame/CallOfDutyBlackOps2'' has a variation wherein you still play every stage, but ''your actions'' within those stages will affect on what kind of ending you will get (like spare X in this level while kill Y in another level). To expand on this: [[spoiler:Frank Woods can be influenced into killing his long-time friend Alex Mason (forcibly made to look like Raul Menendez, the antagonist of the game). The survival of the scientist Karma also affects whether the Celerium WORM is successfully flushed out of the entire network system. Lastly, killing Menendez will trigger a worldwide revolution due to his death being the last step of his plan to influence the world into anarchy.]]

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* ''VideoGame/CallOfDutyBlackOps2'' has a variation wherein you still play every stage, but ''your actions'' within those stages will affect on what kind of ending you will get (like spare X in this level while kill Y in another level). To expand on this: [[spoiler:Frank Woods can be influenced into killing his long-time friend Alex Mason (forcibly made to look like Raul Menendez, the antagonist of the game). The survival of the scientist Karma also affects whether the Celerium WORM is successfully flushed out of the entire network system. Lastly, [[ThanatosGambit killing Menendez will trigger a worldwide revolution revolution]] [[TheBadGuyWins due to his death being the last step of his plan plan]] to influence the world into anarchy.]]
21st Apr '17 10:01:11 PM RacattackForce
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** ''VideoGame/TheLegendOfZeldaMajorasMask'' has a segmented ending, where the finale CutScene is split into ten short clips, each of which are unlocked by the possession of an appropriate mask, so that the entire ending can only be seen if you get the corresponding ten masks. Failing to collect a specific mask simply gives you a picture of the mask you didn't get rather than the scene, as the scenes are usually related to the things Link has to do in order to get them.
** ''VideoGame/TheLegendOfZeldaSpiritTracks'' has three different endings, depending on Link's answer to Zelda's question about what he wants to become after the adventure, which the player has to choose before the final battle. Choosing "Warrior" gives the player a scene where Zelda watches Link training in the countyard (and apparently hurting himself in the process); "Train Engineer" causes a similar scene, where Zelda watches him driving by the Castle and pulling the steam whistle. When answered that he's not sure, Link apparently leaves Hyrule after the game, leaving Zelda behind with nothing but a picture showing the two of them on the Spirit Train.

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** ''VideoGame/TheLegendOfZeldaMajorasMask'' ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'' will add a segment near the end that implies that Marin's wish to become a seagull and fly away from Koholint Island (and, in turn, escape the DreamApocalypse) was fulfilled if you beat the game in a NoDeathRun.
** ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]''
has a segmented ending, where the finale CutScene is split into ten short clips, each of which are unlocked by the possession of an appropriate mask, so that its respective mask. As such, the entire ending can only be seen if you get the corresponding ten masks. Failing to collect a specific mask simply gives instead shows you a picture of the said mask you didn't get rather than the scene, as the scenes are usually related to the things Link has to do in order to get them.
** ''VideoGame/TheLegendOfZeldaSpiritTracks'' ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'' has three different endings, depending on Link's answer to Zelda's question about what he wants to become after the adventure, which the player has to choose before the final battle. Choosing "Warrior" gives the player a scene where Zelda watches Link training in the countyard (and apparently hurting himself in the process); "Train Engineer" causes a similar scene, where Zelda watches him driving by the Castle and pulling the steam whistle. When answered answering that he's not sure, Link apparently leaves Hyrule after the game, leaving Zelda behind with nothing but a picture showing the two of them on the Spirit Train.Train.
** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' ends with Zelda asking [[AmnesiacHero Link]] if he remembers her. If you have recovered all your memories prior to facing the FinalBoss, there is a post-credits scene in which Link and Zelda are gearing up to travel across Hyrule and Zelda shares her plans on how they're going to rebuild the country.
11th Apr '17 6:47:13 PM nombretomado
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* The ''Franchise/SilentHill'' games. ''SilentHill2'' was rare in that, rather than the ending being determined by a few specific choices made during the game or via a simple KarmaMeter, the game tracked and judged your behavior throughout the game in several areas. For example, if you spent a lot of time fighting and running around with low health, you were more likely to get the ending in which [[spoiler:the main character commits suicide]]; if you paid a lot of attention to a certain {{NPC}} and protected her from harm as much as possible, you were more likely to get the ending where you leave with her, and so on. ''SilentHill3'' did this as well, but not to the same extent. ''SilentHill4'' went back to the old "two important events with two possible outcomes each equals four possible endings" formula. Interestingly (considering the tone of the games), there is a difficult-to-obtain comedy ending in most of the titles. For example, in ''SilentHill2'', [[spoiler:the dog was behind it all]].

