The final dream in Disco Elysium. After picking up clues all game about your past, your broken relationship and the reasons you are the way you are, the heart wrenching emotional impact had me reeling. Not mention it’s written and voice-acted beautifully.
Suddenly everything makes sense as Harry gets constantly dressed-down, his futile attempts to cling to the past denied and his insanity laid bare. The letter in the ledger, the little Headless FALN rider figurine, the obsession with Dolores Dei, that awful phonecall on the payphone, everything comes together in a beautiful climax of absolute sadness, ending on that devastating final line:
“This is real darkness. It’s not death, or war, or child molestation. Real darkness has love for a face. The first death is in the heart, Harry.
For me, it was the Precarious World thought, and again after the final cut released with the Communist quest ending.
::: “How not to lose? It is impossible not to. The world is balanced on the edge of a knife. It’s a game of frayed nerves. You’re pushed on by numbers and punitive measures: pain, rejection, and unpaid bills. You can either play or you can crawl under a boat and waste away – turn into salt or a flock of seagulls. Your enemies would love that. Or you can fight. The only way to load the dice is to keep on fighting.” :::
And more succinctly
::: “In the dark times, should the stars also go out?” :::
I’ve been struggling off and on with depression for the better part of my life, and each time I read these it just hits me like a sack of bricks. The recontextualization of the struggle.
Not me, but my little sister was bawling at the end of Undertale.
For me, it’s maybe beating Sword Saint Isshin. I think I almost cried in relief, since I’d been hitting my head against that wall for like a week.
I also liked the Dragon Age Inquisition endings, the one DLC with the Qunari and the palace and going threw Elven ruins shattered through space. The song on the mountains when you find the new headquarters was cool too.
Walking into Erana’s Peace for the first time in Quest for Glory 1 (1989). For a more recent example, walking or driving into safety with a massive load in Death Stranding, as well as most of the rest of the game.
I hate when folks ask for this and assholes say “people will just use this to save scum, don’t cheat.” As if working adults with children should be able to dedicate a whole hour totally uninterrupted.
Also, who cares? It’s your game; play it however you like. I mean, isn’t the whole reason why people play video games is to have fun? If save scumming is your idea of fun, I say scum away.
The problem being that a lot of people don’t actually know what it is that will make them happy. Winning is good, right? Yeah, but not if it’s too easy. Being to save the game state at any point makes a lot of games much too easy to be any fun. And while you might argue “well just don’t save all the time,” people are also bad at creating their own handicaps to increase fun.
Yes, there are exceptions to every generalization (see: OSRS Ultimate Ironman) but by and large there’s a reason why the most popular kind of games are set up the way they are.
You ever play Monopoly Go? Straight-up not fun because it’s basically impossible to lose.
Winning is good, right? Yeah, but not if it’s too easy
That’s how you feel about it, though, not an objective thing everybody feels the same about. I absolutely cheat whenever I’m finding a game too difficult, and I assure you, I’m still enjoying the game. I don’t know what people get out of what I find to be the extremely infuriating act of repeatedly failing over and over until I finally get it right, but I have not ever felt the sense of accomplishment I’m told I should feel after finally beating something I struggled with. I feel angry and like I wasted a bunch of time when I could have been enjoying something more fun.
I’m just trying to have a good time, not compete with myself or prove that I can learn just the right way and right time to hit certain button combos or whatever.
The too-easy levels of notfun are very far away from the too-hard levels of notfun.
Different games are for different styles of fun and for different people. Heck, some games are more like walk-through stories than actual games. If the game is too hard for you to enjoy, then that game just isn’t for you, that’s all. Let other people have their difficult games and find a different one to enjoy. When I played Monopoly Go and found it boringly easy, I didn’t complain that they should make it harder so I could enjoy it, I just recognized that I wasn’t the kind of player they were targeting and found something else to play.
