I really liked Rise of The Tomb Raider up until the last thirty-odd minutes. Everything’s coming to a head, set ups are paying off, there’s a boss fight against a principal antagonist. You go to the next area and… There’s a cutscene, and in that cutscene the game ends, wrapping up most of the plot points with a tidy bow but still leaving a bunch frustratingly hanging for the inevitable sequel. You get another nice little plot button if you continue the game to find some more of the collectibles, but narratively, that’s pretty much it.
Which is a bit of a bummer. Everything has been rising to a crescendo, but the last playable moment is a boss fight that you’re pretty sure is just the prelude to that Epic Climax that, well doesn’t really happen (another tip: in video games that Epic Climax should be playable). In any case, it’s a fairly anti-climatic ending. Some of the more interesting plot points brought up (who/what is Trinity? Holy crud Ana is such a villain) don’t get much pay off within the game’s narrative (not with all that potential sequel money).
And the thing is, that bummer of an ending retroactively colors my entire perception of the game as a whole. I really liked it, but the lack of a return on my emotional/temporal investment leaves a poor taste in my mouth. I wanna go back and get all those collectibles and stuff, but right now I’m not sure I can be bothered.
It’s odd, the way a failure to stick the ending can affect your perception of a piece. Mass Effect 3 is really solid game, but it’s best known for its disappointing ending. Never mind some of the great highlights (and the brilliance of the Citadel DLC), Mass Effect 3 is known for reducing the game’s climax to a choice of color. I didn’t dislike it as much as some did, but it still took me a couple years to return to the game’s story mode and clear it with my other two characters.
This doesn’t just apply to video games; I loath the final half-hour-or-so of How I Met Your Mother, and that in turn makes it hard for me to revisit the show as a whole. I love how Lost ended, but some people hate the show just ‘cuz how it ended. And think about it, how many movies were ruined for you in the final act?
At first blush, this doesn’t make much sense. A really lousy middle doesn’t necessarily ruin a movie, not to the degree an ending does. But here’s the thing, the ending is how it ends. Duh. But it’s what the ending has to do: it brings together everything that comes before and provides that oh-so-important catharsis. Flub that and things feel unresolved; you don’t get the catharsis that lets you leave it behind and get on with your life.
I’m not really sure this blog post has much of a big point besides stressing the importance of an ending. Rise of The Tomb Raider is still an excellent game, exploring, hunting, gunplay, and everything else is so much fun – and nothing beats the aha! moment of solving a puzzle, but the disappointing ending took the wind out of my sails. In the case of this game it’s doubtless because of the developers’ want to provide a hook for the franchise, but there has to have been a better way to end the game than with its rushed climax. There’s a difference between leaving your audience wanting more and not giving them enough to feel complete.