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* ''VideoGame/GhostRecon'':
** In ''VideoGame/GhostReconAdvancedWarfighter'', the final boss can often be finished off by your teammates before you even get there. He's standing right out in the open, completely unguarded. The last couple levels before that have many "[[TrialAndErrorGameplay die, reload, try again repeatedly]]" moments due to an abundance of hidden OneHitKill snipers, unexpected ambushes, lack of surveillance, [[InterfaceScrew ECM jammers]], CheckPointStarvation, etc. Especially on Hard difficulty, where nearly everything kills you in one hit.

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* ''VideoGame/GhostRecon'':
**
In ''VideoGame/GhostReconAdvancedWarfighter'', the final boss can often be finished off by your teammates before you even get there. He's standing right out in the open, completely unguarded. The last couple levels before that have many "[[TrialAndErrorGameplay die, reload, try again repeatedly]]" moments due to an abundance of hidden OneHitKill snipers, unexpected ambushes, lack of surveillance, [[InterfaceScrew ECM jammers]], CheckPointStarvation, etc. Especially on Hard difficulty, where nearly everything kills you in one hit.
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* A common complaint about the final level of ''VideoGame/Condemned2Bloodshot'' is the sudden jump from fighting crazed hobos with [[ImprovisedWeapon whatever you can find on the ground]] in frighteningly run-down versions of real-life locales (i.e. a subway, a library, a house ''just like the one you might be sitting in right now'') to shooting and screaming at heavily-armed alien-like dudes inside a bizarre metal structure that looks like "[[WebAnimation/ZeroPunctuation something the Combine might throw together if they were all totally wasted]]".

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* A common complaint about the final level of ''VideoGame/Condemned2Bloodshot'' is the sudden jump from fighting crazed hobos with [[ImprovisedWeapon whatever you can find on the ground]] in frighteningly run-down versions of real-life locales (i.e. a subway, a library, a house ''just like the one you might be sitting in right now'') to shooting and screaming at heavily-armed alien-like dudes inside a bizarre metal structure that looks like "[[WebAnimation/ZeroPunctuation something the Combine might throw together if they were all totally wasted]]".drunk]]".
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* A common complaint about the final level of ''VideoGame/Condemned2Bloodshot'' is the sudden jump from fighting crazed hobos with [[ImprovisedWeapon whatever you can find on the ground]] in frighteningly run-down versions of real-life locales (i.e. a subway, a library, a house ''just like the one you might be sitting in right now'') to shooting and [[MakeMeWannaShout screaming at]] heavily-armed alien-like dudes inside a bizarre metal structure that looks like "[[WebAnimation/ZeroPunctuation something the Combine might throw together if they were all totally wasted]]".

to:

* A common complaint about the final level of ''VideoGame/Condemned2Bloodshot'' is the sudden jump from fighting crazed hobos with [[ImprovisedWeapon whatever you can find on the ground]] in frighteningly run-down versions of real-life locales (i.e. a subway, a library, a house ''just like the one you might be sitting in right now'') to shooting and [[MakeMeWannaShout screaming at]] at heavily-armed alien-like dudes inside a bizarre metal structure that looks like "[[WebAnimation/ZeroPunctuation something the Combine might throw together if they were all totally wasted]]".
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* ''VideoGame/KingpinLifeOfCrime'' has its last level take place in a skyscraper with the final boss at the end. While the level design was declining steadily after the first episode (Skid Row), at least the other levels are fairly open and feature lots of NPC and sidequests as well as interesting architecture. The skyscraper, however, throws all of that out of the window and is just a series of bland rooms and hallways with ammo and health stashes alternating with groups of mooks.

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* ''VideoGame/KingpinLifeOfCrime'' has its last level take place in a skyscraper with the final boss at the end. While the level design was declining steadily in quality after the first episode (Skid Row), at least the other levels are fairly open and feature lots of NPC and sidequests as well as interesting architecture. The skyscraper, however, throws all of that out of the window and is just a series of bland rooms and hallways with ammo and health stashes alternating with groups of mooks.
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* Xen from ''VideoGame/HalfLife1'', the [[Administrivia/RenamedTropes former]] {{Trope Namer|s}}. First, you have to get to grips with the wonky long-jump mechanics to do first-person platforming challenges in what is essentially an empty void where messing up a jump is guaranteed death. Then you have to fight a GetBackHereBoss designed to look like a massive ballsack. And then you reach a factory portion where you have to fight very strong enemies in cramped locations and deal with weird spinny elevators and containers that spawn even more very strong enemies. And after all that ends, you then have to fight a final boss that is irritatingly both a [[DamageSpongBoss damage sponge]] ''and'' a PuzzleBoss. The whole place is incredibly dreary, and there are no living human characters, with the tactical combat that the game pioneered being completely absent. Which is unfortunate, as the Xen levels have the best art style in the entire game, enhance the sense of solitude for the climactic final battle that's fast approaching, give a nice look at the alien home world (for too long, however), and if the lack of playtesting had not made it repetitive and boring, it could have been a ''very'' satisfying conclusion. Notably, the FanRemake ''VideoGame/BlackMesa'' didn't release with the Xen chapters as the devs wanted to do all they can to make that part of the game less tedious... and as a perfect encapsulation of just how monumental a task that had to have been, the first teaser only came out [[ScheduleSlip more than six years later]]. Fortunately, they seem to have succeeded.

