What games did multiple endings right and how did they lead you to them without it feeling like bullshit

What games did multiple endings right and how did they lead you to them without it feeling like bullshit

Attached: file.png (437x266, 10K)

i'm kind of interested in shadow the hedgehog purely because people say it did a branching story right

Chrono trigger

Detroit is the only game I've ever played that advertised "your choices matter!" where they actually mattered. Provided you can into that telltale/life is strange style of not-actually-a-game-game, it's WAY better than any of those games.

This. The choices were actually very well done.

It's OK for a game to end. Go and play something else

I know one of the selling points for Star Ocean 2 was that it had 100 endings. I never bothered to look up if they were of any significance.

Attached: avrsp3f4xujzzwwujxji[1].jpg (1600x900, 226K)

Detroit, Ace combat 3, maybe New Vegas but its below the other 2 in terms of branching story.

Way of the samurai series.

Way of the Samurai

I like Va11 Hall A since you can do all the endings in one playthrough if you know what you're doing, and you can't really unknowingly fuck up.

The Age of Decadence

999

Hollow Knight

The only series to do it right

I love Trigger and Cross but the multiple endings were implemented in the dumbest way possible

shadow the hedgehog

Shadow of Destiny/Memories

Unironically both True Crime and The Getaway

care t go into more detail how they did it?

This is the only real answer.

Shadow The Hedgehog

Honestly? Shadow the Hedgehog. I shit you not, it is literally the only example I can think of.
Granted, the endings sucked but didn't feel like total bullshit.

Don't know if I would say it did it "right" but its well fleshed out and pretty unique

Shadow the Hedgehog, of all things.

>Checkpoint endings
No
>it had 100 endings.
No, it has basically some minor variations of two possible main endings depending on who you ship with who and those two main variations are defined by whether you ship the MCs with each other or not.
These are actually a valid answer.

Even though Deus Ex just let you choose whichever ending you wanted in the final mission, you were making that decision based on the knowledge of everything about the Deus Ex universe that you learned over the course of the game. It made you reflect on your entire experience up to that point to decide in whose hands power should be concentrated

Weirdly, yes, it did.

Well Detroit, by virtue of being a "cinematic" game which is essentially just a 3D visual novel with really really good graphics (and a great soundtrack I might add) doesn't have to worry about wasting development time on shit like "gameplay" so they can focus on having lots of different possible outcomes for the story. Detroit had a really great flowchart system where at the end of every chapter, google Detroit Become Human Flowcharts and you can see they have some pretty impressive ones.

Attached: Detroit_-Become-Human_Flowchart.jpg (1920x1080, 121K)

silent hill 2. less about paths and more about an end game area determined by how you played the game. I really hoped me3 was going to be that. I'm still fucking livid

Alpha Protocol was cool because the endings were all great and you could see the choices you made throughout the game affect the gameplay as well as the story

Attached: alpha pilkington.png (1344x524, 37K)

Gibo

unexpectedly weak

Persona 5.

EYE Divine Cybermancy
>how not shit?
Because the game is so god damn chaotic and fun, multiple endings are a pleasant reward

What do you mean end game area? Which? The only thing I remember changing were the ending cutscenes

Based and legpilled.

Attached: 1543438584359.png (650x476, 41K)

Naw. Only the dialogue in the epilogue changes, depending on how buddy buddy the MC was with his party members and which ones you recruited. There's like two or three possible variations on every member's lines, so that times number of characters = hundreds of endings but not really.

my memory is hazy but I could have sworn one of the endings had an extra room or two. In either event I mean to speak of the method that reaches the change; how you played the game rather than the paths that you were railroaded into

Devil Survivor

Attached: 1521155995423.png (460x483, 265K)

wario land 2 had pretty good multiple endings and they were fun to find

Until Dawn did it best.

How it worked was there would be a small cutscene to show what happens to them a little after the games end for each character/pairing depending on their relationships with each other. Basically every character has a hidden score for each other character that goes up for every battle they are in together and up/down for various options/quests you did, there is also an item you can craft to essentially reset one of those values to make it easier to get specific 'endings'. They are mostly just simple endings to show characters essentially hooking up or continuing their friendship, for example in one the female protag tells the male protag she's pregnant.

Attached: ac3.jpg (342x337, 20K)

Multiple endings are only half as important as being able to make enough choices on the way - even if they don't lead to a different ending. In an RPG, being able to reach only one or two different endings on all kinds of ways, on which you get to define your character and have a different experience every time is much better than being able to reach all kinds of different endings on mostly linear paths. That being said, it's good for games to have multiple endings but they don't necessarily improve your game as much as regular choices/consequences do.

>they don't necessarily improve your game as much as regular choices/consequences do.
Choice and consequence that don't matter in the long run are completely worthless.

Age of Decadence

Attached: 1549416723547.jpg (833x3769, 940K)

Decisions should have long reaching consequences where it makes sense, not on principle. Also not every choice is relevant to the ending - a lot of things you do throughout a game have nothing to do with it. e.g. it makes little sense that saving a cat from a tree in some small village would somehow be relevant to your main quest of defeating the ancient foozle in his dungeon. Also, these days "decisions matter in the long run" means that decisions don't matter at all besides you getting a different end-card, rather than decisions actually affecting the actual game somehow. That type of "far reaching" decisions are completely worthless. Games need more choices that actually affect the game you're playing, not just the ending.

Heavy Rain managed it too to a lesser extent

dead rising.

Warioland 2 did this exceptionally well, despite being a platformer of all things.

Paths branched in a clear manner, and some of them were really clever (like the one at the very start of the game).

Attached: WL2_Treasure_Map.png (160x512, 5K)