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Two examples in video games include '']'' and '']''. Both involve confrontations with the major antagonists at what seems like their final lairs, but are easy to see through. The former's manual spoiled it by providing pictures for the world before and after crisis while the latter fell victim to the fact that a good amount of the game map hadn't been explored yet. Two examples in video games include '']'' and '']''. Both involve confrontations with the major antagonists at what seems like their final lairs, but are easy to see through. The former's manual spoiled it by providing pictures for the world before and after crisis while the latter fell victim to the fact that a good amount of the game map hadn't been explored yet.

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Revision as of 18:27, 19 January 2007

A false ending refers to a rarely used story-telling device where the plot seems to be heading to its conclusion, but in reality, there's still more to the story. It is generally pretty transparant due to any number of reasons. The medium itself might betray that it isn't the true ending (i.e. it's only halfway into a book, a film's listed running time hasn't fully elapsed, only half the world has been explored in a video game, etc.), making only stories with indeterminate running length or a multi-story structure able to pull this off effectively. Another indicator is the feeling that too much of the story is incomplete when the false ending comes, making it feel like there has to be more.

Template:Spoiler Two examples in film include L.A. Confidential and The Lord of the Rings: The Return of the King. In the former, it seems like the case is completely closed with no loose ends until one of the witnesses admits that she lied about important details to give more importance towards the trial of the people that raped her, exposing a cover-up conspiracy. In the latter, the movie keeps using editing techniques that are indicative of endings in scenes that could be used as such, but continues with more until the movie finally ends.

Two examples in video games include Final Fantasy VI and Wild ARMs. Both involve confrontations with the major antagonists at what seems like their final lairs, but are easy to see through. The former's manual spoiled it by providing pictures for the world before and after crisis while the latter fell victim to the fact that a good amount of the game map hadn't been explored yet.

See also

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