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* Xen from ''VideoGame/HalfLife1'', the [[Administrivia/RenamedTropes former]] {{Trope Namer|s}}. First, you have to get to grips with the wonky long-jump mechanics to do first-person platforming challenges in what is essentially an empty void where messing up a jump is guaranteed death. Then you have to fight a GetBackHereBoss designed to look like a massive ballsack. And then you reach a factory portion where you have to fight very strong enemies in cramped locations and deal with weird spinny elevators and containers that spawn even more very strong enemies. And after all that ends, you then have to fight a final boss that is irritatingly both a [[DamageSpongBoss [[DamageSpongeBoss damage sponge]] ''and'' a PuzzleBoss. The whole place is incredibly dreary, and there are no living human characters, with the tactical combat that the game pioneered being completely absent. Which is unfortunate, as the Xen levels have the best art style in the entire game, enhance the sense of solitude for the climactic final battle that's fast approaching, give a nice look at the alien home world (for too long, however), and if the lack of playtesting had not made it repetitive and boring, it could have been a ''very'' satisfying conclusion. Notably, the FanRemake ''VideoGame/BlackMesa'' didn't release with the Xen chapters as the devs wanted to do all they can to make that part of the game less tedious... and as a perfect encapsulation of just how monumental a task that had to have been, the first teaser only came out [[ScheduleSlip more than six years later]]. Fortunately, they seem to have succeeded.
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* Xen from ''VideoGame/HalfLife1'', the [[Administrivia/RenamedTropes former]] {{Trope Namer|s}}. First, you have to get to grips with the wonky long-jump mechanics to do first-person platforming challenges in what is essentially an empty void where messing up a jump is guaranteed death. Then you have to fight a GetBackHereBoss designed to look like a massive ballsack. And then you reach a factory portion where you have to fight very strong enemies in cramped locations and deal with weird spinny elevators and containers that spawn even more very strong enemies. And after all that ends, you then have to fight a final boss that is irritatingly both a {{damage sponge|boss}} ''and'' a PuzzleBoss. The whole place is incredibly dreary, and there are no living human characters, with the tactical combat that the game pioneered being completely absent. Which is unfortunate, as the Xen levels have the best art style in the entire game, enhance the sense of solitude for the climactic final battle that's fast approaching, give a nice look at the alien home world (for too long, however), and if the lack of playtesting had not made it repetitive and boring, it could have been a ''very'' satisfying conclusion. Notably, the FanRemake ''VideoGame/BlackMesa'' didn't release with the Xen chapters as the devs wanted to do all they can to make that part of the game less tedious... and as a perfect encapsulation of just how monumental a task that had to have been, the first teaser only came out [[ScheduleSlip more than six years later]]. Fortunately, they seem to have succeeded.

to:

