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** Lost Izalith is generally considered the worst level in the game and is divided into two parts. The first part is what bothers most people. It's a huge LethalLavaLand filled with about 30 of [[GoddamnedBats the most obnoxious enemies in the game]] (which are also considered incredibly lame for being just a repurposed asset, the lower half of the body of a rotted dragon, given some basic animations to turn it into an unconvincing enemy). Most players will spend about half an hour just sniping at them with a bow rather than directly engage them (since the only small blessing is that they don't respawn once killed). There is a way to skip that part, but it doesn't make the obvious reduced quality of the zone any better. The Demon Ruins immediately afterward is even worse, and culminates in the [[ThatOneBoss Bed of Chaos]] - an infuriating boss full of FakeDifficulty. Even the developers admitted that the area was not what they wanted it to be, but there was too little time.

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** Lost Izalith is generally considered the worst level in the game and is divided into two parts. The first part is what bothers most people. It's a huge LethalLavaLand filled with about 30 of [[GoddamnedBats the most obnoxious enemies in the game]] (which are also considered incredibly lame for being just a repurposed asset, the lower half of the body of a rotted dragon, given some basic animations to turn it into an unconvincing enemy). Most players will spend about half an hour just sniping at them with a bow rather than directly engage them (since the only small blessing is that they don't respawn once killed). There is a way to skip that part, but it doesn't make the obvious reduced quality of the zone any better. The Demon Ruins immediately afterward is even worse, and better in that it is mostly merely dull, but it culminates in the [[ThatOneBoss Bed of Chaos]] - an infuriating boss full of FakeDifficulty. Even the developers admitted that the area was not what they wanted it to be, but there was too little time.
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** Lost Izalith is generally considered the worst level in the game and is divided into two parts. The first part is what bothers most people. It's a huge LethalLavaLand filled with about 30 of [[GoddamnedBats the most obnoxious enemies in the game]]. Most players will spend about half an hour just sniping at them with a bow rather than directly engage them. There is a way to skip that part, but it doesn't make the obvious reduced quality of the zone any better. The Demon Ruins immediately afterward is even worse, and culminates in the [[ThatOneBoss Bed of Chaos]] - an infuriating boss full of FakeDifficulty. Even the developers admitted that the area was not what they wanted it to be, but there was too little time.

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** Lost Izalith is generally considered the worst level in the game and is divided into two parts. The first part is what bothers most people. It's a huge LethalLavaLand filled with about 30 of [[GoddamnedBats the most obnoxious enemies in the game]]. game]] (which are also considered incredibly lame for being just a repurposed asset, the lower half of the body of a rotted dragon, given some basic animations to turn it into an unconvincing enemy). Most players will spend about half an hour just sniping at them with a bow rather than directly engage them.them (since the only small blessing is that they don't respawn once killed). There is a way to skip that part, but it doesn't make the obvious reduced quality of the zone any better. The Demon Ruins immediately afterward is even worse, and culminates in the [[ThatOneBoss Bed of Chaos]] - an infuriating boss full of FakeDifficulty. Even the developers admitted that the area was not what they wanted it to be, but there was too little time.
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* In ''VideoGame/OctopathTraveler'', none of the travelers' Chapter 4 dungeons qualify, but TheVeryDefinitelyFinalDungeon does. To sum it up, you will have to defeat no less than eight bosses(stronger versions of four party members' Chapter 3 bosses and the other four's Chapter 4 bosses) that, while not difficult, are time-consuming, before fighting the TrueFinalBoss, a two-phase battle that requires all your party members. It's very likely that you'll lose a few times, especially if you've been lax in leveling your less frequently-used members, and if you do, you have to start the entire thing all over again, since there are no save points inside. The dungeon has some interesting revelations that tie the stories together, but the ending itself is rather disappointing compared to the individual party members' endings.

