Point of No Return: Difference between revisions

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** ''[[Final Fantasy XII (Video Game)|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 (Franchise)|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.
** In ''[[Final Fantasy XIII (Video Game)|Final Fantasy XIII]]'', you generally can't go back to any previous location once you enter a new chapter (or sometimes, progressing far enough in a chapter). The only exceptions to this rule are Gran Pulse (Chapter 11), parts of Eden (Chapter 12), and the first area of the final dungeon (Chapter 13).
** ''[[Final Fantasy Tactics (Video Game)|Final Fantasy Tactics]]'' has Nasty ones in multiple places--you can go back afterward, but it's possible to save the game and get yourself stuck between very difficult fights with no way to regroup, buy new equipment, or grind levels. The infamous Riovannes Castle portion, for example, puts you in three battles in a row, and lets you save between each of them. The first is standard fare, but the second is [[That One Boss]] at best, and flat out [[Unwinnable By Mistake]] if you don't have the right equipment or skills. The third is a [[Luck -Based Mission]] [[Escort Mission]]--if you don't have some speedy characters handy, it's not just possible, but very ''likely'' that you will lose before you ever get a chance to act. Even if you are prepared, it can be maddeningly difficult because of the suicidal AI of the person you're trying to protect..
* The inside of {{spoiler|Lavos}} in ''[[Chrono Trigger (Video Game)|Chrono Trigger]]'' may or may not be one of these, depending on your method of ingress.
* ''[[Psychonauts (Video Game)|Psychonauts]]'' has an Autosave of No Return ([[Lampshade Hanging|that's what an in-game prompt actually calls it]]) near the end of the game immediately after you {{spoiler|free Lili.}} Luckily, it's saved as a separate file, just in case you weren't totally ready {{spoiler|to sneeze your own brain out and enter a creepy mishmash of yours and the bad guy's childhood fears.}}
** You can still revisit any of the previous levels to collect missed goodies for [[Hundred -Percent Completion]], though. Just be sure you cleaned out the hub level or you're boned.
* ''[[Xenogears (Video Game)|Xenogears]]'' has a few of these. The first is {{spoiler|Babel Tower}}, the PONR for getting a number of useful rare items from a certain shop (the only one that carries them, naturally). The second is {{spoiler|before entering Solaris}}; continuing after that point denies you access to the world map until the very end of the game.
* In ''[[Resident Evil Code Veronica]]'', the point of no return is after leaving Rockfort Island. There's a metal detector deposit box on the island that isn't connected to the item boxes, so any items left here are [[Lost Forever]] (I don't think you can go back for them as Chris, as the path back to the jail is blocked at that point). Also, don't leave any important weapons in Claire's possession when you switch back to her for the last time.
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*** More recent releases of ''[[Ocarina of Time]]'' prevented that problem by restarting at the entrance of Ganon's Tower regardless of where and when you save.
*** However, saving after the "gathering of the Triforce" cutscene results in the full version of said cutscene being [[Lost Forever]], replaced with a shorter version<ref>(Ganondorf turns around, says two lines and the battle begins, without [[Boss Subtitles]] while he floats)</ref>. [[Captain Obvious|While not as bad as other offenders]], it's still a pity.
* The final level of ''[[Ratchet Deadlocked]]'' involves a [[Point of No Return]] when you attempt to infiltrate the heart of [[Dread Zone]] Station to confront [[Corrupt Corporate Executive|Gleeman Vox]] once and for all. Somewhat justified in that, well, once you leave you won't be able to use [[Dread Zone]] as your base of operations anymore, not to mention that pesky detail that {{spoiler|the entire place explodes because Gleeman laced it with [[Sci -Fi Writers Have No Sense of Scale|'six gigatons of nitroglycerin']]}}. This is the "No more save points" variety since you still get a weapons vendor right at the very start (and after you defeat Vox, you get to either start a [[New Game Plus+]] or go right back to just before you left), but you can still get "stuck" here if you didn't grind enough earlier to max out your weapons / ammo / nano.
* ''[[Little Big Adventure]] 2'': After landing on Zeelich for the second time, there's no way of going back to Twinsun.
* The [[Light and Mirrors Puzzle|mirror chamber]] in the final dungeon from ''[[Beyond Good and Evil (Video Game)|Beyond Good and Evil]]'' is a fairly innocuous-looking [[Point of No Return]]; although you theoretically ''could'' leave, Double H will refuse to help you do so "until you complete your mission." When you {{spoiler|rescue Pey'j during the mission}}, your spaceship malfunctions and you're stuck on Selene forever; presumably so the programmers didn't have to [[The Dev Team Thinks of Everything|program reactions for every possible scenario involving]] {{spoiler|your sidekicks that would incorporate both of them}}.