* Xen from ''VideoGame/HalfLife1'', the [[Administrivia/RenamedTropes former]] {{Trope Namer|s}}. First, you have to get to grips with the wonky long-jump mechanics to do first-person platforming challenges in what is essentially an empty void where messing up a jump is guaranteed death. Then you have to fight a GetBackHereBoss designed to look like a massive ballsack. And then you reach a factory portion where you have to fight very strong enemies in cramped locations and deal with weird spinny elevators and containers that spawn even more very strong enemies. And after all that ends, you then have to fight a final boss that is irritatingly both a {{damage sponge|boss}} [[DamageSpongBoss damage sponge]] ''and'' a PuzzleBoss. The whole place is incredibly dreary, and there are no living human characters, with the tactical combat that the game pioneered being completely absent. Which is unfortunate, as the Xen levels have the best art style in the entire game, enhance the sense of solitude for the climactic final battle that's fast approaching, give a nice look at the alien home world (for too long, however), and if the lack of playtesting had not made it repetitive and boring, it could have been a ''very'' satisfying conclusion. Notably, the FanRemake ''VideoGame/BlackMesa'' didn't release with the Xen chapters as the devs wanted to do all they can to make that part of the game less tedious... and as a perfect encapsulation of just how monumental a task that had to have been, the first teaser only came out [[ScheduleSlip more than six years later]]. Fortunately, they seem to have succeeded.
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** ''VideoGame/Doom64'' is an interesting case in that whether or not the final level, "The Absolution", belongs on this page depends on you- specifically, how thorough you are in your playthrough. If you just play through the levels normally the level is probably the most brutally-challenging final level in classic ''Doom'', with you being put up against [[TheWarSequence an absolute HORDE of demons]], all of who have been coded not to infight with each other to keep you from cheesing them, who come pouring out of three portals. Then after you've killed the last demon (probably exhausting most of your resources), the Mother Demon descends upon you, and is an absolute ''killing machine'' that can tear you to shreds in seconds unless you're extremely light on your feet and takes a hell of a beating to bring down. However, if you found the three hidden stages during your playthrough and recover the three secret demon keys hidden within them, the level becomes a completely anticlimactic joke- not only can each of the keys be used to seal one of the portals, letting you abridge or even ''completely skip'' the demon horde, but acquiring them powers up [[{{BFG}} The Unmaker]] to incredible levels of power that will stunlock the Mother Demon and rip her asunder in seconds. Even getting just two of the keys is enough to remove most of the challenge, as just one portal's worth of demons is nothing you can't deal with relatively easily with the arsenal you're provided and even an Unmaker at only 75% of full power will still drill the final boss a third nostril with contemptuous ease.
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* ''VideoGame/{{Doom}}'':
** The original game ends with you in Dis, a map where you face a Spider Mastermind as the FinalBoss... whose wide size makes her an easy target to hit, she has a chaingun that is easy to interrupt and less effective the further away you are, and she has less HP than the missile-firing Cyberdemon, making her rather underwhelming in contrast to the latter, especially if you use the {{BFG}}, which due to its mechanics allows one to kill her in, at maximum, two hits. The level you face her in, "Dis" is also a very poor design, a simple passage leading to a large open clover leaf-shaped area with a single building in the middle containing a Megaarmor and a Plasma Gun, a ramp running around the outside containing a couple of rockets, and a mere ''three'' other monsters[[note]]a Baron of Hell and 2 Cacodemons, and the Baron doesn't even spawn on the two lower difficulty levels[[/note]] whose inclusion alongside the Spider Mastermind feels practically token (they're spawned so far away from the Mastermind that you'll frequently kill her before you've even noticed the others are there). [[spoiler:And then in ''VideoGame/Doom2016'', she TookALevelInBadass.]]
** The final level for the newly added fourth episode in ''Ultimate Doom'', Unto The Cruel, is better than Dis by virtue of it actually having more to do in the level before you fight the final boss. But the map is pretty short, much easier than the hardest maps of Episode 4, and ends with you fighting the Mastermind ''again'', in an arena where it's even easier to fight, with more plentiful cover and more enemies who will easily infight with the Mastermind, giving you an easy opening to BFG rush it to death.
** ''VideoGame/DoomII'''s final boss is ''a wall texture'' whose only attack is to endlessly spit out cubes [[MookMaker which spawn in monsters]]. To make things worse, in order to hit its weak point, you have to ride an elevator upwards and fire a rocket with precise timing, as the elevator goes past said weakpoint. It's set up so that it's only vulnerable to the rocket launcher, and you're completely exposed to the attacking monsters on said elevator. Source ports which support mouse aiming make it even more of a joke, where you don't even need to ride that elevator - get up to the switch to activate it, turn around, aim up just slightly, and you can kill it before any of the spawn cubes have even landed.
** ''VideoGame/{{Doom 3}}'' falls in here too. After several excellent levels that bring back the balls-to-the-wall action of the original ''Doom'' games, the final area is a short, linear trek to the Cyberdemon, which would be a lot more threatening if he wasn't so [[AntiClimaxBoss absurdly easy to take down]]. Fortunately, the ''Resurrection of Evil'' expansion has a much more climactic final battle with [[ThatOneBoss the Maledict]].

