History CentralTheme / VideoGames

18th Sep '17 12:52:46 PM darkabomination
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* ''VideoGame/JetGrindRadio'': Expression.

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* ''VideoGame/JetGrindRadio'': ''VideoGame/JetSetRadio'': Expression.



* ''VideoGame/LegendOfHeroesVI'': No one person, no matter what they've done in the past, no matter what they've done with their lives, is completely beyond love and redemption. Any life can be given meaning so long as you're willing to reach out to a person.

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* ''VideoGame/LegendOfHeroesVI'': ''VideoGame/TheLegendOfHeroesTrailsInTheSky'': No one person, no matter what they've done in the past, no matter what they've done with their lives, is completely beyond love and redemption. Any life can be given meaning so long as you're willing to reach out to a person.them. Also nobody does something without motive or purpose, we all have our own reasons for the choices we make.



* ''{{Pikmin}}'' - Teamwork. Alone we are weak. Together we can do anything.

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* ''{{Pikmin}}'' ''VideoGame/{{Pikmin}}'' - Teamwork. Alone we are weak. Together we can do anything.
12th Sep '17 7:15:47 PM Samothrace42
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** No philosophy or vision of greatness, however well-intentioned, long survives contact with human flaws.

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** No philosophy or vision of greatness, [[WellIntentionedExtremist however well-intentioned, well-intentioned]], [[HumansAreFlawed long survives contact with human flaws.flaws]].



* The ''VideoGame/{{Fallout}}'' series: Even AfterTheEnd people will still try to kill one another.
--> War... war never changes.
** Via WordOfGod, the series' other central theme is that you need to let go of the past. In ''New Vegas'' in particular there is a direct correlation between a faction's evilness on the karma meter and how tightly they cling to the values of the past.
** ''VideoGame/FalloutNewVegas'' has a theme beyond that, and a different one for each DLC. In the game overall, it's that all power is a gamble (appropriate for Vegas) and small things can tip huge scales.

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* The ''VideoGame/{{Fallout}}'' series: Even AfterTheEnd AfterTheEnd, people will still try to kill one another.
--> [[ArcWords War... war never changes.
changes.]]
** Via WordOfGod, the series' other central theme is that you need to let go of the past. In ''New Vegas'' in particular there is a direct correlation between a faction's evilness on the karma meter KarmaMeter and how tightly they cling to the values of the past.
** ''VideoGame/FalloutNewVegas'' has a theme beyond that, and a different one for each DLC. In the game overall, it's that all power is a gamble (appropriate (quite appropriate for Las Vegas) and small things can tip huge scales.



*** The theme of letting go of the past plays a key role in each DLC. In ''Dead Money'', [[spoiler:the fall of the Sierra Madre came from its owner's efforts to keep the woman he loved safe forever, and the main plot is driven by each character's inability to let go of the reasons why they originally came to the Sierra Madre]]. In ''Honest Hearts'', [[spoiler:you decide whether Joshua Graham lets go of his past or embraces it]]. In ''Old World Blues'', [[spoiler:the peaceful ending of the DLC has you convincing the Think Tank they need to let go of their mad science and leave the Mojave be]]. Finally, ''Lonesome Road'' centres around [[spoiler:Ulysses' inability to let go of the ideals of Hopeville after the Courier unknowingly caused its destruction]].

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*** The theme of letting go of the past plays a key role in each DLC. In ''Dead Money'', [[spoiler:the fall of the Sierra Madre came from its owner's efforts to keep the woman he loved safe forever, and the main plot is driven by each character's inability to let go of the reasons why they originally came to the Sierra Madre]]. In ''Honest Hearts'', [[spoiler:you decide whether Joshua Graham lets go of his past or embraces it]]. In ''Old World Blues'', [[spoiler:the peaceful ending of the DLC has you convincing the Think Tank they need to let go of their mad science and leave the Mojave be]]. Finally, ''Lonesome Road'' centres centers around [[spoiler:Ulysses' inability to let go of the ideals of Hopeville after the Courier unknowingly caused its destruction]].