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* In ''VideoGame/OctopathTraveler'', none of the travelers' Chapter 4 dungeons qualify, but TheVeryDefinitelyFinalDungeon does. To sum it up, you will have to defeat no less than eight bosses(stronger bosses (stronger versions of four party members' Chapter 3 bosses and the other four's Chapter 4 bosses) that, while not difficult, are time-consuming, before fighting the TrueFinalBoss, a two-phase battle that requires all your party members. It's very likely that you'll lose a few times, especially if you've been lax in leveling your less frequently-used members, and if you do, you have to start the entire thing all over again, since there are no save points inside. The dungeon has some interesting revelations that tie the stories together, but the ending itself is rather disappointing compared to the individual party members' endings.

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* ''VideoGame/BaldursGateIII'''s third act suddenly starts moving the plot at a [[CosmicDeadline breakneck pace]] with certain sidequests that imply they will be completed later [[AbortedArc apparently going nowhere]]. The ending displays a lot of permutations, but doesn't have an actual epilogue - with certain characters seemingly disappearing from the plot. Dataminers have found ''boatloads'' of [[WhatCouldHaveBeen cut content]] - which includes much more ending. What's more, even after a few patches the game suddenly becomes much ''much'' buggier.



* The Arx in ''VideoGame/DivinityOriginalSinII'' is this to some people. It's smaller than the previous game's last level (The Phantom Forest) and much ''much'' more straightforward. InUniverse this is one of the most important cities in Rivellon equivalent to the Vatican, yet it's a ThrivingGhostTown with an AbsurdlySpaciousSewer. The game has fewer conversational options than the previous acts, fewer sidequests (so you better hope you didn't skip a bunch and end up underleveled!), and plenty of [[ThatOneBoss bosses that aren't hard but more annoying]]. The game can get pretty glitchy at this point, too; sometimes characters will speak to people who aren't there, not acknowledge quest items in your inventory, quests will not count as closed, quests will be unable to progress despite hitting the trigger to do so, and some more.

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* The Arx in ''VideoGame/DivinityOriginalSinII'' is this to some people. It's smaller than the previous game's last level (The Phantom Forest) and much ''much'' more straightforward. InUniverse this is one of the most important cities in Rivellon equivalent to the Vatican, yet it's a ThrivingGhostTown with an AbsurdlySpaciousSewer. The game has fewer conversational options than the previous acts, fewer sidequests (so you better hope you didn't skip a bunch and end up underleveled!), and plenty of [[ThatOneBoss bosses that aren't hard but more annoying]]. The game can get pretty glitchy at this point, too; sometimes characters will speak to people who aren't there, not acknowledge quest items in your inventory, quests will not count as closed, quests will be unable to progress despite hitting the trigger to do so, and some more. While the Definitive Edition fixed some of this, it still shows that they were running out of time and money.
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*** The dungeon design leaves much to be desired, featuring lots of long, winding corridors that end in dead-ends, and ''no'' through-the-wall shortcuts save for a single one just before the FinalBoss, which makes repeat trips extremely tedious. The paths also go up and down floors so it's easy to think that going down to [=B24F=] means you're almost there since your final destination is on the next floor...only to have to travel back ''up'' to advance. You eventually unlock [[spoiler:elevators]] that do serve as shortcuts and take you to new areas, but not before you've probably had your patience worn down to nothing from long treks with a million RandomEncounters along the way from what can feel like FakeLongevity. While it lacks the outright ''malicious'' design of the [[BrutalBonusLevel 6th Stratum]], it can make the game's climax overstay its welcome. Even if you're playing the ''Origins Collection'' / ''HD'' remaster and set the difficulty to Basic to make the fights easier or Picnic to outright eliminate the difficulty, navigation can still be a massive chore.

