By the top of SOMA, you notice that the Earth was destroyed years in the past, you might be only a clone of your unique self (or a clone of a clone by that time, actually), and that your consciousness will be decided by a “coin flip” process that dictates which thoughts goes into which bodily physique (or different receptacles). The entire factor culminates within the participant’s choice to attempt to add all remaining human consciousness right into a spaceship often called the ARK which may simply be capable to protect no matter hope for humanity stays. In a shocking flip of occasions, although, the participant realizes that their consciousness was not uploaded into the ARK as they meant. They misplaced the coin flip, and their consciousness should stay behind in a doomed world. What occurs subsequent isn’t solely clear.
That’s a gross oversimplification of what occurs in SOMA, but it surely’s arduous to actually seize the complete weight of that second in just some phrases. Throughout most of SOMA, you’re inspired to imagine that you’re one way or the other particular. You win an earlier coin toss, and also you’re sure that your consciousness will at all times be the one which “lives” on. Instead, you find yourself shedding in a fairly large approach. As the participant character begins to curse and scream over their misunderstanding, we perceive his ache. Perhaps he did the proper factor, however he received’t be capable to instantly get pleasure from the advantages of his choice. Instead, he’s been left alone (largely) in an absolute hellscape with the information that his “existence” is each painfully actual and likewise considerably irrelevant.
While some particulars of SOMA’s ending begin to collapse only a bit in case you dive into them too deeply, the entire thing completely works on a visceral stage. It’s a terrifying and clever approach to finish a terrifying and clever sport. It’s the type of ending you’ll always remember, and it’s the type of ending that’s worthy of being endlessly debated, dissected, and mentioned.
3. Metal Gear Solid 3: Snake Eater
Like most of Hideo Kojima’s endings, Metal Gear Solid 3‘s finale is long, complicated, and subject to interpretation. Yet, this particular ending will rightfully be remembered for the moment when players realize the game expects them to shoot The Boss as she lies in a field of white flowers. That already powerful moment is perfectly punctuated by the game’s highly effective rating and the choice to show each flower in that area blood crimson.
To be trustworthy, you might make an argument for any of the Metal Gear Solid endings to look on this listing. They’re all splendidly advanced conclusions full of political intrigue, nice character moments, surprising payoffs, and actually epic cinematic building. MGS 3 actually options all of these issues.
What actually makes this explicit ending so particular, although, is that second you shoot The Boss. It’s that type of powerfully private (and intelligently interactive) second that even a number of the different nice MGS endings sadly lack. Even in case you don’t fairly observe all the political twists and turns that observe, you’ll fill the influence of that second. It’s the second that exhibits how Kojima (very like director David Lynch) actually understands and appreciates the guts on the heart of his tales irrespective of how “weird” they get.