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* ''MassEffect:'' Can a single person change the fate of the galaxy?

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* ''MassEffect:'' ''Franchise/MassEffect:'' Can a single person change the fate of the galaxy?
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** Also the fact that sometimes, no matter how hard you try or how well you think you're doing, you can never get a flawless victory. Sacrifices must be made, and you can't save everyone.

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** Also the fact that sometimes, no matter how hard you try or how well you think you're doing, you can never get a flawless victory. Sacrifices must be made, and you can't save everyone. [[AWorldHalfFull Despite this, things can always get better.]]
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** Selfishness comes in at a close second. There's rare exceptions but the motivations of almost all the characters have some degree of selfishness to them.

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** Selfishness comes in at a close second. There's rare exceptions but the motivations of almost all the characters have some degree of selfishness to them.them.
* ''VideoGame/TalesOfVesperia'': Making your own choices. It's better to choose what you want to do or what you feel is right, rather than resign yourself to what others expect of you or what you think you have to do.
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* ''VideoGame/Uncharted'': Luck, Honor (or lack thereof), and Deception, respectively.

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* ''VideoGame/Uncharted'': ''VideoGame/{{Uncharted}}'': Luck, Honor (or lack thereof), and Deception, respectively.
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* ''VideoGame/Uncharted'': Luck, Honor (or lack thereof), and Deception, respectively.

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* ''VideoGame/Uncharted'': Luck, Honor (or lack thereof), and Deception, respectively.respectively.
* ''VideoGame/TheLastOfUs'': Partnership. Just about every named character has or had some sort of partner or companion.
** Selfishness comes in at a close second. There's rare exceptions but the motivations of almost all the characters have some degree of selfishness to them.
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* ''Videogame/{{Xenoblade}}'': Two Words: [[ScrewDestiny Screw Destiny!]] Humanity should the one to decide its own fate.

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* ''Videogame/{{Xenoblade}}'': Two Words: [[ScrewDestiny Screw Destiny!]] Humanity should the one to decide its own fate.fate.
* ''VideoGame/Uncharted'': Luck, Honor (or lack thereof), and Deception, respectively.
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* ''Videogame/{{Xenoblade}}'': [[TwoWordsOneTrope Two Words:]] [[ScrewDestiny Screw Destiny!]] Humanity should the one to decide its own fate.

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* ''Videogame/{{Xenoblade}}'': [[TwoWordsOneTrope Two Words:]] Words: [[ScrewDestiny Screw Destiny!]] Humanity should the one to decide its own fate.
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* ''VideoGame/SlyCooper'': [[GreenEyedMonster Envy]] gets one no where. All the BigBad[=s=] in the series have been jealous, primarly of the Cooper Clan.

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* ''VideoGame/SlyCooper'': [[GreenEyedMonster Envy]] gets one no where. All the BigBad[=s=] in the series have been jealous, primarly of the Cooper Clan.Clan.
* ''Videogame/{{Xenoblade}}'': [[TwoWordsOneTrope Two Words:]] [[ScrewDestiny Screw Destiny!]] Humanity should the one to decide its own fate.
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* ''VideoGame/SlyCooper'': [[GreenEyedMonster Envy]]. All the BigBad[=s=] in the series have been jealous, primarly of the Cooper Clan.

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* ''VideoGame/SlyCooper'': [[GreenEyedMonster Envy]].Envy]] gets one no where. All the BigBad[=s=] in the series have been jealous, primarly of the Cooper Clan.
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--> [[ArcWords "Have I ever told you the definition of insanity?"]] [[spoiler:(It's doing the same things over and over and expecting a different result.)]]

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--> [[ArcWords "Have I ever told you the definition of insanity?"]] [[spoiler:(It's doing the same things over and over and expecting a different result.)]])]]
* ''VideoGame/SlyCooper'': [[GreenEyedMonster Envy]]. All the BigBad[=s=] in the series have been jealous, primarly of the Cooper Clan.
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** On another note, the games also have themes that are often summed up in a single word. The first VideoGame/MetalGearSolid had the theme of "GENE". The theme of [=MGS2=] was "MEME". The theme of [=MGS3=] was "SCENE". The theme of [=MGS4=] was "SENSE". The theme of ''[[VideoGame/MetalGearSolidPeaceWalker Peace Walker]]'' was "PEACE". And the theme of ''[[VideoGame/MetalGearSolidRisingRevengeance Revengeance]]'' is "REVENGE". These themes tend to crop up a lot in the game that they describe, although they are often referenced in other games. To the extent that mission packs for the multiplayer of 4 were named the "GENE" "MEME" and "SCENE" expansions, and all included elements from [=MGS1=], [=MGS2=], and [=MGS3=] respectively.

