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I see plenty of entries that are related to the game having a minimal or non-existent postgame, which I believe is quite different from having a disappointing endgame. If nobody objects, I\'ll clarify that in the trope description and remove entries that rely on this.
^ I support this. No objections from me.
Could Pikmin 3's Formidable Oak be put in here under RTS? I know plenty of people who hated that you were forced to juggle between getting Olimar back to base and clearing the path ahead constantly, and who thought it was just annoying and that it didn't live up to the rest of the game.
This example was deleted with the edit reason claiming that it should have been placed on Anticlimax Boss. I believe that's incorrect because an Anticlimax Boss is a boss that turns out to be "easier than the plot implied", while a Disappointing Last Level is a "bad final level to an otherwise good game". Junko is typically considered to be poorly and lazily designed, but not particularly easy. While the non-boss part of stage 6 doesn't seem to be disliked, the final boss takes up ~70% of the time spent playing the stage, and Touhou games are loose examples of Boss Games. This page has other examples about bad boss design in the last levels of various games.
"Cotton Alley in Super Meat Boy is a prime example of this. Both versions of the worlds have really poor level design in comparison with the rest of the game, and the levels seem like they were made difficult for the sake of being difficult. In fact, it's possible to skip a giant portion of a level due to an obvious oversight on the part of the developers."
So, can someone please tell me just what the part I bolded is supposed to mean? Whoever wrote this makes it seem like other hard levels in the game were made hard for reasons outside of providing a challenge. Not only that, but, considering what this page is for, that part also makes it seem like whoever wrote it views difficulty as being antonymous with fun.
I'd edit this myself with a more clear description of just what they're talking about, but I've yet to play the game myself.
Why did the title of this trope change from Xen Syndrome to Disappointing Final Level? The former was just much more easy to memorize, and also just sounded a lot more creative.
Because there was no way to tell what the trope referred to without reading the article, a situation which tends to lead to trope misuse.
And "Disappointing Last Level" is a terrible name because many examples of the trope aren't about the "last level" but rather the thematic climax/resolution of the story. It's no more explanatory or accurate than "Xen Syndrome", in fact, it's even more incorrect.
Just another casualty in the "let's make tvtropes boring" movement.
More like "let's make titles more clear". Read Trope Namer Syndrome to learn why this page got renamed.
I still say we should have renamed it "The Shinfles", the term Yahtzee coined for it (short for Shitty Final Level Syndrome) in his review of Bioshock Infinite.
Isn't this trope redundant with Xen Syndrome?
This IS Xen Syndrome. It got renamed.
What exactly was wrong with that name? The new one is much more generic and uninteresting.
Not everyone knows what Xen Syndrome is referring to. It's only recognisable and understandable to fans of the work. It's unclear.
Should post game content be included in this? Also how late in the game is the "endgame"?
I think it might be worth a discussion of other reasons for why this trope exists, rather than purely "the ending is rushed" - I've noticed that a lot of times it actually makes a kind of story sense, but it's still annoying to play through.
I'm tempted to make a few edits. I see the trope description making references to hard levels and bosses. While difficulty can be used as a cop-out from good level and boss design, a hard moment does not necessarily mean a bad moment—a moment of the game can be easy and still be pretty crappy. (Symphony Of The Night's reverse castle, for instance, is easier to blaze through than the normal castle due to the potential to get some Game Breakers, and yet that's an example of Xen Syndrome.) As such I'd like to take the liberty of revising the description.
Does anyone else feel the Half Life 2 example should be removed? For those who don't want to touch the spoilers it basically says: Subversion - This game had a great ending.
Now an inversion of a rushed beginning and well planned ending is fine, but surely including examples of games that have good endings as a subversion is just plain silly?
Oh now why is the RR page saying THIS is a YMMV trope? Seriously what's with all these tropes being moved to some random page -_-
Final Fantasy XIII has this. BAD. (YMMV) The first 9 chapters? Friggen' awesome. Beautiful environments, varied enemies, and epic, epic music. The Palamecia and Palumpolum have some of the most INSANELY good level design I've ever seen. But then...Fifth Ark. The Fifth Ark isn't that bad, but it's the canary in the mineshaft for the wave of pure badness that's coming next. Two words: Gran Pulse. I hated Gran Pulse. You get there, grind grind grind, grind your way to Taejin's tower, grind some more to get to the top, fight a Pulse fal'Cie for ABSOLUTELY NO REASON WHATSOEVER (I mean seriously, couldn't you just go AROUND the tower?) grind some more, meet good ol' Barthandelus who then proceeds to fight you again for no reason (He wants you to pwn Orphan with Ragnarok. Clearly the best way to do this is to TRY TO KILL...REPEATEDLY...THE ONLY PEOPLE WHO CAN SUMMON RAGNAROK(although it makes sense the third time, he's just PO'd)) then go back to Cocoon (which is a much better environment anyway) having achieved precisely bugger-all except for a few hundred thousand crystarium points. Gran Pulse is padding. It's a grinding area, pure and simple. Very little of importance or even interest happens there (although Lightning does smile...once. A momentous occasion.) It's really just a very bad area in an otherwise exemplary game.
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