That approach felt creaky in A Link to The Past.
But surely there's a better, more organic way of doing things than just skipping back to before the last boss fight, like nothing ever happened. Sawyer explains that Fallout: New Vegas' endings will tell the stories of the game's characters for decades after the main story, and obviously anything the player did post-endgame to change those events (say, killing a character who we've been told lives to old age) would make a mess of things. And that, to me, just feels like a much more evolved way of doing things. And after 'completion', Dragon Quest VIII even opens up hours-worth of new gameplay that fills in every gap from the game's already huge main story. Fable IIunlocks new quests after the main game has been completed, which lead directly on from the events of the finale. In 20 minutes it's going to mean bugger all, mate'Īt the end of a game based entirely around those concepts, essentially being told that my final actions and climactic struggle didn't count for anything (and in fact didn't even happen) as soon as I want to play more is a bit galling, as well as a bit archaic.