These are subjective statements though and different people want different things. And difficulty variation can broaden the audience while not really changing the game. Sometimes I love a fight. Sometimes I want a story. Sometimes I want to couch coop with my youngest kid and he struggles with some games that he otherwise loves (looking at you Cuphead) that an easier mode would totally fix. And he absolutely loves Sonic, but the originals would be unplayable for him if not for modern saving and non permadeath. Or emulation with save states and cheat codes.
Why are you trying to convince people that if a game is too difficult or long periods between saving doesn’t work for them then it is their fault and not that of the game design. That’s a weird stance to take. If someone designed a car that was generally very nice but with the gear shift next to the passenger seat door, would you say that is just a car for people with super long arms or would you say that was a poor design choice that is going to massively limit an otherwise nice car?
This is more like you complaining that some cars don’t come with automatic transmission options. Sorry buddy, some of us like sports cars and having an automatic transmission option would devalue the very concept of what that particular car is.
I still haven’t beaten Super Mario Brothers. I’ve gotten very close, but I choked on the final Bowser multiple times. I’m not mad at Nintendo for that. I’m not even mad at myself for that. I had loads of fun playing Super Mario Brothers and being able to save would lower the value of the game.
I don’t understand why you’re insistent that all games need to cater to your desired difficulty level. Some games are made for you, some games are made for other people. Chasing the widest audience possible is how you end up with bland art, be it games, movies, social media platforms, or any other thing people enjoy.
Look, you said it yourself. Different people want different things, and what some people want is fundamentally incompatible with what you want. So, you get a different set of games than they get.
This seems to act like games and their default difficulty options are commandments carved in stone when they’re not. If I find a game to difficulty to enjoy and then find it enjoyable by cheating, that’s what I’m gonna do.
I know what will make me happy and it’s not being forced to sit for a full hour through a rogue like just because of whiny goobers complaining to the devs so they don’t implement save and quit.
I got yelled at for saying this on a reddit thread about emotional moments in video games. But I still feel bad for killing Mordin in ME3. I cried. And regret it.
The little mermaid side story was sad. Then, I spent the entire second act just grinding along to get the best character in my party back only to end up super depressed about it when that didn't happen.
As Adol: Climbing down Gens d’Armes to finally meet Dana, Eternia sitting in the distance.
spoilerAdol and Dana having a little heart to heart before the final dungeon, hoping that maybe destiny isn’t real just this one time, and she isn’t fated to die soon.
The scripting in the true final boss, with the dawn breaking over an endless field of water, as the introduction ends and the fight begins.
spoilerFighting through gods and spirits to bring Dana back one last time, to say farewell.
As Dana: White Memory. God. Making peace with Olga, and having her finally open her heart to you as a dear friend, a message from beyond the grave. Watching the last sparks of your civilisation die out in an apocalyptic winter. Valley of Kings, learning that you’re the first person to break a divine apocalyptic cycle, but still bound by fate.
I legitimately couldn’t enjoy video games for two weeks after I finished Ys VIII. I still get really emotional thinking about it.
But it’s nothing compared to FFXI, my favourite game of all time:
Chains of Promathia is incredible from start to finish. Weathering the emotional assault of death beyond death and the decay of the spirit in the Promyvions, this horrible, haunting, gloomy drone in the background; and then immediately being taken to this place of both incredible healing beauty and immediate and poignant, human sorrow.
Witnessing the exact moment where a dear companion begins to waver if he’s on the right path with you, and seeing his doubts culminate in fighting you, to the death if need be. Seeing the guilt, shame and lingering doubt when you win… and forgive him.
Seeing the god of regeneration send a little glimmer over the view of a fallen kingdom, which you’ve probably sat and stared at with strangely passive wraith enemies. The entire Distant Worlds song and cinematic as a whole, closing out a musical and narrative theme that had been developing over three years. Definitely another storyline where I had to sit and just process it for a bit. Took me a year to come around on Aht Urhgan since I did it the day after Promathia.
