The Very Definitely Final Dungeon: Difference between revisions

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[[File:its_not_a_video_game_but_it_still_fits.jpg|link=Mahou Sensei Negima|frame|Welcome to the [[I Don't Like the Sound of That Place|Gravekeeper's Palace]]]]
 
{{quote|''"This is a temple ''dedicated'' to evil. It's built on the desecrated ancient burial ground where other ''more'' ancient desecrated burial grounds went when they got evil stuff built on ''them''. The architect was a necromancer and the contractor was in the eldritch mafia."''|'''[http://www.nuklearpower.com/2008/05/24/episode-996-renovations/ Prince Drizz'l]''', ''[[8-Bit Theater (Webcomic)|8-Bit Theater]]''}}
 
{{quote|''"This door just'' screams ''endgame."''|Shiki, [[The World Ends With You]]}}
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== [[Fighting Game]] ==
* You might think the final levels of ''The Subspace Emissary'' in ''[[Super Smash Bros.]] Brawl'' take place in Subspace. And you'd be right... {{spoiler|mostly. Actually the final dungeon of Brawl is ''The Great Maze'', which is a literal maze made out of previous levels, where you have to fight off every character you've unlocked, and every boss you've faced so far in order to open the final door to Tabuu. Needless to say, it does feel very definitely final, and even looks final. A big grapeshaped cluster of worlds floating in darkness, with an ominous staircase leading to it and everything.}}
** {{spoiler|And the ominous shadowed gate with the trophies of all those you defeat inside the Great Maze. The Very Definitely Final Part of the Very Definitely Final Dungeon ''within'' the Very Definitely Final Dungeon.}}
 
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** [[Pacifist Run|Or the knowledge that you're going to have to kill your first, and last opponent.]]
* The final level of the third (and, so far, final) ''[[Sly Cooper]]'' game is the Cooper family vault, where not only are you going through the entire history of the Cooper family, but you're also having to use all your moves to get through it.
* Subverted in ''[[Conkers Bad Fur Day|Conker's Bad Fur Day]]'', with the windmill. It's visible right in the middle of Windy for the entire game, but teasingly, there's no way inside. {{spoiler|Then, after the War chapter, it gets destroyed. "Oh no! Where did the windmill go? I was sure that was the final level!"}}
** {{spoiler|Instead, the '''actual''' final level is the Bank, which has been just out of reach for the entire game until the very end, similarly teasing the player.}}
* The final level of ''[[Psychonauts]]'' is Very Definitely Final not only in appearance, but theme. Visually, it's a [[Circus of Fear]] made entirely out of [[Level Ate|raw, bloody meat]]--quite possibly the creepiest thing in the game thus far. Thematically, it's inside the head of the [[Big Bad]] himself, and, due to [[Applied Phlebotinum]], the ''hero's'' head as well. In the previous level, you've fought the [[Freudian Excuse|Freudian Excuses]] of assorted people; now you're fighting your ''own'' demons, and those that made the [[Big Bad]] who he is.
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== [[Real Time Strategy]] ==
* The original ''[[Command and& Conquer]]'' featured GDI forces assaulting the Temple of Nod, an evil looking building with tall spires that glows red. The temple serves as the main Nod headquarters and has its own built-in nuclear missile silo. Curiously the final mission briefing implies that GDI had difficulty in locating Kane's headquarters despite the fact that a temple with tall spires and red glow should have been quite distinguishable on satellite surveillance or aerial reconnaissance.
** In fairness, the expansion pack (and sequel) show that it wasn't the only Temple of Nod. It later becomes a standard building for Nod. Then the third game reveals that there is Temple '''Prime'''... [[Disc One Final Dungeon|Which gets besieged (three times, by different forces) and blown up by a]] [[Kill Sat]] [[Disc One Final Dungeon|in the middle of both campaigns.]] [[Xanatos Gambit|exactly what Kane wanted.]]
** Similarly the final missions of Tiberium Wars certainly feel like a final dungeon. You start off the campaign in the Blue zones either containing Nod insurgents or causing havoc as Nod, where the tiberium levels are low and contained. Then the action moves into the yellow zones as the fight is taken to Nod's front door, where tiberium proliferates and structures are all dilapidated. The final levels take place deep in red zones, where tiberium contamination is so high there are whole glaciers of the stuff and the blasted landscape looks more alien than anything, and that's besides the gigantic,glowing towers.
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** [[Final Fantasy IX|Ancestral memory]].
** [[Final Fantasy X|Some sort of crazy dimension]] {{spoiler|inside Sin, though the game does a fake out with Zanarkand looking like the end.}}.
*** [[Final Fantasy X -2|The Farplane]].
** ''[[Final Fantasy XI]]'' gets special mention because of having ''several'' of these dungeons, all [[The Very Definitely Final Dungeon]] of their storylines. Such examples are the Shadowlord's Castle for the original storyline, {{spoiler|the floating Zilart city of Tu'Lia}} in ''Rise of The Zilart'', and {{spoiler|the Zilart ''Capital'' of Al'Taieu... in ''another dimension''}} in ''Chains of Promathia'', which also has the very last boss fight take place {{spoiler|''Above Vana'Diel!''}} Yes, the FFXI teams love being over-the-top, why do you ask?
*** Special mention to the final fight in the ''Treasures of Aht Urghan'' expansion where you fight {{spoiler|a newly summoned [[Light Is Not Good|Alexander]] inside the giant shell of his previous summon.}} Although you don't have to fight your way there and you could enter the area before that, it is still kind of freaky.