Ghost of tsushima endings
Each route leads to a final choice that immediately determines which of two endings you get.
They locate the cure, but have only ten seconds to choose whether they wish to return through the portal to their apocalyptic home dimension, or live the rest of their life in comfort in the technologically-advanced dimension where the plague has already been cured. The player in Find the Cure! has traveled to another dimension searching for the cure to a worldwide plague.Plus, only one of the endings is a "proper" ending the others are essentially Game Overs. The ending one gets in Azrael's Tear depends on which direction one goes at the last (physical) fork in the path, although at least one of those paths is only available if you take a certain other path a little earlier, and another turns out differently depending on whether you did a particular thing before arriving.If present, the Golden Ending and the True Bad Ending normally fall in that second category, as both require going an extra mile to unlock by definition.
GHOST OF TSUSHIMA ENDINGS PLUS
In this variation, you typically have at least two "freebie" endings note usually not the happiest ones, which are available no matter what you do, plus any number of additional endings you can unlock. As such, at least some instances of this trope are the result of Writer Revolt: the developers are required to include Multiple Endings against their will, and relegating the choice that determines the ending of the game to the very last second, rather than building up to it throughout the game, allows the dev team to include Multiple Endings while spending as little resources on them as possible.Ī common variant sitting halfway between this trope and the game picking a specific ending for you based on the sum of your earlier choices (whether via a Choice-and-Consequence System or a Karma Meter) are the unlockable endings, where you still get to pick your ending at the eleventh hour, but which endings you can pick from depends on which Event Flags you managed to raise or which sidequests you did or did not do in the current playthrough. More and more AAA publishers are lobbying for devs to include Multiple Endings in their games for added replay value, presumably whether the dev team wants them or not. There are a range of reasons why this trope is used, not least of which is the market push toward Multiple Endings.