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* The ''Franchise/SilentHill'' games. ''SilentHill2'' ''VideoGame/SilentHill2'' was rare in that, rather than the ending being determined by a few specific choices made during the game or via a simple KarmaMeter, the game tracked and judged your behavior throughout the game in several areas. For example, if you spent a lot of time fighting and running around with low health, you were more likely to get the ending in which [[spoiler:the main character commits suicide]]; if you paid a lot of attention to a certain {{NPC}} and protected her from harm as much as possible, you were more likely to get the ending where you leave with her, and so on. ''SilentHill3'' ''VideoGame/SilentHill3'' did this as well, but not to the same extent. ''SilentHill4'' ''VideoGame/SilentHill4'' went back to the old "two important events with two possible outcomes each equals four possible endings" formula. Interestingly (considering the tone of the games), there is a difficult-to-obtain comedy ending in most of the titles. For example, in ''SilentHill2'', [[spoiler:the dog was behind it all]].
23rd Mar '17 11:57:38 PM Hanz
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* ''Videogame/MafiaIII'' has three different endings, with one having three different variations:
** Lincoln leaves the city and becomes a drifter for the rest of his life while his most powerful living lieutenant takes over the city.
** Lincoln stays to become the new Don of the city with the help of his lieutenants and his influence spreads throughout the entire American South.
** Lincoln stays to become the new Don of the city, but kills off his lieutenants. The next time he gets in a car, he is killed by a car bomb set up by Father James.
23rd Mar '17 3:04:34 PM Aipom-pom
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* ''Music/KagerouProject'': [[https://www.youtube.com/watch?v=cM_oR4LMdbw Summertime Record]] is the series' TrueEnding, where [[spoiler:the Mekakushi-dan lose their powers and memories, but promise they'll all meet again]], while [[https://www.youtube.com/watch?v=Ui4TXA9oFmg Outer Science]] is the... [[KillEmAll not so good]] ending.

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* ''Music/KagerouProject'': [[https://www.youtube.com/watch?v=cM_oR4LMdbw Summertime Record]] is the series' TrueEnding, where [[spoiler:the Mekakushi-dan lose Blindfold Gang go their powers and memories, separate ways, but promise they'll all meet again]], while [[https://www.youtube.com/watch?v=Ui4TXA9oFmg Outer Science]] is the... [[KillEmAll not so good]] ending.
15th Mar '17 3:24:04 PM Jagger
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Multiple Endings are the most commonly seen form of StoryBranching in video games, used primarily to increase their ReplayValue, especially {{visual novel}}s, {{role playing game}}s, SurvivalHorror, {{dating sim}}s, and {{fighting game}}s. Different strategies or levels of skill in play will result in different endings, rather than all leading to a single predetermined conclusion. Generally, multiple playthroughs are necessary to see all the content, and possibly to unravel certain mysteries. What determines the ending usually involves the path one takes through the game (which can be as simple as choices the game gives in the prompt or as complex as entire alternate levels), whether one completes the HundredPercentCompletion, how well one plays the game (generally, scoring high is good and [[ContinuingIsPainful using continues is bad]]), other characters' RelationshipValues towards you ([[FactionSpecificEndings including]] the AllianceMeter), and/or how high the player got the KarmaMeter. Sometimes there are dual-optimal endings depending on [[AlignmentBasedEndings which side the player chose to be on]]. (These can include the Forces of Evil!) The most diverse examples are found in {{Dating Sim}}s, including but not limited to:

to:

