Cyberpunk 2077 The Star ending which is the one where you leave with the Aldecados.
Then there are a couple of endings that left me with complete dread/empty but I am not going to say more if you played the game you know what I mean.
Cyberpunk 2077 The Star ending which is the one where you leave with the Aldecados.
Then there are a couple of endings that left me with complete dread/empty but I am not going to say more if you played the game you know what I mean.
I argue that someone's first Dark Souls run gives a viewer a great understanding of a person's true personality and how they deal with difficult problems. Like watching my stubborn friend grind out fighting the titinite deamon by the blacksmith for 3 hours with an unupgraded spear really illistrated how stubborn he can be but also the dedication for self improvement. Your playthrough can also be self reflective. I found that I am quick to search for loopholes or cheese strats on hard bosses rather than put in the reps to learn it properly. I noticed I did the same thing in classes. Not cheating, but more like finding tricks and short cuts to make it work now rather than polishing basic skills and getting a deep understanding of the problem.
Was very eye opening to me and made me realize that how and what someone plays can tell you alot about a person.
Subnautica...when I was so immersed that I went too deep...didn't have enough time to return to the surface to breathe...and then looked up in anguish and saw that dreaded refraction "circle" hundreds of meters above you... THE DEEP HAS YOU, THERE IS NO ESCAPE
When I was around 8 years old I was lucky enough to get a PS2 for Christmas. Because I was young, my dad and I usually played games together so he could help me out if things got tough. One of the first games we played on the PS2 was ICO. My dad picked it up in the whim because he thought the box art was interesting knowing basically nothing. I still remember when the first cutscenes booted up and our jaws dropped to the floor. It was so much more beautiful and cinematic than any we had played. It was one of the first time I truly felt transported another world and I grew so attached to the horned boy and glowing girl. We played it every day and, talked about all the mysteries and theories we about it when we weren't. When we finally defeated the epic last boss fight against the dark queen and the Castle start collapsing I got scared for the horned boy and glowing girl. I couldn't tell you how long it actually took for the final scene to appear but it felt like forever. When I saw my lil horned friend finally escaped the castle and was on a beautiful beach with a boat he could be able anywhere, I couldn't help but to start crying it was just such a great ending and was so cathartic after going through a dark and mysterious castle for so long.
I think it really changed the way I thought about the medium. That a game where I couldn't really tell you what exactly what was happening and had no understandable dialogue could move me so much changed the way I thought about the medium and media in general. Nobody can ever convince me games are not art because I know I connected to ICO in a way in a way beyond just having fun. The fact it's been over 20 years and I still recall my emotions so vividly I think is a testament to the power of video games as an artistic medium.
Playing Outer Wilds, spoilers ahead:
::: Minor Outer Wilds spoilers I was trying to see how far into space I could get before the time loop restarted. As I flew away, I aimed my signalscope back towards the solar system and listened to all the instruments play together. Then when the supernova hit, one by one, the instruments were silenced. :::
That game is full of so many great moments of discovery and realization in that game, I wish I could play it for the first time again.
I tried a Satisfacfory playthrough while on drugs, and somewhere in the upgrade tiers I fixed my brain. I can just decide what I want to focus on now. I was never able to do that before.
Spoilers for Dragon Quest 11
I've played a lot of Dragon Quest games over the years so I'm used to the mostly cheerful games.
In Dragon Quest 11 one of your party members dies to save you so that you can make another attempt to save the world after you fail. Their death is fairly well handled by the party and the party had been friends for awhile by that point.
She willing sacrificed herself to save you and the rest of the party after you fail at saving the world because she believes that you can still do it. She believes that you can still win if you have another shot.
Her sister in the party comes to accept her death and uses it as a driving force to push harder to save the world with you.
The party grieves for her.
At the end of Act 2 though the story undermines it IMO by allowing you to head back in time to change things to save her and the world if you push hard enough, but by heading back in time you erase the future that you built with your party. All that build up, all the character growth, all that copping with the loss and unification that comes from it all. You can change it.