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*** The dungeon design leaves much to be desired, featuring lots of long, winding corridors that end in dead-ends, and ''no'' through-the-wall shortcuts save for a single one just before the FinalBoss, which makes repeat trips extremely tedious. The paths also go up and down floors so it's easy to think that going down to [=B24F=] means you're almost there since your final destination is on the next floor...floor (each stratum has five floors, and this one begins on [=B21F=])...only to have to travel back ''up'' to advance. You eventually unlock [[spoiler:elevators]] that do serve as shortcuts and take you to new areas, but not before you've probably had your patience worn down to nothing from long treks with a million RandomEncounters along the way from what can feel like FakeLongevity. While it lacks the outright ''malicious'' design of the [[BrutalBonusLevel 6th Stratum]], it can make the game's climax overstay its welcome. Even if you're playing the ''Origins Collection'' / ''HD'' remaster and set the difficulty to Basic to make the fights easier or Picnic to outright eliminate the difficulty, navigation can still be a massive chore.
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*** The dungeon design leaves much to be desired, featuring lots of long, winding corridors that end in dead-ends, and ''no'' through-the-wall shortcuts save for a single one just before the FinalBoss, which makes repeat trips extremely tedious. The paths also go up and down floors so it's easy to think that going down to [=B24F=] (with your final destination being on [=B25F=]) means you're almost there...only to have to travel back ''up'' to advance. You eventually unlock [[spoiler:elevators]] that do serve as shortcuts and take you to new areas, but not before you've probably had your patience worn down to nothing from long treks with a million RandomEncounters along the way from what can feel like FakeLongevity. While it lacks the outright ''malicious'' design of the [[BrutalBonusLevel 6th Stratum]], it can make the game's climax overstay its welcome. Even if you're playing the ''Origins Collection'' / ''HD'' remaster and set the difficulty to Basic to make the fights easier or Picnic to outright eliminate the difficulty, navigation can still be a massive chore.

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*** The dungeon design leaves much to be desired, featuring lots of long, winding corridors that end in dead-ends, and ''no'' through-the-wall shortcuts save for a single one just before the FinalBoss, which makes repeat trips extremely tedious. The paths also go up and down floors so it's easy to think that going down to [=B24F=] (with your final destination being on [=B25F=]) means you're almost there...there since your final destination is on the next floor...only to have to travel back ''up'' to advance. You eventually unlock [[spoiler:elevators]] that do serve as shortcuts and take you to new areas, but not before you've probably had your patience worn down to nothing from long treks with a million RandomEncounters along the way from what can feel like FakeLongevity. While it lacks the outright ''malicious'' design of the [[BrutalBonusLevel 6th Stratum]], it can make the game's climax overstay its welcome. Even if you're playing the ''Origins Collection'' / ''HD'' remaster and set the difficulty to Basic to make the fights easier or Picnic to outright eliminate the difficulty, navigation can still be a massive chore.

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** [[VideoGame/EtrianOdysseyI The first game of the same name]]: While the 5th Stratum has some suitably dramatic reveals [[spoiler:such as the now-iconic twist that the series takes place in a post-apocalyptic future]], the dungeon design leaves much to be desired, featuring lots of long, winding corridors that end in dead-ends, and ''no'' through-the-wall shortcuts save for a single one just before the FinalBoss, which makes repeat trips extremely tedious. The paths also go up and down floors so it's easy to think that going down to [=B24F=] means you're almost there...only to have to travel back ''up'' to advance. You eventually unlock [[spoiler:elevators]] that do serve as shortcuts and take you to new areas, but not before you've probably had your patience worn down to nothing from long treks with a million RandomEncounters along the way from what can feel like FakeLongevity. And this is ''without'' the outright malicious design of the [[BrutalBonusLevel 6th Stratum]]...

