Point of No Return: Difference between revisions

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** In many ''[[Kingdom Hearts]]'' games, the point of no return is a [[Big Door]] that will warn you pretty clearly of that fact.
** In many ''[[Kingdom Hearts]]'' games, the point of no return is a [[Big Door]] that will warn you pretty clearly of that fact.
** ''[[Kingdom Hearts: Birth By Sleep|Birth By Sleep]]'' notably doesn't do this. It pretty well implies that the final boss is at Keyblade Graveyard but upon going there you can still run around and leave until you enter an otherwise unimportant looking area which will immediately thrust you into your respective character's [[Final Boss]] fight with no clear forewarning (unlike other games in the series which outright tell you "Entering here will start the final boss fight"). Likewise once you start the final chapter of the game, you can't return to Radiant Garden without starting the [[True Final Boss]] battle upon entering so if you need synthesis items from that world you're out of luck.
** ''[[Kingdom Hearts: Birth By Sleep|Birth By Sleep]]'' notably doesn't do this. It pretty well implies that the final boss is at Keyblade Graveyard but upon going there you can still run around and leave until you enter an otherwise unimportant looking area which will immediately thrust you into your respective character's [[Final Boss]] fight with no clear forewarning (unlike other games in the series which outright tell you "Entering here will start the final boss fight"). Likewise once you start the final chapter of the game, you can't return to Radiant Garden without starting the [[True Final Boss]] battle upon entering so if you need synthesis items from that world you're out of luck.
** ''[[Kingdom Hearts: 358 Days Over 2|358/2 Days]]'' subverts it twice. You're warned that "there may be no going back" right before Roxas leaves the Organization, but all it does is set you on your mission immediately after a cutscene. After that, Roxas starts off in Twilight Town instead of The World That Never Was, but you can still access the shop and all your previous missions before you face the [[Final Boss]]. The warning before that fight is subtler, but there's nothing stopping you from going back for [[One Hundred Percent Completion]] after the credits roll.
** ''[[Kingdom Hearts: 358/2 Days|358/2 Days]]'' subverts it twice. You're warned that "there may be no going back" right before Roxas leaves the Organization, but all it does is set you on your mission immediately after a cutscene. After that, Roxas starts off in Twilight Town instead of The World That Never Was, but you can still access the shop and all your previous missions before you face the [[Final Boss]]. The warning before that fight is subtler, but there's nothing stopping you from going back for [[One Hundred Percent Completion]] after the credits roll.
* In the ''[[Final Fantasy]]'' series, the point of no return tends to be at the last save point in [[The Very Definitely Final Dungeon]].
* In the ''[[Final Fantasy]]'' series, the point of no return tends to be at the last save point in [[The Very Definitely Final Dungeon]].
** In ''[[Final Fantasy I]]'', as long as you have the EXIT spell, there is no [[Point of No Return]]. As long as you don't speak to {{spoiler|Garland/Chaos}}, you can walk right out of his room and cast the spell.
** In ''[[Final Fantasy I]]'', as long as you have the EXIT spell, there is no [[Point of No Return]]. As long as you don't speak to {{spoiler|Garland/Chaos}}, you can walk right out of his room and cast the spell.
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*** You can go all the way to the end of [[The Very Definitely Final Dungeon|Memoria]] and the showdown with the [[Big Bad]] (he is actually the penultimate boss), beat the snot out of the dragon-monster he throws at you, then just turn around and save or even teleport out entirely as long as you don't try to talk to him (which would trigger the final boss fights). He's a patient guy it seems and will just float around waiting for you to come back before trying to unmake all of creation.
*** You can go all the way to the end of [[The Very Definitely Final Dungeon|Memoria]] and the showdown with the [[Big Bad]] (he is actually the penultimate boss), beat the snot out of the dragon-monster he throws at you, then just turn around and save or even teleport out entirely as long as you don't try to talk to him (which would trigger the final boss fights). He's a patient guy it seems and will just float around waiting for you to come back before trying to unmake all of creation.
** In ''[[Final Fantasy X]]'', approaching the Tower in the Dead City triggers the [[Point of No Return]], although there's only a crystal-dodging minigame between that point and the [[Final Boss]] anyhow.
