In Third Person

A personal look into video games, the video game industry and video game culture.

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The other night, i could sense that I was close to beating Borderlands. When I get that feeling, I can't stop and leave that game until I beat it. In spite of the game's flaws, I was having a ton of fun with the game. However, Borderlands suffers from a problem that has plagued video games since games were designed with a clear progression from beginning to end: a crappy endgame experience. I ended my Borderlands experience with a bad taste in my mouth, feeling like the extra time I could have dedicated to sleep that evening were wasted on a poor endgame experience.

To qualify my damning statement, when I say ending, I mean from the final gameplay sequence to the absolute end of the game, credits included. In defense of Borderlands, I will go as far as saying that the majority of games do a poor job of closing out the experience.

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In the early days of the medium, technological limitations definitely played a role in a game's ability to create a satisfying end. Yet with each console cycle, technology has improved, but the endgame experience in games has not evolved at the same rate. In the era of video game consoles with super computer level power, even the best games of today suffer from this same problem.

Each game carries its own reasons for suffering this fate. I'll do my best to not ruin any games for you, but I would like to back up my points with some examples. Batman: Arkham Asylum was a fantastic game right up until you fought the last boss. Street Fighter IV featured a horribly unfair final battle and terrible ending sequences. Both Gears of War games, (while not being the most story-driven games) feature awful endgame experiences and cliche endings. Gears of War 2 in particular ended on a sour note by having the player go through a poorly thought out and executed sequence that boils down to players just holding down the fire button till the credits roll. Even Bioshock, a game lauded for it's story, atmosphere and plot progression, can't escape a crummy final battle and multiple crummy endings. I could dedicate an entire site to bad endgame experiences, but that's being overly negative towards the matter.

Why do video games still often end on a downer? Each game has its own unique reasons for slipping at the end, but I think that the two phases in development that can make or break the end of a game are the design phase and the production phase.

Often times when I play a game, I feel like the games mechanics and systems aren't designed with an endgame sequence in mind. This can be seen in games where the game sticks too closely to the main gameplay throughout and the end feels like any other level in the game, even when the developers add extra frills to beef up the experience. Without going into too much detail, this is how Borderlands slips.

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Many games feel like the designers realized late in the game that their gameplay systems aren't built well for an endgame sequence that meets their standards and attempt to counter that with something totally different. When done incorrectly, this route feels forced and is guaranteed to disappoint. This is how Gears of War 2 missed the mark.

Batman was a unique example of a game falling apart at the end. Arkham Asylum was a game built on hand-to-hand combat, but everyone knows that the Joker wouldn't put up much of a fight against Batman. What do you do then? I'm not happy with how that game ended, but I'll be the first to admit that I don't have any better ideas as to how to close out that game.

While the design phase is probably the most integral step in creating a great endgame sequence, there are technical considerations as well. Do developers have the time and resources to complete a game? I've heard of many games where the development team had to rush putting together the endgame to meet publisher deadlines. The developers behind Bioshock even admitted that this was the reason their endgame was such a disappointment.

Does that mean developers should just be given more time to polish their games? Realistically, that's not going to happen. Business doesn't necessarily care whether or not a game is complete if there's money to be had. Today, games often receive patches after the fact because publishers want to push their games out the door faster in spite of a games imperfections. Ive heard multiple reports that indicate most people don't finish any of the games they play. Could this too be a reason for endgame experiences not being good? Even with more time, any given development and design team could still faulter.

To take an even broader look at this situation, this medium is still in its infancy. Music and books have been around for centuries, while film has a roughly 60 year head-start on gaming. It's easy to see that gaming narratives have a long way to go, as most games are still designed with teenage boys in mind. As the medium grows, there is a good chance that endgame experiences will in general be better across all games.

After spending all of this time writing about games with bad endgame sequences and not providing any solutions to the overall problem, I do want to say that not every game has a bad ending. It would be a shame for me not to mention some games that did manage to close out on a high note.

Image from Gamespot

Just to give credit to a few games i thought had great end sequences, Assassin's Creed II ended wonderfully thanks to a great story hitting a peak at the very end. I never saw the end of the first Modern Warfare (which the sequel takes a lot of cues from in the ending) but I thought the intensity and gameplay twist at the end of Modern Warfare 2 fit great. Going back to the Super Nintendo era, Yoshi's Island has one of the most memorable endgame sequences of any game thanks to its at-the-time technologically amazing (and still great to play) final battle.