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** [[VideoGame/EtrianOdysseyI The first game of the same name]]: While the 5th Stratum has some suitably dramatic reveals [[spoiler:such as the now-iconic twist that the series takes place in a post-apocalyptic future]], future, Yggdrasil being built to reverse the circumstances that caused the apocalypse, and its lead scientist being the Chieftain of Etria who is actually over 1,000 years old]], this final stratum can ultimately be a disappointment for two distinct reasons:
*** The
dungeon design leaves much to be desired, featuring lots of long, winding corridors that end in dead-ends, and ''no'' through-the-wall shortcuts save for a single one just before the FinalBoss, which makes repeat trips extremely tedious. The paths also go up and down floors so it's easy to think that going down to [=B24F=] (with your final destination being on [=B25F=]) means you're almost there...only to have to travel back ''up'' to advance. You eventually unlock [[spoiler:elevators]] that do serve as shortcuts and take you to new areas, but not before you've probably had your patience worn down to nothing from long treks with a million RandomEncounters along the way from what can feel like FakeLongevity. And this is ''without'' While it lacks the outright malicious ''malicious'' design of the [[BrutalBonusLevel 6th Stratum]]...Stratum]], it can make the game's climax overstay its welcome. Even if you're playing the ''Origins Collection'' / ''HD'' remaster and set the difficulty to Basic to make the fights easier or Picnic to outright eliminate the difficulty, navigation can still be a massive chore.
*** There are no entirely new random-encounter enemy designs; they're all [[UndergroundMonkey based on previous-stratum enemies]] but with a mere PaletteSwap, with the only new enemy designs being the [=FOEs=] and the final boss. Sure, palette swaps exist as early as the 1st Stratum, but at least you get new enemy designs as late as the 4th Stratum (most iconically, the [[spoiler:Forest Folk]] enemies), and the 6th Stratum ''does'' feature new enemy designs, which begs the question of why the 5th Stratum has only recycled sprites for randos.
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** [[VideoGame/EtrianOdysseyI The first game of the same name]]: While the 5th Stratum has some suitably dramatic reveals [[spoiler:such as the now-iconic twist that the series takes place in a post-apocalyptic future]], the dungeon design leaves much to be desired, featuring lots of long, winding corridors that end in dead-ends, and ''no'' through-the-wall shortcuts save for a single one just before the FinalBoss, which makes repeat trips extremely tedious. The paths also go up and down floors so it's easy to think that going down to [=B24F=] means you're almost there...only to have to travel back ''up'' to advance. You eventually unlock [[spoiler:elevators]] that do serve as shortcuts and take you to new areas, but not after you've probably had your patience worn down to nothing from long treks with a million RandomEncounters along the way from what can feel like FakeLongevity. And this is ''without'' the outright malicious design of the [[BrutalBonusLevel 6th Stratum]]...

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** [[VideoGame/EtrianOdysseyI The first game of the same name]]: While the 5th Stratum has some suitably dramatic reveals [[spoiler:such as the now-iconic twist that the series takes place in a post-apocalyptic future]], the dungeon design leaves much to be desired, featuring lots of long, winding corridors that end in dead-ends, and ''no'' through-the-wall shortcuts save for a single one just before the FinalBoss, which makes repeat trips extremely tedious. The paths also go up and down floors so it's easy to think that going down to [=B24F=] means you're almost there...only to have to travel back ''up'' to advance. You eventually unlock [[spoiler:elevators]] that do serve as shortcuts and take you to new areas, but not after before you've probably had your patience worn down to nothing from long treks with a million RandomEncounters along the way from what can feel like FakeLongevity. And this is ''without'' the outright malicious design of the [[BrutalBonusLevel 6th Stratum]]...
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** [[VideoGame/EtrianOdysseyI The first game of the same name]]: While the 5th Stratum has some suitably dramatic reveals [[spoiler:such as the now-iconic twist that the series takes place in a post-apocalyptic future]], the dungeon design leaves much to be desired, featuring lots of long, winding corridors that end in dead-ends, and ''no'' through-the-wall shortcuts save for a single one just before the FinalBoss, which makes repeat trips extremely tedious. The paths also go up and down floors so it's easy to think that going down to [=B24F=] means you're almost there...only to have to travel back ''up'' to advance. You eventually unlock elevators that do serve as shortcuts and take you to new areas, but not after you've probably had your patience worn down to nothing from long treks with a million RandomEncounters along the way from what can feel like FakeLongevity. And this is ''without'' the outright malicious design of the [[BrutalBonusLevel 6th Stratum]]...

