rdfs:comment
| - The gameplay/design equivalent of A Winner Is You to some degree. You can be playing a great game, things are building up to the climax and you can only imagine how awesome it could be with how great everything before was, then the game goes to hell (sometimes literally), such that it almost seems like it was outsourced to another, far less competent developer for the final levels. The game is suddenly full of crappy levels, bland scenery, horrible stealth and escort missions, Trial and Error Gameplay around every corner, badly placed checkpoints, interminable Back Tracking (and general blatant Filler), and either a sudden increase or decrease in difficulty. The climax should be everything great from before and more, yet in this case it leaves you with a very bad taste at the end of a grea
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abstract
| - The gameplay/design equivalent of A Winner Is You to some degree. You can be playing a great game, things are building up to the climax and you can only imagine how awesome it could be with how great everything before was, then the game goes to hell (sometimes literally), such that it almost seems like it was outsourced to another, far less competent developer for the final levels. The game is suddenly full of crappy levels, bland scenery, horrible stealth and escort missions, Trial and Error Gameplay around every corner, badly placed checkpoints, interminable Back Tracking (and general blatant Filler), and either a sudden increase or decrease in difficulty. The climax should be everything great from before and more, yet in this case it leaves you with a very bad taste at the end of a great (or even average) game. Many developers have admitted to paying far less attention to their climaxes than they probably should, as most players don't get that far. Even some professional reviewers admit they don't play enough of the game and many reviews are based off of the early-mid parts of the game. This initiates an obvious vicious cycle of players who would otherwise finish being put off by terrible ending levels. That means this trope is a Video Game variant of Ending Fatigue in many cases and can often be attributed to budget and time constraints, Executive Meddling to push the game out at a season more convenient to sales figures, (often resulting in an Obvious Beta) or Author Existence Failure. This stuff is basically the most rushed, since after all, more attention is put to the first half of the game. A lot of the time this also stems from a desire to make the ending very dramatic and different from the rest of the game, in order to make the emotional impact stronger. When it works, it's not an example of this trope, but it fails hard when it does so. If you really want people throwing their discs into a fire, then it can be combined with an A Winner Is You or No Ending as a "reward" for the player's perseverance. In a lot of cases (namely story-focused games) this can lead to a Cosmic Deadline situation. The opposite of It Gets Better, but there's nothing stopping a game suffering from both. Examples of Disappointing Last Level include:
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