As it stands, I feel like there are way more games that end poorly rather than end well. Asking for all games to end great or even asking for parity between the two is a bit much, but a greater percentage of better endgame experiences would be more than welcome.

Image from Gamespot

The original Assassin's Creed was one of the most successful launches of a new IP this console generation. It was best known for having absolutely gorgeous graphics that were beyond anything else at the time, but the gameplay left a lot to be desired. While most people would agree that it wasn't a bad game, the faults I heard about the first one really killed my interest in it.

With the release of Assassin's Creed II, the overall perception of the game was much more favourable. Everyone was hyping this up as one of the best games of the year. I figured that now may be the time to check it out. It also didn't hurt that I was able to pick the game up for $30 brand new during an EB Games sale.

Image from jstych

Not knowing much about what I was getting into, I figured that the graphical fidelity would at least be on par with the stunning visuals of the first. To my surprise, the production values of the entire experience are top-notch. I'm completely in love with the soundtrack, which totally fits the renaissance setting. The voice acting is believable and extremely well done. If you want to go whole-hog in terms of realism, you can play the entire game with Italian voice acting. What impressed me most however, was the architecture and atmosphere of the various areas of Italy. It was a pleasure just traversing across the world, seeing everything there is to see. The level of interactivity between yourself and the buildings was also extremely well done. It feels like the developers put a ton of effort into creating exciting "lines" for Ezio to traverse.

Speaking of Ezio, I felt that he made a great main character. It can be really difficult to humanize an assassin, but Ubisoft Montreal did a great job of developing him outside of his ability to shank guys. The game starts off with Ezio as a free-wheeling young adult and chronicles his spiral into the assassin life. What keeps him from devolving into a heartless assassin is a clear and personal motivation that goes beyond killing people for the sake of killing people. He is backed up by an amazing supporting cast (which includes many real historical figures, including Leonardo Da Vinci) and one of the most interesting plots I've ever experienced in a video game. When you get to the end of this game...all I can say is, "Wow."

Depending on how you play the game, it can take you a while to reach the end of the Assassin's Creed II. There are a lot of great side quests to do and items to collect if you're an OCD gamer. Normally, I'm not. What makes collecting better in this game is that there are good tangible rewards for collecting the statues, raiding all six tombs and finding all of the glyphs to uncover "The Truth". Having done most of the collecting portions of the game, I felt like the overall experience began to drag and I ran out of motivation to do any more side quests. If you play the game straight through, you should get your fill no problem.

Image from Virgin Media

I really enjoyed this game, which is why it stings for me to mention the few things the game stumbles on. My biggest beef with the game is in the controls. In general use, I think handling Ezio across rooftops is fine. However, there are times during stalking missions or temple raids that require precision handling that just don't work. The game makes you feel like you're trying to colour in a drawing on a piece of paper using a paint roller. During my time raiding the temples, Ezio would constantly jump the wrong way or not respond the way I want him to, which would lead to probably two hours of frustration if I add it all up. The fighting engine of this game I can see being very divisive. While I think it worked as is, I wish it was a bit more involving when you get surrounded by guards.

As it stands, I thought Assassin's Creed II was an excellent game that easily stands tall as one of the best games of 2009. A few nit-picky gripes hold it back from reaching its full potential, but its definitely worth the price of admission. When the third game comes out, I'll be happy to pay in full to see where this story goes.

With the year winding down, many gamers have been discussing the best games of 2009, mostly to debate which game should be honoured "Game of the Year". I think it's impossible for any media outlet or any individual person to make a list that will make everyone happy. However, what I can do better than anyone else is speak for myself. With that said, my choice for "Game of the Year" is not the be-all-end-all opinion you have to believe in. Feel free to give me your picks for "Game of the Year" and "Game of the Year" nominees.

So...where to start? I guess so that we're all playing on somewhat common ground, I would cover off a few games that have been consensus "Game of the Year" nominees among many video game media outlets and go from there.


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Uncharted 2

I've heard all sorts of wonderful things about the game's cinematic experience and super-fun gameplay. However, I do not own a PS3 as of this time, so I've never played it or the original. In the event I ever get a chance to play it, I will definitely give it a shot.