** ''{{VideoGame/Fallout 4}}'' puts emphasis on letting go of the past, one particularly antagonistic faction is convinced its isolation and ties to pre-war civilisation make it superior. While the most moral has to rebuild itself completely from scratch to do its job right. A second theme is deciding who, and what, makes up human civilisation in the 23rd century. Synths, mutants, ghouls, irradiated humans and the few 'pure' humans left all have to live together. Some think they're better than others, but who's counting.
** The themes of the story arcs for the companions in ''4'' is about the need to reinvent oneself, struggling with identity, and the need to let go of the past to begin anew. To name a few examples: Piper Wright reinvented herself as an IntrepidReporter (in a world without newspapers) after fighting to uncover and spread the truth behind her father's murder, even if it leaves her isolated among her peers in Diamond City. Nick Valentine is a prototype synth whose memories and personality are based on a pre-war detective, and he struggles to establish himself as his own man, not the pre-war detective, and not a machine of the Institute. Strong is a Super Mutant who forsakes his mutated brethren and harbors a great deal of respect for humans, believing them to be stronger than mutants and tries to act more like them (not always successfully, but he tries).

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** ''{{VideoGame/Fallout 4}}'' also puts a heavy emphasis on letting go of the past, one particularly past. The most antagonistic faction in the game - [[TheConspiracy the Institute]] - is convinced its isolation and ties to pre-war civilisation Pre-War civilization make it superior. While superior to everyone else. Conversely, the most moral - [[WeHelpTheHelpless the Commonwealth Minutemen]] - has to rebuild itself completely from scratch to do its job right. The [[BadassArmy East Coast]] [[TheOrder Brotherhood of Steel]] now harken back more to the activities of their original West Coast brethren, and their inability to get over the massive losses they suffered at the hands of the Super Mutants ten years ago in ''3'' has resulted in them collectively [[TookALevelInJerkass Taking A Level In Jerkass]]. And [[UndergroundRailroad the Railroad]] had to rebuild their entire organization as more of a clandestine spy agency after the Institute's ''blitzkrieg'' against them. The Institute also shows an active contempt for the Pre-War world (which they blame for causing the Great War), and are [[LetThePastBurn actively attempting to erase all remaining records of the Old World]] so that [[UtopiaJustifiesTheMeans they can create what they think is a "perfect" society]]. The Brotherhood of Steel instead romanticizes the past, wanting to return humanity to the glory of the Pre-War days, but unfortunately are also bringing back the xenophobia and genocidal tendencies of that time. The Minutemen and Railroad base themselves after famous cultural movements in American history - the Revolutionary War and Underground Railroad - but just want to help people and progress the Wasteland forward into a better world.
***
A second theme is deciding [[WhatMeasureIsANonHuman who, and what, makes up human civilisation civilization in the 23rd century. century]]. Synths, mutants, ghouls, Super Mutants, Ghouls, robots/A.I.s, irradiated humans and the very few 'pure' "pure" humans left all have to live together. [[FantasticRacism Some think they're better than others, others]] - but who's counting.
**
counting?
***
The themes of the story arcs for the companions (and the main storyline itself) in ''4'' is are about the need to [[DesperatelyLookingForAPurposeInLife reinvent oneself, oneself]], [[QuestForIdentity struggling with identity, identity]], and the need to let go of the past to begin anew. To name a few examples: [[PlayerCharacter The Sole Survivor]], who is the last known unmutated human left from Pre-War America, has to come to terms with the fact that the three things they defined themselves as before the Great War - being a soldier/lawyer, spouse, and parent - are completely impossible to recapture, and they have to learn to reinvent themselves as someone new in order to survive in the Wasteland. Connected to that, the entire game's tagline is "Welcome home," which signifies how the Sole Survivor has entered a land both too familiar and alien for comfort, as their home is dead but still lives on through the bombed-out ruins cutting across the Commonwealth. [[DeadpanSnarker Piper Wright Wright]] reinvented herself as an IntrepidReporter (in a world without newspapers) after fighting to uncover and spread the truth behind her father's murder, even if but it leaves has left her isolated among her peers in Diamond City. City and means her only friends are her little sister, the Sole Survivor, and Nick. The aforementioned [[HardboiledDetective Nick Valentine Valentine]] is a prototype synth Synth whose memories and personality are based on a pre-war Pre-War detective, and he struggles to establish himself as his own man, man; one who's not the pre-war Pre-War detective, and not a machine of the Institute. Strong [[NobleDemon Strong]] is a Super Mutant who forsakes has forsaken his mutated brethren and harbors a great deal of respect for humans, believing them to be stronger than mutants and tries to act more like them (not always successfully, but he tries).tries). [[RobotBuddy Ada]] watched her entire caravan get massacred by the Mechanist's robots, and is desperate to avenge them - even though she knows that her friends would just want her to move on with her life.[[spoiler: She's only able to truly let go if the Sole Survivor spares the Mechanist, teaching Ada mercy and enabling her to let go of the past]]. The atrocities [[LovableRogue Robert Joseph MacCready]] committed while running with [[ArmiesAreEvil the Gunners]] - which he did in the name of [[spoiler:saving his sick son]] - still haunts him, and he's [[TheAtoner struggling to move past them]] while [[HiredGuns staying a mercenary]].
10th Sep '17 10:08:24 PM trentongm
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* ''VideoGame/{{Psychonauts}}'':
** The little ([[DarkAndTroubledPast or not so little]]) things that happen early in life stay with us forever. FreudWasRight
** People are complicated, and deep down we're all children.
30th Aug '17 12:29:12 AM AHI-3000
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* ''VideoGame/InFamous'': If given great powers, would you [[KarmaMeter choose]] to use them for [[WithGreatPowerComesGreatResponsibility better]] or [[WithGreatPowerComesGreatInsanity worse]]?
29th Aug '17 11:57:28 PM AHI-3000
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** ''VideoGame/FarCry4'': [[BlackAndGreyMorality Definite "good and evil"]] [[BlackAndBlackMorality doesn't actually exist]] [[WarIsHell in wars]]. [[HeWhoFightsMonsters Trying to fight "evil" may only make you just as bad as the enemy]] ([[MotiveDecay or at least forget what you're really fighting for in the first place]]).
6th Aug '17 2:43:33 AM Koveras
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* ''VideoGame/TheLongestJourney'': Mystery is important, there is no magic in knowing everything.
** ''VideoGame/DreamfallTheLongestJourney'': Faith -- having it, losing it, and regaining it.
** ''VideoGame/DreamfallChapters'': Stages of life, finding your true place in life.
1st Aug '17 9:37:49 AM CosmicFerret
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* ''Franchise/DragonQuest'' has themes for many of its games:

