GTA VI: 10 Mission Types That Need To Die

By Gareth Cartwright /

6. 'The False Ending'

As far as story-telling in video games goes, there are few producers who are as adept as Rockstar at pulling off acclaimed successes. Not only are their forty-plus hour main stories packed with twists and turns, but they are also excellent at adding detailed and involving side missions and distractions. Something they have an unfortunate tendency of including, however, are mission-following cut scenes that create the impression of an abrupt ending. Usually these involve a protagonist or close supporting character being left in some sort of trouble or jeopardy and there apparently being not amenable resolution. Inevitably, however, it seems that a satisfying resolution was within reach all along. Red herrings can be a great narrative tool for any storytelling medium when employed cleverly. A red herring for the sake of creating the impression of some false ending is scarcely effective, and is certainly something that future additions to the GTA series could do without. No longer do players need to be duped into finding false importance to mid-game missions, when the games' actual endings are regularly effective enough on their own.