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Assassin's Creed 2

Many critics of the first game had their gripes fixed with Assassin's Creed 2. Because of the criticisms of the first game, I decided to pass on the experience completely. However, with the great word-of-mouth and the "12 Days of Gaming" sale at EB Games (I got it brand new for $30), I thought I would give it a shot. I'm just over half way through the game and it's blowing my mind. The game does a fantastic job of making you buy into the life of Ezio. In terms of plot and setting, I haven't played anything this interesting...possibly ever. It's arguably the prettiest of all the open-world games out there right now. There's also a ton of fun stuff to do outside the great main quest. My only gripe with it is that the controls sometimes leave a bit to be desired when Ezio doesn't make the precision jumps you want him to because of the game's auto-correct jumping mechanics.


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Call of Duty: Modern Warfare 2

Up until I won this at my mom's work Christmas party, I had never played a CoD game and thought I never would. Man, was I missing out. So far the game is a ton of fun to play and really feels like an evolution on the Goldeneye/Perfect Dark era of FPS games that I am fond of. The only major sticking point to me is that the game feels kind of hard on normal difficulty, but maybe that's just because I'm a newbie (and not that good). I will definitely put more time into it in the new year.


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New Super Mario Bros Wii


I don't think any game this year captures pure fun like New Super Mario Bros Wii. As a single player experience, it feels a lot like Super Mario 3 and Super Mario World, arguably the best two games in the series. It's also not a piece of cake like the DS version, so it will provide a great challenge for even the most seasoned Mario veteran. What changes the whole dynamic of the game though is the co-op play for up to 4 players. With 4 people in the screen, it's absolute madness. It's a testament to how universally awesome the game is when I can play it with my cousins together and we all have fun, and they're 11, 7 and 3 years old.


Image from IGN

Batman: Arkham Asylum

At the time of release, I bought this only because of the great reviews and the sale price at launch. What I didn't expect was this game to live up to the hype. Batman is the definitive super hero game. It totally captures what it is to be Batman while being enjoyable throughout. I wholeheartedly recommend this game, even at full-price and I eagerly anticipate the recently announced sequel.


I would also like to put in an honourable mention to The Beatles: Rock Band, which was I think the definitive exclusive-to-one-band game. I'm sure that many more will come, but none will be made with the same love and care (and awesome music, but that's a personal taste) as the Beatles game was.

Are any of these my game of the year? No. My game of the year is one that came out very early in the year and I'm sure many people have forgotten to consider it because of that. Even with that against it, 2009 Game of the Year is a pretty easy choice for me to make. No game beat it in terms of the total time invested and total fun I had with it. It inspired me to get back into a genre of game that I felt abandoned me in 1995 and got me so back into it that I now actively follow the professional scene behind this game.

All things considered, my 2009 game of the year is Street Fighter IV.


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I'm still an insanely huge fan of the Street Fighter II series. I've poured in countless hours of my life throwing hadokens and giving the business to M. Bison and company. To this day, I still play the original Street Fighter II. I even left a copy of the Super Nintendo version of the game at her house so I could play it when I'm visiting and she's doing something else. However, after Super Street Fighter II, fighting games got way too complicated and I stopped playing them completely. When Street Fighter IV was announced, it was being hyped up as a return to the series Street Fighter II roots, which is all I needed to know before jumping back on the bandwagon.

Did I get what I asked for? Yes and no. Yes, in the sense that I got a more accessible fighting game that I can play and enjoy at my skill level. No, I didn't get a carbon copy of Street Fighter II. I got an extremely modernized and fluid fighting game that at it's core brings back feelings of the classic. However, it doesn't come off as a rehash of Street Fighter II. Nostalgia be damned, Street Fighter IV is a better game in every respect.

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I've invested over 200 hours into this game, mostly testing my chops against the best (and worst) XBOX Live has to offer. While the online systems weren't great, once you were in a fight, things generally ran as they should. I spent a lot of time trying to get better through training. It got me interested in trying BlazBlue (which is cool, but I'm still not sure I'm willing to invest the time I need to learn it). It also got me regularly following the tournament scene. It's been awesome watching the likes of Daigo and Justin Wong play this game at another level and then trying to implement their styles into how I play the game. It's almost like Street Fighter IV has transcended the world of "gaming" and moved into "sport" for me. Even almost a year after its release, the only thing I see stopping me from playing this is the release of Super Street Fighter IV in the spring.

Will there be enough new magic in SSFIV to make it my 2010 Game of the Year? We'll find out next year. But for now, I'll go back to catching scrubs on XBOX Live with my mean Raging Demon setups. Street Fighter IV is my game of the year.