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* ''VideoGame/{{Doom}}'':
''Franchise/{{Doom}}'':
** The original game ''VideoGame/{{Doom}}'' ends with you in Dis, a map where you face a Spider Mastermind as the FinalBoss... whose wide size makes her an easy target to hit, she has a chaingun that is easy to interrupt and less effective the further away you are, and she has less HP than the missile-firing Cyberdemon, making her rather underwhelming in contrast to the latter, especially if you use the {{BFG}}, which due to its mechanics allows one to kill her in, at maximum, two hits. The level you face her in, "Dis" is also a very poor design, a simple passage leading to a large open clover leaf-shaped area with a single building in the middle containing a Megaarmor and a Plasma Gun, a ramp running around the outside containing a couple of rockets, and a mere ''three'' other monsters[[note]]a Baron of Hell and 2 Cacodemons, and the Baron doesn't even spawn on the two lower difficulty levels[[/note]] whose inclusion alongside the Spider Mastermind feels practically token (they're spawned so far away from the Mastermind that you'll frequently kill her before you've even noticed the others are there). [[spoiler:And then in ''VideoGame/Doom2016'', she TookALevelInBadass.]]
** The final level for the newly added additional fourth episode in ''Ultimate Doom'', Unto The Cruel, is better than Dis by virtue of it actually having more to do in the level before you fight the final boss. But the map is pretty short, much easier than the hardest maps of Episode 4, and ends with you fighting the Mastermind ''again'', in an arena where it's even easier to fight, with more plentiful cover and more enemies who will easily infight with the Mastermind, giving you an easy opening to BFG rush it to death.
** ''VideoGame/DoomII'''s ''VideoGame/DoomII'': The final boss is ''a wall texture'' whose only attack is to endlessly spit out cubes [[MookMaker which spawn in monsters]]. To make things worse, in order to hit its weak point, you have to ride an elevator upwards and fire a rocket with precise timing, as the elevator goes past said weakpoint. It's set up so that it's only vulnerable to the rocket launcher, and you're completely exposed to the attacking monsters on said elevator. Source ports which support mouse aiming make it even more of a joke, where you don't even need to ride that elevator - get up to the switch to activate it, turn around, aim up just slightly, and you can kill it before any of the spawn cubes have even landed.
** ''VideoGame/{{Doom 3}}'' ''VideoGame/Doom3'' falls in here too. After several excellent levels that bring back the balls-to-the-wall action of the original ''Doom'' games, the final area is a short, linear trek to the Cyberdemon, which would be a lot more threatening if he wasn't so [[AntiClimaxBoss absurdly easy to take down]]. Fortunately, the ''Resurrection of Evil'' expansion has a much more climactic final battle with [[ThatOneBoss the Maledict]].
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* Xen from ''VideoGame/HalfLife1'', the [[Administrivia/RenamedTropes former]] {{Trope Namer|s}}. First, you have to get to grips with the wonky long-jump mechanics to do first-person platforming challenges in what is essentially an empty void where messing up a jump is guaranteed death. Then you have to fight a DamageSpongeBoss designed to look like a massive ballsack. And then you reach a factory portion where you have to fight very strong enemies in cramped locations and deal with weird spinny elevators and containers that spawn even more very strong enemies. And after all that ends, you then have to fight a final boss that is irritatingly both a damage-sponge ''and'' a PuzzleBoss. The whole place is incredibly dreary, and there are almost no human characters, with the tactical combat that the game pioneered being completely absent. Which is unfortunate, as the Xen levels have the best art style in the entire game, enhance the sense of solitude for the climactic final battle that's fast approaching, give a nice look at the alien home world (for too long, however), and if the lack of playtesting had not made it repetitive and boring, it could have been a ''very'' satisfying conclusion. Notably, the FanRemake ''VideoGame/BlackMesa'' didn't release with the Xen chapters as the devs wanted to do all they can to make that part of the game less tedious... and as a perfect encapsulation of just how monumental a task that had to have been, the first teaser only came out [[ScheduleSlip more than six years later]]. Fortunately, they seem to have succeeded.

to:

* Xen from ''VideoGame/HalfLife1'', the [[Administrivia/RenamedTropes former]] {{Trope Namer|s}}. First, you have to get to grips with the wonky long-jump mechanics to do first-person platforming challenges in what is essentially an empty void where messing up a jump is guaranteed death. Then you have to fight a DamageSpongeBoss GetBackHereBoss designed to look like a massive ballsack. And then you reach a factory portion where you have to fight very strong enemies in cramped locations and deal with weird spinny elevators and containers that spawn even more very strong enemies. And after all that ends, you then have to fight a final boss that is irritatingly both a damage-sponge {{damage sponge|boss}} ''and'' a PuzzleBoss. The whole place is incredibly dreary, and there are almost no living human characters, with the tactical combat that the game pioneered being completely absent. Which is unfortunate, as the Xen levels have the best art style in the entire game, enhance the sense of solitude for the climactic final battle that's fast approaching, give a nice look at the alien home world (for too long, however), and if the lack of playtesting had not made it repetitive and boring, it could have been a ''very'' satisfying conclusion. Notably, the FanRemake ''VideoGame/BlackMesa'' didn't release with the Xen chapters as the devs wanted to do all they can to make that part of the game less tedious... and as a perfect encapsulation of just how monumental a task that had to have been, the first teaser only came out [[ScheduleSlip more than six years later]]. Fortunately, they seem to have succeeded.