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** Also a serious [[Tear Jerker]] for many players.
* In ''[[Sonic Unleashed]]'', {{spoiler|Chip warns you that once you go into Eggmanland, the only level of the game that doesn't have a hub your first time going there, you aren't coming out for a while}}.
** ''Sonic Chronicles'' is worse. Enter Metropolis Zone and you're not coming back, {{spoiler|allowing you to miss picking up Cream the Rabbit}}. Enter {{spoiler|the Twilight Cage}}, and the same thing happens there, {{spoiler|and you can miss Omega for it}}. Ditto for entering {{spoiler|the Nocturnes lair}}, and a ''fifth'' [[Point of No Return]] occurs {{spoiler|when you go to fight the final boss}}. Thankfully items and rings {{spoiler|(though not additional party members)}} carry over, into [[New Game Plus+]] allowing you to get everything you missed, or miss it again.
** In the earlier Sonic platforming games, getting close to the end of a level limits the camera scrolling to that area, making the player unable to backtrack. ''[[Sonic CD]]'' used a sign before the goal posts to mark the point in which this happens.
* [[Bio Ware]] games often have a [[Point of No Return]] in the final act, where all incomplete sidequests and previously visited areas become unavailable:
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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.}}
* ''[[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 (Video 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 Plus+]].
* ''[[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.
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** Actually, in ''Fable 3'', you can return very easily by {{spoiler|turning around and walking into the fog, which sends you back to Day 121}}. Honestly, it's revealed just by panning the camera around.
* In ''[[Assassin's Creed II (Video Game)|Assassin's Creed II]]'', at the start of the final Sequence you are given the option to go to Rome to {{spoiler|hunt down Rodrigo Borgia aka Pope Alexander VI.}} Once you accept, you cannot return to the rest of Italy until you complete it.
** ''[[Assassin's Creed: Brotherhood (Video Game)|Assassin's Creed: Brotherhood]]'' is more insidious; after a certain point in the first Memory of Sequence Eight, the game puts you on a roller-coaster ride straight to the end of Sequence Nine with no option of declining missions and resuming free-roam. Then comes {{spoiler|finding the Apple under the Colosseum}} and the... nasty fracas that ensues. When you finally get back to free-roaming, while other sidequests are still open, {{spoiler|you cannot exit the Animus to Monteriggioni any more.}}
** Subverted in ''[[Assassin's Creed Revelations (Video Game)|Assassin's Creed Revelations]]'' though; while the Animus Island {{spoiler|dismantles near the end}}, watching the credits will {{spoiler|allow the Animus Island to rebuild itself,}} so you could play as Desmond in those platforming puzzles for as long as you like after you beat the game.
* Deliciously averted in many of the [[Tales Series]] games:
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* In [[Sailor Moon]]: Another Story, each part of the game is divided into arcs, and there are several areas you can never visit again if you don't get everything from them when you ''can'' visit them. This can be extremely annoying when trying to gather the sailors' character-specific equipment. If you missed Mars' Ruby Tiara, for example, you can't go back for it past a certain point in the game and you've therefore lost the large stat increase it gives.
* In ''[[Shin Megami Tensei Nocturne]]'', there are two places where this happens. The first comes from entering the Tower of Kagutsuchi; if you're doing a Neutral, Demon or Reason ending then this is where your ending is confirmed. However, there is a second one which comes from clearing the Amala Labyrinth and being imbued with {{spoiler|Lucifer}}'s powers. If you trigger this one, then it overrides any other ending you would have normally gotten.
* In ''[[Bastion]]'', you get a warning before you prepare to enter the Tazal Terminals. You're given plenty of time to complete any Proving Grounds weapon challenges you missed, but once you visit the Terminals, you can't go back, and you have to wait for a [[New Game Plus+]] to attempt them again.
* ''[[Deus Ex Human Revolution (Video Game)|Deus Ex Human Revolution]]'' is ''Merciful''. It tells you whenever you are about to leave an area for good and informs you that any side quests will be cancelled.
** Not only that, but it also stores your last '''two''' auto-saves in the load menu.
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[[Category:This Index Is in The Way]]
[[Category:Point Of No Return]]
[[Category:Trope]]