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** [[VideoGame/EtrianOdysseyI The first game of the same name]]: While the 5th Stratum has some suitably dramatic reveals [[spoiler:such as the now-iconic twist that the series takes place in a post-apocalyptic future]], the dungeon design leaves much to be desired, featuring lots of long, winding corridors that end in dead-ends, and ''no'' through-the-wall shortcuts save for a single one just before the FinalBoss, which makes repeat trips extremely tedious. The paths also go up and down floors so it's easy to think that going down to [=B24F=] means you're almost there...only to have to travel back ''up'' to advance. You eventually unlock elevators [[spoiler:elevators]] that do serve as shortcuts and take you to new areas, but not after you've probably had your patience worn down to nothing from long treks with a million RandomEncounters along the way from what can feel like FakeLongevity. And this is ''without'' the outright malicious design of the [[BrutalBonusLevel 6th Stratum]]...

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* ''VideoGame/EtrianOdysseyNexus'': A common criticism aimed towards the final standard dungeon (Yggdrasil Labyrinth) is that, aside from swapping its tileset's colors from green and gray to blue and related shades, it feels too similar to the four main Shrines (themselves criticized for their lack of variety in their contents).

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* ''VideoGame/EtrianOdyssey'':
** [[VideoGame/EtrianOdysseyI The first game of the same name]]: While the 5th Stratum has some suitably dramatic reveals [[spoiler:such as the now-iconic twist that the series takes place in a post-apocalyptic future]], the dungeon design leaves much to be desired, featuring lots of long, winding corridors that end in dead-ends, and ''no'' through-the-wall shortcuts save for a single one just before the FinalBoss, which makes repeat trips extremely tedious. The paths also go up and down floors so it's easy to think that going down to [=B24F=] means you're almost there...only to have to travel back ''up'' to advance. You eventually unlock elevators that do serve as shortcuts and take you to new areas, but not after you've probably had your patience worn down to nothing from long treks with a million RandomEncounters along the way from what can feel like FakeLongevity. And this is ''without'' the outright malicious design of the [[BrutalBonusLevel 6th Stratum]]...
**
''VideoGame/EtrianOdysseyNexus'': A common criticism aimed towards the final standard dungeon (Yggdrasil Labyrinth) is that, aside from swapping its tileset's colors from green and gray to blue and related shades, it feels too similar to the four main Shrines (themselves criticized for their lack of variety in their contents).
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** The last disc of ''VideoGame/FinalFantasyVIII'' is a single long dungeon with an obnoxious [[GimmickLevel gimmick]] and no character interaction or dialogue. You enter the final battle to prevent the FinalBoss from unleashing "time compression"... which might have been more dramatic if we were ever given a real idea of what "time compression" ''is''. There's better characterization for some of the [[BonusBoss Bonus Bosses]] than for the BigBad.

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** The last disc of ''VideoGame/FinalFantasyVIII'' is a single long dungeon with an obnoxious [[GimmickLevel gimmick]] and no character interaction or dialogue. You enter the final battle to prevent the FinalBoss from unleashing "time compression"... which might have been more dramatic if we were ever given a real idea of what "time compression" ''is''. There's better characterization for some of the [[BonusBoss Bonus Bosses]] {{Superboss}}es than for the BigBad.



** ''VideoGame/StarOceanTheSecondStory'''s final dungeon is a monotonous slog through a dungeon whose floors all look almost exactly the same, punctuated by a handful of boss fights (including the final boss himself) that are absolute pushovers if the player's party is near level 100, which is incredibly likely. Even more inexplicably, the process for finding the BonusDungeon require a series of steps [[GuideDangIt so esoteric and confusing as to be nigh-impossible]] (including traversing ''back through'' the same dungeon to the overworld again), and the reward for it intersperses better armor and weapons for a handful of characters with another monotonous dungeon, weird and frustrating puzzles found nowhere else in the game and three [[BonusBoss bonus bosses]] who are virtually impossible to beat unless the player has spent hours grinding up to maximum level.

