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Pretty much every MMOG ever made.

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AdamR: So what happens in the final mission? Your squad gets left behind, while you run through the hedgerows of Normandy alone against enemy infantry and tanks...

Why? It makes no sense...
LA Noire went the same route. In the entire game you can't take out your gun outside the missions that tell you to. They even made action scenes skippable. Naturally, the endgame features the player's character battling through a friggin sewer with a flamethrower on his back.
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Telika: Ciffhangers.

To be resolved in the sequel that we'll make soon if, uh, what ? Oh.
Monkey Island 2 was awesome. I could have done without 3 just fine.
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Crosmando: Divinity 2 had a pretty terrible endgame, it came out of nowhere and was full of trash mob combat. You could tell they just ran out money making the game
...wasnt it the first one "Divine Divinity", or did it happen in second one as well?
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AdamR: So what happens in the final mission? Your squad gets left behind, while you run through the hedgerows of Normandy alone against enemy infantry and tanks...

Why? It makes no sense...
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grviper: LA Noire went the same route. In the entire game you can't take out your gun outside the missions that tell you to. They even made action scenes skippable. Naturally, the endgame features the player's character battling through a friggin sewer with a flamethrower on his back.
Were there at least giant ants in this sewer? :)
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geoconker: Some fighting games have totally unfair final bosses. Akuma, Gill and most KoF bosses immediately come to mind.
I think you can expand that to any SNK/Playmore or Arc System Works games. Cheap end bosses are the order of the day there, especially in the BlazBlue and KoF series.

I personally never found Akuma or Seth that hard to beat, although I will grant that Gill was a prime example of poor game design, and that Seth's Super Combo is the prime definition of unfair (unblockable and unavoidable)

Oh, and Azrael and Nancy from Tekken 6. A prime example of just how far the Tekken series had fallen.
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iippo: ...wasnt it the first one "Divine Divinity", or did it happen in second one as well?
DD did it too, and worse now that I think about it.... Though the starting dungeon in DD was definitely the worst
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grviper: Ah, another one. The original F.E.A.R. After you spend all the game fighting mostly intelligent clones, they all shut down, but you still have some way to go. What replaces them? Why, ghosts of course. Dozens of floaty ghosts, that appear out of walls, head for you in a straight line and pop like balloons after a single hit. So exciting...
Not that I'm defending it, but the endgame still beats the living shit out of both sequels. Seriously, I would rather play ten hours of that ghostfest than replay Project Origin or F.3.A.R..
Bionic Commando: Rearmed and I think the original too. The last level was incredibly difficult (some hard platforming elements with precise and timed jumps) and ending with the final boss fight. In case of death, you just start over the platforming elements...
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Cormoran: Pretty much every MMOG ever made.

Do this group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, do the next tier of group content x1,000 and earn slightly more ridiculously anime looking armour, shut down the games servers with no storyline conclusion at all.
Hahahah, my thoughts exactly
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DProject: More of a bad endgame closure, which (I believe) wasn't what the TC was aiming for, but still, damn that sucks. I was gonna go into NWN games a lil' later (after FC 3...and Arcanum perhaps) but knowing now it will all end in such a lackluster fashion, makes me kinda want to postpone the whole playthroughs even further.
Play Mask of the Betrayer. Do it. Do eeeeeeeet
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movieman523: Vampire: Bloodlines was a good example.

Story-wise, the ending wasn't bad, but you were able to play about 80% of the way through the game as a stealth/persuasion character, then you were suddenly thrown into multiple tedious boss fights where you were SOL if you didn't have high combat skills.

Oh, and, in between the tedious boss fights, you were thrown into multiple levels with respawning enemies, so you were, again, SOL if you didn't have high combat skills.

I've no idea what they were thinking when they designed that ending. It went from a great game to 'WTF is this crap?' within a few minutes.
The ending was very rushed but the game pushed you to upgrade your combat skills anyway so i see no problem with it except for the running around the temple being really boring, the offices in comparison are much more fun even though it's just a one big shootout.
Risen. It's not that the lass boss is bad. It is but that's not the problem. It's just that it has no place in a RPG. Maybe it could fit in some action game but it was an incredibly lame way to finish off Risen.
The Thief series, all of the games, tend to see a rather sharp drop in quality towards the end of the game.
The last level in Thief 1 was just silly, and did not feel very Thief-like, but basically Thief started to go downhill when the big bad revealed its true intentions.
Thief 2's last level was a nightmare. Not because it was hard, but because it was poorly designed and the amount of back & forth were just padding.
Thief 3 actually had the least bad endgame, but it was still not fun. The big bad itself was a rather boring thing to face, and as part of it was out in the streets, there were civilians & guards around. This would normally not be a problem, but as soon as anyone finds a corpse, they start to look for you, and the big bad and its minions would kill people. Obviously it had to be you who had killed that poor civilian (even if no-one had actually seen you), and not the big evil look thing over there, who currently is killing that civilian's friend, right?

Deus Ex 1 & HR (never got to the end game in 2) also had rather boring last levels. Suddenly a lot of what made Deus Ex so fun to play was just removed.
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AFnord: The last level in Thief 1 was just silly, and did not feel very Thief-like, but basically Thief started to go downhill when the big bad revealed its true intentions.
Thief 2's last level was a nightmare. Not because it was hard, but because it was poorly designed and the amount of back & forth were just padding.
At least Thief 1 ended with a "fuck you, big bad" stealthy swap of a vital item in the last minute. The rest of the level was absolutely unnecessary, though.
In Thief 2 they filled the map with automatons and forced you of a fetch quest for ingredients and assembly lines. Felt a bit like a remix of the most backtrack-heavy sections of System Shock 2. At least the toxin was ready-made and you didn't have to research it :)