8 Video Games Where The Best Ending Is Impossible

4. The Cave

Sekiro Return Ending
Sega

Developed by Tim Schafer's Double Fine Productions and helmed by Ron Gilbert, the man who pioneered the adventure game genre during Lucasarts' formative years, there was good reason to be excited for 2013's The Cave.

The game was met with mixed reviews and proved somewhat disappointing, most notably regarding its simplicity considering it was written by a figurehead known for his sophisticated and labyrinthine puzzles.

Centring on seven disparate characters who are lured into a sentient cave that wishes to explore their darkest secrets, the game has players choose three characters to navigate the environment. On their journey, each character is confronted by their respective desires and unavoidably commits a grave sin in order to receive their most prized possession.

Upon exiting the cave, the player is admonished for their sins and can start the game again with different characters in order to...once again be admonished for their sins.

There is, however, a way to avoid such a dressing down and secure a good ending to the game, though it's not what anyone would call obvious. This being written and directed by Gilbert, surely there's an ingenious and obscure puzzle that allows the player to avoid committing their character's sins? Nope.

Upon reaching the end, attempt to give the prized possession back to the clerk three times in succession. That's it. No hint that this would make any sense, nothing. Coming from such a brilliant and influential game designer, that's both unintuitive and a little bit lazy.

Contributor
Contributor

Neo-noir enjoyer, lover of the 1990s Lucasarts adventure games and detractor of just about everything else. An insufferable, over-opinionated pillock.