
summation
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Some open world games provide a non -traditional way to skip the final boss battle to promote the player's choice and creativity.
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Dragon's Dogma, Death Stranding 2, Cyberpunk 2077, Fallout: New Vegas and Starfield allows players to bypass the final match.
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By providing alternative endings and resolutions that do not depend on combat, the game emphasizes the influence of player's agency.
In most open world games, the final boss shows the ultimate test that reflects the peak of the player's journey and all decisions, upgrades and allies obtained in the process. However, not all games are mandatory to meet this climate, and with some open world titles, players can avoid or solve the final confrontation in a non -traditional way.
These options can overthrow expectations, compensate for creative thinking, or reinforce the devotion of the game for player agencies. Even with diplomacy or narrative decisions, skipping the final boss in this game feels more than a director.
Dragon
Choice for another future
Dragon One of the most unique “final bosses” in the open world RPG is to cross. When facing Grigori, the player can leave the weapon and accept the dragon's offer. Doing so immediately ends the game, skipped the final battle, and causes a unique ending that the player lives comfortably, but triggers a unique ending at the cost of the world.
It is a destructive option that reflects the theme of the game's sacrifice and fate, and is greatly played in the selection -based gameplay that seduces the RPG genre to too many gamers. Many people choose to fight until the end, but the game gives the player a rare and morally complex choice that the RPG provides.
Death Strand 2: On the Beach
Unpredictable battle in the world that bends the heart
In the bold design movement Death Strand 2: On the Beach It features a boss scrip mechanic that allows players to fully bypass some of the most difficult meetings in the game, including the final boss. This feature is not just difficult to switch. It is a story device that is directly connected to the alternative point of view of the game's connection topic and conflict. This option is also used as an accessibility function, and the player can experience all the narrative aspects of the narrative without spending time trying to fight after the fight.
Skipping the final boss is not composed of failure. It is presented as a valid way of actually experiencing the story. In the case of a game built around the road that conveys hope rather than destruction, this design selection is a perfect topic that indicates what the final confrontation of Kojima actually means and the willingness to accept the player to reach the end.
Cyberpunk 2077
Decision to define the consequences of the world
While doing Cyberpunk 2077 The game that performs many dramatic final missions allows the player to choose a path to avoid direct conflicts. If you choose a secret ending in the late game sequence or make a specific story decision, the player can bypass the final boss fight completely, which can still lead to a resolution that still provides emotional weight without a traditional climax.
This result is reflected Cyberpunk 2077'Central Theme: Fantasy and Free Cost of Control. If you finish the story without the last fire, the ending makes you feel more personal and personality than spectacle. It reminds us that the world does not always need to end with blood. Even if it means to skip the rough boss's strength, it offers players with the opportunity to finish the choice.
Nakjin: New Las Vegas
Removal for persuasion
Nakjin: New Las Vegas Especially for the final boss encounter, it provides more freedom than almost all other RPGs. Depending on how the selected camp and the player build their own characters, they can completely avoid the climax of the Hoover Dam through the negotiations, manipulation or shaved charisma. The existence of a large number of endings and branch results means that the player is not forced to be for a single resolution and their actions actually have weight and meaning throughout the story.
Instead of facing the central antagonist of the game in the battle, the player can persuade the key figures to stand with them or form an alliance. This design choice provides the idea that the player's role -playing side is strengthened and the player controls the story and conclusions. Skipping the last battle is not a shortcut. It rewards players who choose certain paths with more interesting consequences beyond simple fights as a result of intentional planning and deep investment in game systems.
Starfield
Existing results to bypass the fight
Despite being an RPG for a large universe full of battle and confrontation Starfield We provide a way to bypass the confrontation against the peak in Unity Storyline. Players who dig deep into alternative paths and complete side contents can get the result of making the final battle unnecessary, so you can accept more existential conclusions. The ending of the game and the player's freedom are sometimes powerful that the biggest decision comes without violence and the fight is never the answer.
This approach is reflected StarfieldEmphasis on exploration and identity rather than simply domination. Many players can prosecute and prepare for the finale, but people who pay attention to the chosen topics and the periodic essence of the universe will not know that the end of the trip does not need to explode. In the Grand Scale Open World experience, it can be introvert and rare.
Fallen
The last confrontation depends on one conversation
From the original FallenThe last conflict against the owner, the terrible heart of super mutant threats, can be completely avoided through dialogue. Through sufficient intelligence and language technology, the player involves participation in the master in philosophical discussions to realize the flaws of the plan and urge them to be destroyed by self -destruction with bullets, blood, horses and logic.
At this moment, we set a future atmosphere. Fallen A entrance that proves that the RPG does not need to end in a boss fight to give a complete feeling. In this unique way, the ability to use the previous technology has allowed many other games in the genre to experiment with other endings and results directly related to the player's journey, not set scripts. It is an amazingly bold choice of the game released in the late 1990s, and today, we still resonate with the promise of acting as a role.