Modular Epilogue
A consequence montage of the player’s choices instead of one continuous ending cutscene.
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(permanent link) added: 2013-02-19 12:21:27 sponsor: Koveras (last reply: 2013-03-19 08:08:55)

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Instead of (or in addition to) the big ending cutscene you get to see a collection of largely independent, shorter cutscenes or text snippets describing the consequences of various decisions you made throughout the game.

Can be seen as a subtype of Multiple Endings, as every possible cutscene combination is technically a distinct ending, although the amount of such variations is far beyond anything that traditional ending cutscenes can contain.

Often overlaps with "Where Are They Now?" Epilogue. Compare Alignment-Based Endings and Faction-Specific Endings.

Examples:

Action Adventure
  • During the Normal ending of Cave Story, there's a montage of various places on the island just before it crashes, e.g. Curly Brace's body is shown if you failed to save her. Both the Normal and the Best ending feature a "Where Are They Now?" Epilogue over the end credits, with slight changes between them, such as Professor Booster appearing if you saved him, and Pooh Black taking Balrog's place if the latter leaves with you.

Adventure Game
  • Heavy Rain ending is a sequence of short scenes showing the lives of the four main characters and their associates after the Shaun Mars' case--for those who survived it, that is.
  • In the Monty Python's The Meaning of Life video game adaptation, a series of interludes between scenes ask "moral dilemma" questions with Multiple Choice answers. At the end of the game, a woman comes on to tell you your personal, individual Meaning of Life based on your answers.

Platformer
  • The ending of Epic Mickey gets filled in with shots of bosses and important characters behaving friendly and politely if Mickey helped them when he encountered them earlier (with the exception of the Mad Doctor). All of these shots are accompanied with narration from the sorceror Yen Sid that can be interchanged freely but still form a cohesive sentence about people's decisions and how they affect other people.

RPG -- Action
  • The first Marvel Ultimate Alliance had multiple segments in the epilogue for each of the moral choices the player could make during the adventure (protecting a computer that held information about the Legacy Virus, sacrificing Jean Grey or Nightcrawler, getting King Namor's medicine, finding Valkyrie's sword, destroying Galactus' planetary Drills, rescuing Princess Lilandra, and finding the Ultimate Nullifier).

RPG -- Eastern
  • In the Suikoden games, after the ending cutscene you get a short text statement like this for each character you recruited: the text can change depending on who else you recruited and sometimes actions you took within the game.
  • Star Ocean games are will often show different ending scenes per party member depending on their relationships with other characters.
  • In Fire Emblem: Blazing Sword, if certain character pairs max out their Relationship Values via Supports, the "Where Are They Now?" Epilogue describes their shared (often romantic) relationship instead of giving them individual endings. Many of these are mutually exclusive, since each character can only get the full A Support with one other character. For example, Eliwood gets one of four endings depending on which (if any) of his love interests he gets an A Support with. The previous installment, Sword of Seals, has the same system, but the only alternate, paired endings are ones with Main Character Roy.
  • The ending of Radiant Historia contains several scenes that must be unlocked by completing optional storylines. The Golden Ending requires that you complete all the major ones. Ironically, the most important of all doesn't seem especially significant until you complete it; the fate of the world hinges on what appears at first to be a simple Fetch Quest.

RPG -- Western
  • This trope seems to be part of the Black Isle/Troika/Obsidian's Signature Style:
    • The endings of Fallout and Fallout 2 are a series of short epilogues detailing the future of the different settlements the player visited, with multiple endings highlighting the player's actions and their moral implications.
    • Arcanum: Of Steamworks & Magick Obscura also has this kind of ending, displaying how the player's actions influenced the fate of certain states and factions of the game world.
    • Troika's adaptation of Temple Of Elemental Evil has these as well.
    • Knights of the Old Republic II features an optional pre-ending segmented epilogue in the form of the skippable dialogue with the Final Boss, who shares her prophetic visions with you before dying.
    • At the end of Neverwinter Nights 2, the player is shown what happens to various locations and people who were influenced by the PC's decisions. For the ending itself, though, there are only two options.
    • In Fallout: New Vegas the ending has a "where are they now" segment for each recruitable character (each one has their own sidequest which upgrades them in some way when it's complete) and a segment that reflects your Karma Meter and which faction you sided with in the battle for Hoover Dam. The DLCs all have a similar, self contained, ending for each of them.
  • Neverwinter Nights: Hordes of the Underdark had one of these explaining where each of your companions and many people you met ended up. Not really a surprise given the amount of cross-pollination between BioWare and Obsidian.
  • Dragon Age: Origins includes a text-only segmented epilogue in addition to the normal ending cutscenes. The Expansion Pack Awakening followed suit, albeit without "normal" cutscenes and just the epilogue.
  • Fallout 3's ending consists of three different consecutive scenes determined, respectively, by whether you sacrificed yourself or chickened out and chose an ally instead, whether you were good, neutral, or evil on the Karma Meter, and whether you infected the Wasteland's water supply.

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