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** ''VideoGame/StarOceanTheSecondStory'''s final dungeon is a monotonous slog through a dungeon whose floors all look almost exactly the same, punctuated by a handful of boss fights (including the final boss himself) that are absolute pushovers if the player's party is near level 100, which is incredibly likely. Even more inexplicably, the process for finding the BonusDungeon require a series of steps [[GuideDangIt so esoteric and confusing as to be nigh-impossible]] (including traversing ''back through'' the same dungeon to the overworld again), and the reward for it intersperses better armor and weapons for a handful of characters with another monotonous dungeon, weird and frustrating puzzles found nowhere else in the game and three [[BonusBoss bonus bosses]] {{Superboss}}es who are virtually impossible to beat unless the player has spent hours grinding up to maximum level.
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* ''VideoGame/JadeEmpire'' loses its way during its final three chapters. The game has a solid beginning and builds from there, and chief amongst its selling points is a morality system with nuance. Then after TheReveal [[spoiler: in which your kung fu master shows he's the real BigBad and ''kills you'']], the endgame comes hard and fast after the first two hub areas. The morality becomes far more black and white, with none of the nuanced exploration that was attempted in previous chapters, each chapter is a straightforward slog through an army of enemies with very little dialogue and only a handful of trivial side quests, the ending is decided by [[spoiler: a single choice that completely overrides your existing karma]], and the whole thing feels rushed.
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** ''VideoGame/MassEffectAndromeda'' has easily the blandest and most forgettable final mission in the series. While it's at least not as arduous as that of ''Mass Effect 3'', the end result is that it doesn't really feel too different to any other combat-focused mission in the game, outside of having a brief section where you get to play as [[spoiler:Ryder's sibling]]. The FinalBoss isn't really anything too memorable either, although at least this time the game actually ''has'' one. On top of all that, there aren't any decisions of any actual importance you have to make -- not that it would have mattered, seeing how the game won't be getting any sort of direct follow-up -- and none of the decisions you made throughout the game affect the mission in any meaningful way, short of a few bits of background dialogue being different or omitted entirely.

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** ''VideoGame/MassEffectAndromeda'' has easily the blandest and most forgettable final mission in the series. While it's at least not as arduous as that of ''Mass Effect 3'', the end result is that it doesn't really feel too different to from any other combat-focused mission in the game, outside of having a brief section where you get to play as [[spoiler:Ryder's sibling]]. The FinalBoss isn't really anything too memorable either, although at least this time the game actually ''has'' one. On top of all that, there aren't any decisions of any actual importance you have to make -- not that it would have mattered, seeing how the game won't be getting any sort of direct follow-up -- and none of the decisions you made throughout the game affect the mission in any meaningful way, short of a few bits of background dialogue being different or omitted entirely.



* In ''VideoGame/OctopathTraveler'', none of the travelers' Chapter 4 dungeons qualify, but TheVeryDefinitelyFinalDungeon does. To sum it up, you will have to defeat no less than eight bosses that, while not difficult, are time-consuming, before fighting the TrueFinalBoss, a two-phase battle that requires all your party members. It's very likely that you'll lose a few times, especially if you've been lax in leveling your less frequently-used members, and if you do, you have to start the entire thing all over again, since there are no save points inside. The dungeon has some interesting revelations that tie the stories together, but the ending itself is rather disappointing compared to the individual party members' endings.

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* In ''VideoGame/OctopathTraveler'', none of the travelers' Chapter 4 dungeons qualify, but TheVeryDefinitelyFinalDungeon does. To sum it up, you will have to defeat no less than eight bosses(stronger versions of four party members' Chapter 3 bosses and the other four's Chapter 4 bosses) that, while not difficult, are time-consuming, before fighting the TrueFinalBoss, a two-phase battle that requires all your party members. It's very likely that you'll lose a few times, especially if you've been lax in leveling your less frequently-used members, and if you do, you have to start the entire thing all over again, since there are no save points inside. The dungeon has some interesting revelations that tie the stories together, but the ending itself is rather disappointing compared to the individual party members' endings.