To me it felt like as a player I was betrayed by the story. I felt that her sacrifice made the story that much better. Her sacrifice made the story less "I need to save the world because it's my destiny," and changed it into, "I need to save the world because if I don't than my friend died for nothing." By going back in time and changing things you end the world as it is.
No one else would remember what you did if you succeeded, only you would remember how things were. If you failed then the world would be trapped in a cycle of darkness.
To me it felt wrong to do that, so that's where I stopped. I technically never finished the game but honestly I feel by not making that choice to go back in time that I got the better ending.
Silly I know but I feel that by destroying the timeline as it stood was worse than what the Dark One had done in destroying so much the first go around. Because they only destroyed a small chunk in comparison as you would be destroying literally everything just for the chance to bring that party member back.
Edit: Basically in that moment where they ask you to go back in time (which they insist you do) they are asking you to become the villain of that entire timeline for selfish purposes. That moment when you say yes is how Act 3 starts. In that moment by saying yes, you are no longer the hero. You are no longer the good guy. You no longer saved the world. You destroyed it because you wanted to.
The first spacewalk in Prey 2017. It's incredible. You get out of the gate, look around, see nothing but space around you, hear No Gravity playing (this track is extremely important), and realize how tiny and insignificant you really are. You barely understand how to control your character, everything is clunky, you seem to be in danger from everything around you. It's a perfectly directed moment.
Dragon Age origins.
Exceptional writing and I walked right into it just expecting a cool fantasy game. I got hit with my first experience of in game romances, the shock of betrayal, the sacrifices... It was such a brilliant experience. Makes me really, really want to play it again now.
No Man's Sky. The first time I got to a spaceship, flew out of the planet into space seamlessy. And then, again seamlessly, landing to another planet. It still amazes me, but nothing beats the first time.
And the one, the only original FF VII. The death of Aeris. Yes, I'm that old.
When I was a pretty young Makyo I rented of of the Dragon Warrior games for NES. It was one of those JRPGs with a pretty customizable party, naming them and all that. I was sick so I had a bunch of uninterrupted time playing and got so wrapped up in the story and gameplay, like I was cheering them on by name and really having one of my first somewhat immersive experiences with gaming. Then when it came time to return it, in the following days I actually really missed these characters! Like I was dealing with a new kind of loss that I hadn't felt before.
Just a really cool experience overall and I always look back on it as a reason I really got into gaming as a lifelong hobby and taught me how even more rudimentary versions could be artistic in ways that rival other means of storytelling.
My realization came from DDLC. I learned about what other people can feel after you've left
My guy, you spared those slaves lives of abject torture and misery by sinking that ship. There was nothing immoral about what you did; it arguably would've been even more fucked up to keep them alive as they would have been recaptured and put through all of that all over again. You absolutely did solve the problem explicitly by using force.
Even if it was, you had no way of knowing the developers clearly didn't take into consideration the fact that people would purposefully raid slave ships to save the slaves anyway.
Just because it didn't go as planned doesn't make what you did wrong. What matters is your intent and only your intent. Things don't have to go perfectly or even correctly for force to be justified.
🤦 Why the fuck people feel guilty for using force in such contexts is beyond me.
I have a lot of these moments but I'll pick my top ones.
Crystalis on the NES. When the town of Shyron gets destroyed and characters you know and care about are killed. Left me in shock as a 10 year old kid. And the temple music when you enter the pyramid is hauntingly beautiful too. I hum that tune to my kids as a lullaby.
Mass Effect 1. Exploring the planets left me in awe. For the time, the atmosphere and lore was detailed, rich, and very well thought out. Then facing down a reaper in the third game, it all made me feel so small.
FF7. Aerith getting killed took me by complete surprise. My brother and I were stunned for a while. Just sat there pondering wether it was real or not.
Minecraft back in beta. The world was just so impossibly huge and you're all alone with your creations. Left me feeling very small. The more I built, the emptier it felt.
Finally, Mad Max on the PS4. The first time I got hit by a storm I was in awe. The world is just so well built and detailed. The whole game/movie universe is filled with amazing culture that's just done really, really well.
Journey by thatgamecompany - it is difficult to put into words what it is exactly that I experienced, and I think every person's take away will be a bit different, but there is a profound and overwhelming experience to be had with that short but wonderful game.
