A genre-defining developer who rose to fame through groundbreaking soulslikes, FromSoftware has compiled one of the most impressive action RPG catalogs in contemporary gaming. Since these titles are praised for their nuanced storytelling as much as their challenging gameplay, it's only natural that these elements often come together when trying to choose the best from the various endings of a FromSoftware game.
The individual conclusions of FromSoftware's Soulslikes have enough narrative depth to stand on their own, but the studio has never been interested in limiting itself to just one path for a story. While they mostly have a consistent level of production quality, the overall importance and weight of certain endings allowed them to stand out from the rest.
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S-Tier FromSoftware Endings
Finale that defined the mysterious tone of Soulslikes
- The beginning of childhood (Bloodborne)
- Usurpation of Fire (Dark Souls 3)
- Return (Sekiro: Shadows Die Twice)
- Age of Stars (Elden Ring)
In recent years, FromSoft has developed a reputation for offering secret endings that are worth figuring out the series of elaborate steps required to reach them. While the complexity involved in these tasks often relegates these conclusions to New Game Plus experiences, their deep narrative significance has allowed some of them to achieve cult status throughout gaming.
This often involves subverting the entire premise of a particular game's world, be it through esoteric transformation into a little Big One. Bloodborne or to bring a complete end to the influence of the Elden Ring by uniting with Ranni. As the culmination of intense quest series, such as those surrounding the Divine Dragon SekiroThe best Soulslike endings provide unforgettable spectacle and emotional weight that make it worth the effort.
A-Tier FromSoftware Endings
Conclusions that align with the common themes of software
- Lord of the Raging Flame (Elden Ring)
- Dark Lord (Dark souls)
- Yharnam sunrise (Bloodborne)
- good ending (Demon souls)
- Leave the throne (Dark Souls 2)
- The End of Fire/Unkindled End (Dark Souls 3)
In keeping with the nihilistic tone the studio is known for, the traditionally more compelling endings of FromSoft titles tend to come from the player giving in to darker impulses. These have become highly recognizable in their own right and define the ambiguity of their worlds in a frightening way that leaves the player with unanswered questions to ponder.
Whether it is because many primal snakes suddenly accompany Dark Stalker Kaathe Dark soulswatch the world Elden Ring burn in chaos or wake up ominously in Yharnam BloodborneThese endings create an eerie atmosphere that encourages further playthroughs and deeper explorations of the story.
B-Tier FromSoftware Endings
- Shura (Sekiro: Shadows Die Twice)
- Age of Order (Elden Ring)
- cleaning (Sekiro: Shadows Die Twice)
- Blessing of Despair (Elden Ring)
- Bad ending (Demon souls)
- On to the throne (Dark Souls 2)
- Connect the fire (Dark souls)
Most of the time, directly following a path laid out by NPCs in a Soulslike title doesn't lead to the most impactful ending, potentially leading to a disappointing climax. While the dark scenarios in which the protagonist succumbs to hatred undeniably have greater meaning Sekiro's Shura ends or enables the success of Elden RingWhile Dung Eater achieves its cursed goals, at first glance it can all feel like incomplete pictures of a larger narrative.
C-Tier FromSoftware Endings
Endings that are likely to leave the player wanting more
- Immortal Severity (Sekiro: Shadows Die Twice)
- fulfill wishes (Bloodborne)
- Age of the Twilightborn (Elden Ring)
- Age of fracture (Elden Ring)
- To connect the first flame (Dark Souls 3)
It can be beneficial for a game's finale to promote replayability through strengths like the context it provides, but some FromSoft games feature somewhat lackluster endings that could instead lead to player regret. Left with the open nature of Immortal Severance Sekiro or “Honoring Wishes' Gehrman Mystery” in Bloodborne Not retaining certain key elements can feel more like a punishment than true narrative routes, making them pale in comparison to their alternatives.
Complicated quests and key items certainly don't help in this regard either, as these endings can be incredibly difficult to pursue or even learn anything about unless players have already ruined them for themselves.