** The final levels of ''VideoGame/ShinMegamiTenseiV'' are lacking in life compared to the rest of Da'at. The Temple of Eternity uses its mobs as [[BeefGate obstacles to be navigated around]], and the Empyrean's only fights are a few minibosses before you get to the {{Route Boss}}es and the FinalBoss. There's in-universe justifications to the lack of demons to be found in these areas but it still means the final areas are a lot less exciting.

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** The final levels of ''VideoGame/ShinMegamiTenseiV'' are lacking in life compared to the rest of Da'at. The Temple of Eternity uses its mobs as [[BeefGate obstacles to be navigated around]], and the Empyrean's only fights are a few minibosses before you get to the {{Route Boss}}es and the FinalBoss.FinalBoss (whom you don't actually fight if you take the standard Neutral ending). There's in-universe justifications to the lack of demons to be found in these areas but it still means the final areas are a lot less exciting.
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* In ''VideoGame/EldenRing'', the last open world areas, the Mountaintops of the Giants and the Consecrated Snowfield gained a lot of flak. In theory they're very cool: the former is the highest peaks of the continent filled with the corpses of ancient giants, and the latter is a huge, scenic snow field. In practice, they're tedious, meandering zones with many enemies that are just blatant reskins of older ones with bloated health and damage, not much to actually explore compared to past areas and barely any sidequests. The good thing is that the dungeons they lead to, [[TheVeryDefinitelyFinalDungeon Crumbling Farum Azula]] and [[BrutalBonusLevel the Haligtree]] respectively, are considered to be top-tier zones.

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* ''VideoGame/EtrianOdysseyNexus'': A common criticism aimed towards the final standard dungeon (Yggdrasil Labyrinth) is that, aside from swapping its tileset's colors from green and gray to blue and related shades, it feels too similar to the four main Shrines (themselves criticized for their lack of variety in their contents).



** This is one of the most common complaints about ''VideoGame/FinalFantasyXII''. The first third of the game shows the party coming together to track down the relics of the Dynast-King to prove Ashe is royal blood and give them a leg up on inciting rebellion against TheEmpire of Archadia. However, once you get to the Jahara the game then sends you on a long trip to Mt. Bur-Omisace, then a dungeon, then a '''very''' long trip to Archadia through no less than four new areas and a dungeon, then a dungeon in Archadia after completing a short series of fetch quests. The plot picks up again after that, and the areas are at least SceneryPorn, but the middle stretch of the game is essentially one long MarathonLevel with no real plot advancement or character development.

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** This is one of the most common complaints about ''VideoGame/FinalFantasyXII''. ''VideoGame/FinalFantasyXII''.
***
The first third of the game shows the party coming together to track down the relics of the Dynast-King to prove Ashe is royal blood and give them a leg up on inciting rebellion against TheEmpire of Archadia. However, once you get to the Jahara the game then sends you on a long trip to Mt. Bur-Omisace, then a dungeon, then a '''very''' long trip to Archadia through no less than four new areas and a dungeon, then a dungeon in Archadia after completing a short series of fetch quests. The plot picks up again after that, and the areas are at least SceneryPorn, but the middle stretch of the game is essentially one long MarathonLevel with no real plot advancement or character development.
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* Disc 2 of ''VideoGame/XenoGears''. The gameplay is replaced by a bunch of cutscenes interspersed with occasional boss fights and one or two lackluster, short dungeons. This was not what the developers intended, [[CosmicDeadline as they ran out of time and money]].

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* Disc 2 of ''VideoGame/XenoGears''. The gameplay is replaced by a bunch of cutscenes interspersed with occasional boss fights and one or two lackluster, short dungeons. This was not what the developers intended, [[CosmicDeadline as they ran out of time and money]].didn’t want to release a part 2]].
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* The final stratum of ''VideoGame/EtrianOdyssey V: Beyond the Myth'' may still have level design and enemies that keep the player on their toes, but it's also rather lacking in Adventure Episodes that populated the previous strata and kept things less monotonous. The postgame stratum is completely ''devoid'' of Episodes that aren't story-based cutscenes, and only has one sidequest tied to it.