Firewatch has a turning point in its story which hits like a truck, and is very grounding. It takes a story which has felt almost whimsically frightening, and brings it much closer to home emotionally.
The ending of the Tiny Tina dlc for Borderlands 2. How do kids deal with death? Well, it isn't easy.
I was a huge fan of the Prince of Persia Sands of Time trilogy. Just before the third game came out I replayed the previous two games again. I managed to get the secret ending of the second game. It's un understatement that it blew my mind and that the third continued from there instead of the regular ending.
My first planetary landing in Elite:Dangerous was something to behold.
Celeste.
Hard retro platformer with amazing musical themes that persist throughout the whole game.
The main character has anxiety, which another character helps them deal with by imagining a floating feather that your breath controls. Slow, long breaths in and out to keep the feather balanced.
The game has an evil entity pursue you intermittently, and all you can do is run.
The feather actually appears on screen and you try to make it slowly move up and down to calm down. It was a great tool that is actually used IRL to deal with anxiety.
When the character is being chased, the entity makes you panic, so the character tries to calm down and the feather comes back on screen. The entity slashed through that feather and mocks you for trying.
What a gut punch that was.
Too many to count but the most recent one that sticks out in my mind is my first encounter with The Depths in Tears of the Kingdom. I had kinda glossed over the initial introduction you get as you travel to Lookout Landing and figured the big hole you see is just a regular cave (I didn’t really pay attention to whatever the NPC there had to say). Anyway, fast forward about 10 hours and I find some lowly well and hop down it, expecting to land in a small little pit. Instead a 30 second plummet and horn swell later I find myself in complete darkness, getting murderated by moblins and struggling unsuccessfully to stumble my way toward whatever the hell that big light bulb thing was in the distance. Was a fantastic surprise. 11/7 would plummet again.
Another poignant memory is the final mission in A Plague Tale: Requiem—freakin’ heartbreaking.
Hard to pick.
Starting my first own game system. Before that only gaming was done in "video arcades"
Silent Service - Limping back to base with 75000t sunk, no ammo and sub barely functional.
F-18 - First vector graphics flight sim I saw, that wasn't just wireframe. Mindblowing.
Civilization - First playthrough with a friend.
UFO - Enemy Unknown - Storming the first UFO. Although game was similar to Laser Squad, it was still revolutionary.
Wing Commander - First mission ever. Game was like anything before and really tickled my Battlestar Galactica itch.
Comman & Conquer - Had played Dune before, so it was not the first RTS, but really hit the nail on the head.
Team Fortress - My first online gaming experience.
GTA 3 - Playing the first time. My first open world experience. Have had a little pause in my gaming.
B17 - Mighty Eight - Just barely ditching on English soil with only one functional engine after a suicidal mission.
Alpha Centauri - First playthrough with the Mrs.
Battlefield 1942 - After Wolfenstain Enemy Territory, open space and vehicless felt amazing.
Elite Dangerous - First launch, first interstellar jump and first combat in the same flight. Elite games had been a bit boring on the sound and visual design before, but holy shit.
Deep Rock Galactic - Never approved any friend requests on steam before. Started approving them. Some legendary moment ensued.
"I need sleep and should stop mining"
I played Gris on a lot of LSD and bawled my fucking eyes out at the end
I had hoped that playing Spiritfarer would help me deal with the loss of my mom. It's not any particular moment in the game, but I just can't play it without breaking into tears at some point. Not sure I will ever be able to play it for any length of time.
Eve Online. I am outspoken about having been in the battle of B-R5RB. Nuff said.
Life is Strange: True Colors completely fucked with my head. Not all the plot relevant and intense parts of the game, but the moments where Alex found a new home and community. Especially the end where
spoiler
Gabe's "ghost" guides you to choose between staying in Haven or leaving.
That dragon, cancer.
A linear story about having a child and loving him and knowing you will lose him to a cancer he is too young to fend off. Based on the devs son.
Utterly heartbreaking, makes you hug your kids.
The Stanley Parable was a great exploration of the nature of free will. It was a game that made me think about the nature of the relationship between me and the creator of the game.
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