Dying Light’s 2015 final boss is a QTE fistfight on a rooftop, turning 20 hours of excellent first-person parkour and survival into a mobile-game button prompt sequence. This climax is 50% less interactive than the game’s own standard combat, making it a stunning betrayal of the responsive gameplay Techland built. The villain’s defeat via canned prompts feels worse than the anticlimax of #6 Metal Gear Solid V’s missing chapter, because at least that game’s twist had thematic ambition.

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