** In ''[[Final Fantasy X]]'', approaching the Tower in the Dead City triggers the [[Point of No Return]], although there's only a crystal-dodging minigame between that point and the [[Final Boss]] anyhow.
** Subverted in ''[[Final Fantasy X 2]]''. Approaching the portal in the Farplane Abyss triggers a "Continue forward?" option, with the implication that this is the Point Of No Return. However, there is a save point further on where you can return to the airship, and you can in fact fight the first couple of stages of the [[Sequential Boss]] and still return.
** Subverted in ''[[Final Fantasy X-2]]''. Approaching the portal in the Farplane Abyss triggers a "Continue forward?" option, with the implication that this is the Point Of No Return. However, there is a save point further on where you can return to the airship, and you can in fact fight the first couple of stages of the [[Sequential Boss]] and still return.
** In ''[[Crisis Core]]'', the end of the eighth chapter is the PONR. Better unlock the missions that need to be found in Midgar first, for you're never coming back past this point.
** In ''[[Crisis Core]]'', the end of the eighth chapter is the PONR. Better unlock the missions that need to be found in Midgar first, for you're never coming back past this point.
** ''[[Final Fantasy XII]]'' doesn't have any save points in the final area, although it makes sense since the final area only consists of at least 3 or 4 rooms. The game clearly warns you that once you go for the final area, you cannot go back, probably a first in the ''[[Final Fantasy]]'' series. Not only that, but saving at certain parts of the game will have the game advise you to save to another file if you are in a certain point in the plot where you can't go back for a while.
** ''[[Final Fantasy XII]]'' doesn't have any save points in the final area, although it makes sense since the final area only consists of at least 3 or 4 rooms. The game clearly warns you that once you go for the final area, you cannot go back, probably a first in the ''[[Final Fantasy]]'' series. Not only that, but saving at certain parts of the game will have the game advise you to save to another file if you are in a certain point in the plot where you can't go back for a while.
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* In ''Avencast: Rise of the Mage'', don't go through the {{spoiler|shimmery interdimensional portal if you ever want to go back... despite the fact that the other end stays open, and every other such portal you encounter later can be used repeatedly.}}
* In ''Avencast: Rise of the Mage'', don't go through the {{spoiler|shimmery interdimensional portal if you ever want to go back... despite the fact that the other end stays open, and every other such portal you encounter later can be used repeatedly.}}
* ''[[Prince of Persia]]'' games are built around this design in order to be linear. Doors will close behind you and lock, walls will crumble and block a pathway behind you, or you descend slopes or walls that are too sleep to climb back up again. [[Guide Dang It|Make sure you don't miss anything!]]
* ''[[Prince of Persia]]'' games are built around this design in order to be linear. Doors will close behind you and lock, walls will crumble and block a pathway behind you, or you descend slopes or walls that are too sleep to climb back up again. [[Guide Dang It|Make sure you don't miss anything!]]
* ''[[Wild Arms 5]]'' has a [[Point of No Return]] that the game is kind enough to warn you about at the top of {{spoiler|Volsung's TF System Tower, right before fighting Volsung the first time}}. Once you pass that point, you actually have several bosses and a whole [[Very Definitely Final Dungeon]] to run through, so chances are you'll want to save at some point...but if you do, you can't return to Filgaia until the [[New Game+]].
* ''[[Wild ARMs 5]]'' has a [[Point of No Return]] that the game is kind enough to warn you about at the top of {{spoiler|Volsung's TF System Tower, right before fighting Volsung the first time}}. Once you pass that point, you actually have several bosses and a whole [[Very Definitely Final Dungeon]] to run through, so chances are you'll want to save at some point...but if you do, you can't return to Filgaia until the [[New Game+]].
* ''[[Vampire: The Masquerade Bloodlines]]'' lets you wander freely through unlocked areas right up until Griffith Park. Once you head off for that quest, you're locked into a sequence of three to four endgame missions.
* ''[[Vampire: The Masquerade Bloodlines]]'' lets you wander freely through unlocked areas right up until Griffith Park. Once you head off for that quest, you're locked into a sequence of three to four endgame missions.
** Though the game does allow you to buy blood, weapons and so on in between stops.
** Though the game does allow you to buy blood, weapons and so on in between stops.