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The arena where you fight the Mastermind in Episode 4 is even easier


** The original game ends with you facing a Spider Mastermind as the FinalBoss... whose wide size makes her an easy target to hit, she has a chaingun that is easy to interrupt and less effective the further away you are, and she has less HP than the missile-firing Cyberdemon, making her rather underwhelming in contrast to the latter, especially if you use the {{BFG}}, which due to its mechanics allows one to kill her in, at maximum, two hits. The level you face her in, "Dis" is also a very poor design, a simple passage leading to a large open clover leaf-shaped area with a single building in the middle containing a Megaarmor and a Plasma Gun, a ramp running around the outside containing a couple of rockets, and a mere ''three'' other monsters[[note]]a Baron of Hell and 2 Cacodemons, and the Baron doesn't even spawn on the two lower difficulty levels[[/note]] whose inclusion alongside the Spider Mastermind feels practically token (they're spawned so far away from the Mastermind that you'll frequently kill her before you've even noticed the others are there). Fortunately, the fourth episode added in ''The Ultimate Doom'' makes her much more dangerous with the addition of more enemies and a much more tightly-cramped arena to let her do some serious damage. [[spoiler:And then in ''VideoGame/Doom2016'', she TookALevelInBadass.]]

to:

** The original game ends with you facing in Dis, a map where you face a Spider Mastermind as the FinalBoss... whose wide size makes her an easy target to hit, she has a chaingun that is easy to interrupt and less effective the further away you are, and she has less HP than the missile-firing Cyberdemon, making her rather underwhelming in contrast to the latter, especially if you use the {{BFG}}, which due to its mechanics allows one to kill her in, at maximum, two hits. The level you face her in, "Dis" is also a very poor design, a simple passage leading to a large open clover leaf-shaped area with a single building in the middle containing a Megaarmor and a Plasma Gun, a ramp running around the outside containing a couple of rockets, and a mere ''three'' other monsters[[note]]a Baron of Hell and 2 Cacodemons, and the Baron doesn't even spawn on the two lower difficulty levels[[/note]] whose inclusion alongside the Spider Mastermind feels practically token (they're spawned so far away from the Mastermind that you'll frequently kill her before you've even noticed the others are there). Fortunately, the fourth episode added in ''The Ultimate Doom'' makes her much more dangerous with the addition of more enemies and a much more tightly-cramped arena to let her do some serious damage. [[spoiler:And then in ''VideoGame/Doom2016'', she TookALevelInBadass.]]]]
** The final level for the newly added fourth episode in ''Ultimate Doom'', Unto The Cruel, is better than Dis by virtue of it actually having more to do in the level before you fight the final boss. But the map is pretty short, much easier than the hardest maps of Episode 4, and ends with you fighting the Mastermind ''again'', in an arena where it's even easier to fight, with more plentiful cover and more enemies who will easily infight with the Mastermind, giving you an easy opening to BFG rush it to death.
Is there an issue? Send a MessageReason:
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** In ''Advanced Warfighter'', the final boss can often be finished off by your teammates before you even get there. He's standing right out in the open, completely unguarded. The last couple levels before that have many "[[TrialAndErrorGameplay die, reload, try again repeatedly]]" moments due to an abundance of hidden OneHitKill snipers, unexpected ambushes, lack of surveillance, [[InterfaceScrew ECM jammers]], CheckPointStarvation, etc. Especially on Hard difficulty, where nearly everything kills you in one hit.
** Somewhat with ''Advanced Warfighter 2''. Since the AI is amazingly stupid, what could have been a really challenging firefight... isn't.
** ''Future Soldier'' has a variation. The very final minute or so of the game involves the third and final use of the awesome [[AttackPatternAlpha Diamond Formation]], which is incredibly cinematic and awesome... if you're playing alone or the host in a co-op game. If you're player 2, 3 or 4, you instead get a semi-cinematic sequence of getting to watch the aftermath of what the host is doing while nothing pops up for you to shoot.