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* ''VideoGame/EtrianOdysseyVBeyondTheMyth'': The final stratum of ''VideoGame/EtrianOdyssey V: Beyond the Myth'' may still have level design and enemies that keep the player on their toes, but it's also rather lacking in Adventure Episodes that populated the previous strata and kept things less monotonous. The postgame stratum is completely ''devoid'' of Episodes that aren't story-based cutscenes, and only has one sidequest tied to it.
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** ''VideoGame/PokemonGoldAndSilver'':
*** Victory Road is a nice little NostalgiaLevel, but aside from an encounter with Silver and a few hidden items, there really isn't anything to write home about there as it is otherwise a straight walk all the way to the end. It was much more of a dungeon in the previous games.
*** Kanto as well. You get to explore an entire second region crammed onto a game boy cartridge, complete with a few dungeons from that region. It sounds cool, but unfortunately you had already beaten the champion and thus ''nobody'' except Blue can even pose a challenge to you. Storywise, there isn't much to do - you just fix the power plant, challenge the Kanto gyms, then go to Mount Silver and that's it. Fortunately, the remakes improved upon Kanto.
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* ''VideoGame/TalesOfArise'''s final act suffers from this. Once the party goes to Lenegis, the plot [[CosmicDeadline warps to light speed]] with fewer exploreable areas and InfoDump after InfoDump. While it had quite an interesting atmosphere with the final dungeon being quite interesting, many players would have liked to have had more playable sections between the various amounts of [[InfoDump info dumps]] intersparsed with characters simply reacting to all the revelations given.

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* ''VideoGame/TalesOfArise'''s final act suffers from this. Once the party goes to Lenegis, the plot [[CosmicDeadline warps to light speed]] with fewer exploreable explorable areas and InfoDump after InfoDump. While it had quite an interesting atmosphere with the final dungeon being quite interesting, dungeon, many players would have liked to have had more playable sections between the various amounts of [[InfoDump info dumps]] intersparsed dumps interspersed with characters simply reacting to all the revelations given.
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* The final third of ''VideoGame/TalesOfVesperia'' is known when the GreaterScopeEvil the Adephagos "Ate the plot". While it was indeed foreshadowed, it basically stopped all plot and character beats on the spot. Yuri and Karol may have had their plots continue for a bit but they very abruptly stop. To make matters worse, the Adephagos isn't even the FinalBoss - it's reduced to a CutsceneBoss. Even the Definitive Edition doesn't really "fix" it.

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* The final third of ''VideoGame/TalesOfVesperia'' is known when the GreaterScopeEvil GreaterScopeVillain the Adephagos "Ate the plot". While it was indeed foreshadowed, it basically stopped all plot and character beats on the spot. Yuri and Karol may have had their plots continue for a bit but they very abruptly stop. To make matters worse, the Adephagos isn't even the FinalBoss - it's reduced to a CutsceneBoss. Even the Definitive Edition doesn't really "fix" it.
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* ''VideoGame/TalesOfArise'''s final act suffers from this. Once the party goes to Lenegis, the plot [[CosmicDeadline warps to light speed]] with fewer exploreable areas and InfoDump after InfoDump. While it had quite an interesting atmosphere with the final dungeon being quite interesting, many players would have liked to have had more playable sections between the various amounts of [[InfoDump info dumps]] intersparsed with characters simply reacting to all the revelations given.
* The final third of ''VideoGame/TalesOfVesperia'' is known when the GreaterScopeEvil the Adephagos "Ate the plot". While it was indeed foreshadowed, it basically stopped all plot and character beats on the spot. Yuri and Karol may have had their plots continue for a bit but they very abruptly stop. To make matters worse, the Adephagos isn't even the FinalBoss - it's reduced to a CutsceneBoss. Even the Definitive Edition doesn't really "fix" it.

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