Multiple Endings are the most commonly seen form of StoryBranching in video games, used primarily to increase their ReplayValue, especially {{visual novel}}s, {{role playing game}}s, SurvivalHorror, {{dating sim}}s, and {{fighting game}}s. Different strategies or levels of skill in play will result in different endings, rather than all leading to a single predetermined conclusion. Generally, multiple playthroughs are necessary to see all the content, and possibly to unravel certain mysteries. What determines the ending usually involves the path one takes through the game (which can be as simple as choices the game gives in the prompt or as complex as entire alternate levels), whether one completes the HundredPercentCompletion, how well one plays the game (generally, scoring high is good and [[ContinuingIsPainful using continues is bad]]), other characters' RelationshipValues towards you ([[FactionSpecificEndings including]] the AllianceMeter), and/or how high the player got the KarmaMeter. Sometimes there are dual-optimal endings depending on [[AlignmentBasedEndings which side the player chose to be on]]. (These can include the Forces of Evil!) The most diverse examples are found in {{Visual Novel}}s and {{Dating Sim}}s, including but not limited to:
15th Mar '17 3:22:36 PM Jagger
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Multiple Endings are the most commonly seen form of StoryBranching in video games, used primarily to increase their ReplayValue, especially {{Visual novel}}s, {{role playing game}}s, SurvivalHorror, and {{dating sim}}s. Different strategies or levels of skill in play will result in different endings, rather than all leading to a single predetermined conclusion. Generally, multiple playthroughs are necessary to see all the content, and possibly to unravel certain mysteries. What determines the ending usually involves the path one takes through the game (which can be as simple as choices the game gives in the prompt or as complex as entire alternate levels), whether one completes the HundredPercentCompletion, how well one plays the game (generally, scoring high is good and [[ContinuingIsPainful using continues is bad]]), other characters' RelationshipValues towards you ([[FactionSpecificEndings including]] the AllianceMeter), and/or how high the player got the KarmaMeter. Sometimes there are dual-optimal endings depending on [[AlignmentBasedEndings which side the player chose to be on]]. (These can include the Forces of Evil!) The most diverse examples are found in {{Dating Sim}}s, including but not limited to:

to:

Multiple Endings are the most commonly seen form of StoryBranching in video games, used primarily to increase their ReplayValue, especially {{Visual {{visual novel}}s, {{role playing game}}s, SurvivalHorror, and {{dating sim}}s.sim}}s, and {{fighting game}}s. Different strategies or levels of skill in play will result in different endings, rather than all leading to a single predetermined conclusion. Generally, multiple playthroughs are necessary to see all the content, and possibly to unravel certain mysteries. What determines the ending usually involves the path one takes through the game (which can be as simple as choices the game gives in the prompt or as complex as entire alternate levels), whether one completes the HundredPercentCompletion, how well one plays the game (generally, scoring high is good and [[ContinuingIsPainful using continues is bad]]), other characters' RelationshipValues towards you ([[FactionSpecificEndings including]] the AllianceMeter), and/or how high the player got the KarmaMeter. Sometimes there are dual-optimal endings depending on [[AlignmentBasedEndings which side the player chose to be on]]. (These can include the Forces of Evil!) The most diverse examples are found in {{Dating Sim}}s, including but not limited to:
15th Mar '17 3:20:51 PM Jagger
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Multiple Endings are the most commonly seen form of StoryBranching in video games, used primarily to increase their ReplayValue, especially {{role playing game}}s, SurvivalHorror, and {{dating sim}}s. Different strategies or levels of skill in play will result in different endings, rather than all leading to a single predetermined conclusion. Generally, multiple playthroughs are necessary to see all the content, and possibly to unravel certain mysteries. What determines the ending usually involves the path one takes through the game (which can be as simple as choices the game gives in the prompt or as complex as entire alternate levels), whether one completes the HundredPercentCompletion, how well one plays the game (generally, scoring high is good and [[ContinuingIsPainful using continues is bad]]), other characters' RelationshipValues towards you ([[FactionSpecificEndings including]] the AllianceMeter), and/or how high the player got the KarmaMeter. Sometimes there are dual-optimal endings depending on [[AlignmentBasedEndings which side the player chose to be on]]. (These can include the Forces of Evil!) The most diverse examples are found in {{Dating Sim}}s, including but not limited to:

to:

Multiple Endings are the most commonly seen form of StoryBranching in video games, used primarily to increase their ReplayValue, especially {{Visual novel}}s, {{role playing game}}s, SurvivalHorror, and {{dating sim}}s. Different strategies or levels of skill in play will result in different endings, rather than all leading to a single predetermined conclusion. Generally, multiple playthroughs are necessary to see all the content, and possibly to unravel certain mysteries. What determines the ending usually involves the path one takes through the game (which can be as simple as choices the game gives in the prompt or as complex as entire alternate levels), whether one completes the HundredPercentCompletion, how well one plays the game (generally, scoring high is good and [[ContinuingIsPainful using continues is bad]]), other characters' RelationshipValues towards you ([[FactionSpecificEndings including]] the AllianceMeter), and/or how high the player got the KarmaMeter. Sometimes there are dual-optimal endings depending on [[AlignmentBasedEndings which side the player chose to be on]]. (These can include the Forces of Evil!) The most diverse examples are found in {{Dating Sim}}s, including but not limited to:
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