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** In ''Advanced Warfighter'', ''VideoGame/GhostReconAdvancedWarfighter'', the final boss can often be finished off by your teammates before you even get there. He's standing right out in the open, completely unguarded. The last couple levels before that have many "[[TrialAndErrorGameplay die, reload, try again repeatedly]]" moments due to an abundance of hidden OneHitKill snipers, unexpected ambushes, lack of surveillance, [[InterfaceScrew ECM jammers]], CheckPointStarvation, etc. Especially on Hard difficulty, where nearly everything kills you in one hit.
** Somewhat with ''Advanced Warfighter 2''.''VideoGame/GhostReconAdvancedWarfighter2''. Since the AI is amazingly stupid, what could have been a really challenging firefight... isn't.
** ''Future Soldier'' ''VideoGame/GhostReconFutureSoldier'' has a variation. The very final minute or so of the game involves the third and final use of the awesome [[AttackPatternAlpha Diamond Formation]], which is incredibly cinematic and awesome... if you're playing alone or the host in a co-op game. If you're player 2, 3 or 4, you instead get a semi-cinematic sequence of getting to watch the aftermath of what the host is doing while nothing pops up for you to shoot.
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None


** In ''VideoGame/CallOfDuty4ModernWarfare'', the end boss "fight" comes right in the middle of a huge battle with no forewarning. Also, literally half the Middle Eastern campaign (i.e. everything after the nuke goes off) was cut from the game, which presumably would've balanced out the rushed feeling of the end of the SAS campaign.

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** In ''VideoGame/CallOfDuty4ModernWarfare'', the end boss "fight" comes right in the middle of a huge battle with no forewarning. Also, literally Literally half the Middle Eastern campaign (i.e. everything after the nuke goes off) was cut from the game, which presumably would've balanced out the rushed feeling of the end of the SAS campaign.



** For ''VideoGame/DeusExInvisibleWar'', Liberty Island is ''very'' underwhelming, especially to anyone who's played the first game. Not only is the level comparatively smaller than its original incarnation, but it's broken up into three small sections (caused by the console-focused development). There isn't a whole lot to do on the island besides kill, kill and kill some more, and it's incredibly easy for major characters like Tracer Tong or Paul Denton to be killed off anticlimactically. Due to the way the faction system is structured, it's possible to run around killing off any faction representative in your way, then completely flip your allegiance at the last moment once you get to the Aquinas Router. Also, it doesn't help that the endings all feel unsatisfying and extremely short, with little in the way of resolution or falling action.
** The prequel ''VideoGame/DeusExHumanRevolution'' falls into the same issue. The mission hub based design of China and Detroit goes out the window once you hit Montreal due to the developers not having enough time to make Montreal a full hub with side-quests, and the FinalDungeon is basically a [[spoiler:zombie avoidance game or a zombie massacre depending on your playstyle, and the final boss is an AntiClimaxBoss especially if you have upgraded your augmentations to be immune to electrical damage. Your only interaction with people in this level is the ability to buy some augmentation upgrades, and to get two of the four choices for the MultipleEndings. The choices you made in all the preceding parts of the game have no effect on the ending except to slightly change the tone of your final monologue]].

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** For ''VideoGame/DeusExInvisibleWar'', Liberty Island is ''very'' underwhelming, especially to anyone who's played the first game. Not only is the level comparatively smaller than its original incarnation, but it's broken up into three small sections (caused by the console-focused development). There isn't a whole lot to do on the island besides kill, kill and kill some more, and it's incredibly easy for major characters like Tracer Tong or Paul Denton to be killed off anticlimactically. Due to the way the faction system is structured, it's possible to run around killing off any faction representative in your way, then completely flip your allegiance at the last moment once you get to the Aquinas Router. Also, it It doesn't help that the endings all feel unsatisfying and extremely short, with little in the way of resolution or falling action.
** The prequel ''VideoGame/DeusExHumanRevolution'' falls into the same issue. The mission hub based design of China and Detroit goes out the window once you hit Montreal due to the developers not having enough time to make Montreal a full hub with side-quests, and the FinalDungeon is basically a [[spoiler:zombie avoidance game or a zombie massacre depending on your playstyle, and the final boss is an AntiClimaxBoss especially if you have upgraded your augmentations to be immune to electrical damage. Your only interaction with people in this level is the ability to buy some augmentation upgrades, and to get two of the four choices for the MultipleEndings. The choices you made in all the preceding parts of the game have no effect on the ending except to slightly change the tone of your final monologue]].