Seeing the ghost of a city-state wiped out by genocide, brought back into a state of undeath by a god of war and chaos, sacrifice himself to save the heritor of the empire that claimed his city. The music for the fight that follows right after, Ragnarok.
The sadness that makes your heart sink, of wandering the Shadowreign era of Vana’diel, seeing a world ravaged by war, hearing Flowers On The Battlefield add an incredible, keening aura of melancholy everywhere, albeit with little glimmers of peace… broken by the drums of war as battle rages once more.
The end of Adoulin, Forever Today. Closing the book on one of your most personal adventures, alongside some of the most brilliant and heroic characters. The sense of finality mixed with renewal, with musical callbacks to the Theme of Final Fantasy and the Prelude.
Rhapsodies of Vana’diel, especially the ending. Seeing the bravery of an old friend’s daughter sacrifice herself again and again as the cosmos rejects her presence in the past. Building a relationship with a character just as sincere and brilliant as her father. Her final monologue to you: “Master, this is not ‘Farewell.’ It is ‘See you soon.’ Until our paths cross once more, the blessing of Phoenix is yours to wield. And I will be with you, always.”
The beautiful poem being sung as this all happens, leading into the Adventurers’ Chorus of over a hundred actual players from across the world, singing the title music from the first release of the game…
I remember the first time I cried because of the events of a video game.
Final Fantasy 7. Aerith’s death scene.
Up to that point, you’re given several romance options between her and Tifa and I basically friend-zoned Tifa and was pursuing Aerith. So when Sephiroth murders her out of nowhere, it was like he really murdered my girlfriend. FWIW, the game came out when I was 12 and I was probably 13 or 14 when I actually got to own a copy and play through the whole thing.
The most latest game, tho, that hits hard is Cyberpunk 2077. The overall main plot is just a mashup of cyberpunk films like Johnny Mnemonic, Strange Days, 6th Day, 5th Element, Dredd, etc; but the side stories with the main characters are where the real beauty lies. Shit had me choked up like every time there was a lengthy bit of dialogue. The reason your character is dying might be goofy, but the way they portray someone who knows they are going to die is pretty fucking good. And the unique thing is that it’s you. Your own character, not some other character you’re just meant to empathize with.
MyHouse.wad. It’s astonishing that a fucking Doom level can do better environmental storytelling than most modern games. Don’t read much about it, just download it and play!
I also played Life is Strange: True Colors with my daughter and she was amazed at how a video game can just influence our emotions.
MyHouse.wad is definitely one of the better gaming moments from recent years. It reminded me a lot of imscared, and I’d consider that game to be secured in the top 100 games of all time. The environmental storytelling is top tier, and the natural unsettling nature is just great.
Life is Strange is also a great one. My little sister loves the series far more than me, but I also played Fahrenheit and The Walking Dead early in life, so I’d say I had high standards for those games. Would you say True Colors is worth checking out to someone that was lukewarm on the original? I love the style of game, but I’m not invested in the characters so it’d practically be my first introduction to the universe yk?
True Colors is great. It’s a little bit more personal and smaller in scope than the first two. For myself the first one is still my favourite with True Colors as a close second. If you were annoyed by the teenage drama of the first one then you should like True Colors more.
But if you’re looking for traditional adventure puzzles you will be disappointed. There are barely any in this game. It’s a more or less linear story where your relationships are more important than solving the mystery.
Yeah the teenage drama was what took me out of it. I don’t need super good puzzles, The Walking Dead season 1 had the most ass puzzles I’ve ever played but it’s still one of the greatest stories I’ve ever played. Even with the objectively shitty gameplay of TWD, I got so fucking invested in those characters. I felt Clementine’s pain during the ending of season 1 and 2, that was close to being my pick. Thank you for the recommendation!
The hilarious thing about My house.wad is that if you go in without knowing anything about it there's a relatively high chance you just complete the level normally and think "that's it? weird that had so much hype"
bin.pol.social
Aktywne