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* ''Franchise/DragonQuest'' ''VideoGame/DragonQuest'' has themes for many of its games:
5th Jul '17 3:58:23 PM MyFinalEdits
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*** Nothing lasts forever. Growth is another major element.
*** The next generation inheriting the future, instead of lingering on the past.

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*** Nothing lasts forever. Growth is another major element.
***
The next generation inheriting the future, instead of lingering on the past.past.
*** Growth is another major element. Proving oneself worthy of the divine tools to save the beloved ones, as well as the world.
5th Jul '17 3:52:11 PM MyFinalEdits
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* ''KingdomHearts: Chain of Memories'': The nature of memory seems to be observed in this game. All kinds of memories are observed, from Sora's true memories to [[spoiler: the fake memories of the Riku Replica]]. The game even seems to suggest that even false memories can be of importance.

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* ''KingdomHearts: Chain of Memories'': ''VideoGame/KingdomHeartsChainOfMemories'': The nature of memory seems to be observed in this game. All kinds of memories are observed, from Sora's true memories to [[spoiler: the fake memories of the Riku Replica]]. The game even seems to suggest that even false memories can be of importance.



** Partnership. Just about every named character has or had some sort of partner or companion.

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** Partnership. Just about Almost every named character has or had some sort of partner or companion.


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* ''VideoGame/MonsterHunter'': The perennial fight between man and the wildlife.
5th Jul '17 8:20:19 AM MyFinalEdits
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** ''VideoGame/{{Persona 2}}'': How rumors affect reality. Personal responsibility for making the world what it is and what we want it to be, and the consequences of failing to take responsibility.

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** ''VideoGame/{{Persona 2}}'': 2}}'':
***
How rumors affect reality. Personal responsibility for making the world what it is and what we want it to be, and the consequences of failing to take responsibility.
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