** ''VideoGame/DoomII'''s final boss is ''literally a wall texture'' whose only attack is to endlessly spit out cubes [[MookMaker which spawn in monsters]]. To make things worse, in order to hit its weak point, you have to ride an elevator upwards and fire a rocket with precise timing, as the elevator goes past said weakpoint. Did we mention that it's set up so that it's only vulnerable to the rocket launcher, and you're completely exposed to the attacking monsters on said elevator? Source ports which support mouse aiming make it even more of a joke, where you don't even need to ride that elevator - get up to the switch to activate it, turn around, aim up just slightly, and you can kill it before any of the spawn cubes have even landed.

to:

** ''VideoGame/DoomII'''s final boss is ''literally a ''a wall texture'' whose only attack is to endlessly spit out cubes [[MookMaker which spawn in monsters]]. To make things worse, in order to hit its weak point, you have to ride an elevator upwards and fire a rocket with precise timing, as the elevator goes past said weakpoint. Did we mention that it's It's set up so that it's only vulnerable to the rocket launcher, and you're completely exposed to the attacking monsters on said elevator? elevator. Source ports which support mouse aiming make it even more of a joke, where you don't even need to ride that elevator - get up to the switch to activate it, turn around, aim up just slightly, and you can kill it before any of the spawn cubes have even landed.



** In ''Advanced Warfighter'', the final boss can often be finished off by your teammates before you even get there. He's standing right out in the open. Would a tank be too much to ask for, or perhaps a panic room that you have to C4 your way into to kill him? The last couple levels before that have many "[[TrialAndErrorGameplay die, reload, try again repeatedly]]" moments due to an abundance of hidden OneHitKill snipers, unexpected ambushes, lack of surveillance, [[InterfaceScrew ECM jammers]], CheckPointStarvation, etc. Especially on Hard difficulty, where nearly everything kills you in one hit.

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** In ''Advanced Warfighter'', the final boss can often be finished off by your teammates before you even get there. He's standing right out in the open. Would a tank be too much to ask for, or perhaps a panic room that you have to C4 your way into to kill him? open, completely unguarded. The last couple levels before that have many "[[TrialAndErrorGameplay die, reload, try again repeatedly]]" moments due to an abundance of hidden OneHitKill snipers, unexpected ambushes, lack of surveillance, [[InterfaceScrew ECM jammers]], CheckPointStarvation, etc. Especially on Hard difficulty, where nearly everything kills you in one hit.



** ''Future Soldier'' has a variation. The very final minute or so of the game involves the third and final use of the awesome [[AttackPatternAlpha Diamond Formation]], which is incredibly cinematic and awesome... if you're playing alone or the host in a co-op game. If you're player 2, 3 or 4, you instead get a semi-cinematic sequence of getting to watch the aftermath of what the host is doing while basically nothing pops up for you to shoot.

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** ''Future Soldier'' has a variation. The very final minute or so of the game involves the third and final use of the awesome [[AttackPatternAlpha Diamond Formation]], which is incredibly cinematic and awesome... if you're playing alone or the host in a co-op game. If you're player 2, 3 or 4, you instead get a semi-cinematic sequence of getting to watch the aftermath of what the host is doing while basically nothing pops up for you to shoot.



* Weirdly enough, ''VideoGame/HalfLife2'' seems to have avoided some of the hate, even though it has similar problems. A forced change in weapons makes just about everything learned in the first 90% of the game save for how to use the Gravity Gun pointless, the environment is very repetitive, and the player is forced not once, but twice to make the same ''[[StupidityIsTheOnlyOption stupid decision]]'' to deliver yourself into captivity. The final "boss" encounter isn't all that exciting either - extremely basic platforming for two minutes and then throwing energy balls into a stationary target while small groups of enemies occasionally come to shoot at you, who are barely a threat whether you acknowledge them (since your weapon kills them in one hit) or not (since a side-effect of your weapon's supercharge also doubles your armor, so they can barely hurt you at this point) - and the game ends on a blatant cliffhanger. Still, the [[EleventhHourSuperpower supercharged Gravity Gun]] is a hell of a lot of fun, which may be why people were more lenient on this ending's faults.

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* Weirdly enough, ''VideoGame/HalfLife2'' seems to have avoided avoids some of the hate, even though it has similar problems. A forced change in weapons makes just about everything learned in the first 90% of the game save for how to use the Gravity Gun pointless, the environment is very repetitive, and the player is forced not once, but twice to make the same ''[[StupidityIsTheOnlyOption stupid decision]]'' to deliver yourself into captivity. The final "boss" encounter isn't all that exciting either - extremely basic platforming for two minutes and then throwing energy balls into a stationary target while small groups of enemies occasionally come to shoot at you, who are barely a threat whether you acknowledge them (since your weapon kills them in one hit) or not (since a side-effect of your weapon's supercharge also doubles your armor, so they can barely hurt you at this point) - and the game ends on a blatant cliffhanger. Still, the [[EleventhHourSuperpower supercharged Gravity Gun]] is a hell of a lot of fun, which may be why people were more lenient on this ending's faults.



* Many players complain about the final level of ''VideoGame/MedalOfHonorAirborne'', which is an entirely fictional campaign (an assault on a Flak Tower, which was never actually attempted by the Western Allies) that introduces extremely unrealistic enemies (GasMaskMooks with rocket launchers, and ridiculously unrealistic {{Super Soldier}}s who wield heavy machine guns and can survive a couple dozen bullet hits before dying) in a series which otherwise tries to be at least reasonably historically accurate (the worst inaccuracies were crediting American forces for having a hand in battles they were not involved in, but which at least actually happened in reality).

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* Many players complain about the final level of ''VideoGame/MedalOfHonorAirborne'', which is an entirely a fictional campaign (an assault on a Flak Tower, which was never actually attempted by the Western Allies) that introduces extremely unrealistic enemies (GasMaskMooks with rocket launchers, and ridiculously unrealistic {{Super Soldier}}s who wield heavy machine guns and can survive a couple dozen bullet hits before dying) in a series which otherwise tries to be at least reasonably historically accurate (the worst inaccuracies were crediting American forces for having a hand in battles they were not involved in, but which at least actually happened in reality).
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** ''VideoGame/CallOfDutyModernWarfare3'', given that half the staff left partway through production, suffers badly from this. After several stunning and memorable levels (following a submarine to hijack it and launch missiles at its own fleet, protecting wounded with a heavily-armed UGV, taking on hijackers on a Russian airliner with a brief zero-gravity gunfight as the pilots lose control, etc.), Act III and parts of Act II extensively reuse assets and concepts from previous levels and games (an AC-130 segment after the devs consciously chose not to have one in ''[[VideoGame/CallOfDutyModernWarfare2 MW2]]'' because it wouldn't stand out compared to the ''[=CoD4=]'' one, ''two'' retreads of "All Ghillied Up", one of which follows up with its own retread of "One Shot, One Kill", both playable factions teaming up to infiltrate an underground Russian facility and stop a war, etc.). And the ''entire plotline'' about the war between Russia and the United States and the rogue Russian military is wrapped up in a single cutscene. Luckily, the ''actual'' last level (which is more of an epilogue, really) is pretty cathartic.

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** ''VideoGame/CallOfDutyModernWarfare3'', given that half the staff left partway through production, suffers badly from this. After several stunning and memorable levels (following (crippling a submarine to hijack it and launch its missiles at its own fleet, protecting wounded with a heavily-armed UGV, taking on hijackers on a Russian airliner with a brief zero-gravity gunfight as the pilots lose control, etc.), Act III and parts of Act II and much of Act III extensively reuse assets and concepts from previous levels and games (an AC-130 segment after the devs consciously chose not to have one in ''[[VideoGame/CallOfDutyModernWarfare2 MW2]]'' because it wouldn't stand out compared to the ''[=CoD4=]'' one, ''two'' retreads of "All Ghillied Up", one of which follows up with its own retread of "One Shot, One Kill", both playable factions teaming up to infiltrate an underground Russian facility and stop a war, etc.). And the ''entire plotline'' about the war between Russia and the United States and the rogue Russian military is wrapped up in a single cutscene. Luckily, the ''actual'' last level (which is more of an epilogue, really) is pretty cathartic.
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** ''VideoGame/CallOfDutyModernWarfare3'', given that half the staff left partway through production, suffers badly from this. After several stunning and memorable levels, Act III extensively reuses assets and concepts from previous levels and games. And the ''entire plotline'' about the war between Russia and the United States and the rogue Russian military is wrapped up in a single cutscene. Luckily, the ''actual'' last level (which is more of an epilogue, really) is pretty cathartic.

to:

** ''VideoGame/CallOfDutyModernWarfare3'', given that half the staff left partway through production, suffers badly from this. After several stunning and memorable levels, levels (following a submarine to hijack it and launch missiles at its own fleet, protecting wounded with a heavily-armed UGV, taking on hijackers on a Russian airliner with a brief zero-gravity gunfight as the pilots lose control, etc.), Act III and parts of Act II extensively reuses reuse assets and concepts from previous levels and games.games (an AC-130 segment after the devs consciously chose not to have one in ''[[VideoGame/CallOfDutyModernWarfare2 MW2]]'' because it wouldn't stand out compared to the ''[=CoD4=]'' one, ''two'' retreads of "All Ghillied Up", one of which follows up with its own retread of "One Shot, One Kill", both playable factions teaming up to infiltrate an underground Russian facility and stop a war, etc.). And the ''entire plotline'' about the war between Russia and the United States and the rogue Russian military is wrapped up in a single cutscene. Luckily, the ''actual'' last level (which is more of an epilogue, really) is pretty cathartic.

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