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** On another note, the games also have themes that are often summed up in a single word. The first VideoGame/MetalGearSolid had the theme of "GENE". The theme of [=MGS2=] was "MEME". The theme of [=MGS3=] was "SCENE". The theme of [=MGS4=] was "SENSE". The theme of ''[[VideoGame/MetalGearSolidPeaceWalker Peace Walker]]'' was "PEACE". And the theme of ''[[VideoGame/MetalGearSolidRisingRevengeance ''[[VideoGame/MetalGearRisingRevengeance Revengeance]]'' is "REVENGE". These themes tend to crop up a lot in the game that they describe, although they are often referenced in other games. To the extent that mission packs for the multiplayer of 4 were named the "GENE" "MEME" and "SCENE" expansions, and all included elements from [=MGS1=], [=MGS2=], and [=MGS3=] respectively.
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** On another note, the games also have themes that are often summed up in a single word. The first VideoGame/MetalGearSolid had the theme of "GENE". The theme of [=MGS2=] was "MEME". The theme of [=MGS3=] was "SCENE". The theme of [=MGS4=] was "SENSE". The theme of PeaceWalker was "PEACE". And the theme of Rising: Revengeance is "REVENGE". These themes tend to crop up a lot in the game that they describe, although they are often referenced in other games. To the extent that mission packs for the multiplayer of 4 were named the "GENE" "MEME" and "SCENE" expansions, and all included elements from [=MGS1=], [=MGS2=], and [=MGS3=] respectively.

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** On another note, the games also have themes that are often summed up in a single word. The first VideoGame/MetalGearSolid had the theme of "GENE". The theme of [=MGS2=] was "MEME". The theme of [=MGS3=] was "SCENE". The theme of [=MGS4=] was "SENSE". The theme of PeaceWalker ''[[VideoGame/MetalGearSolidPeaceWalker Peace Walker]]'' was "PEACE". And the theme of Rising: Revengeance ''[[VideoGame/MetalGearSolidRisingRevengeance Revengeance]]'' is "REVENGE". These themes tend to crop up a lot in the game that they describe, although they are often referenced in other games. To the extent that mission packs for the multiplayer of 4 were named the "GENE" "MEME" and "SCENE" expansions, and all included elements from [=MGS1=], [=MGS2=], and [=MGS3=] respectively.
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*** Also: Remember that you will die one day ([[ArcWords Memento Mori]]), but do not long for death and instead live your life to the fullest.
*** For The Answer it seems to be: Remember those who have died and cherish their lives instead of regretting their deaths.
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* ''VideoGame/FarCry3'': Insanity, the blurred line between fantasy and reality, and whether or not a normal person can ever be good again if they choose to go down the rabbit hole and embrace their inner warrior.

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* ''VideoGame/FarCry3'': Insanity, the blurred line between fantasy and reality, and whether or not a normal person can ever be good again if they choose to go down the rabbit hole and embrace their inner warrior.warrior.
--> [[ArcWords "Have I ever told you the definition of insanity?"]] [[spoiler:(It's doing the same things over and over and expecting a different result.)]]
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* ''VideoGame/{{Bioshock}}'': No philosophy or vision of greatness, however well-intentioned, long survives contact with human flaws.

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* ''VideoGame/{{Bioshock}}'': ''Franchise/{{Bioshock}}'': No philosophy or vision of greatness, however well-intentioned, long survives contact with human flaws.
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* ''VideoGame/{{FarCry2}}'': War for the sake of war, and that eventually the only way to make it end is to save the innocent and kill everyone else, including yourself.
* ''VideoGame/{{FarCry3}}'': Insanity, the blurred line between fantasy and reality, and whether or not a normal person can ever be good again if they choose to go down the rabbit hole and embrace their inner warrior.

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* ''VideoGame/{{FarCry2}}'': ''VideoGame/FarCry2'': War for the sake of war, and that eventually the only way to make it end is to save the innocent and kill everyone else, including yourself.
* ''VideoGame/{{FarCry3}}'': ''VideoGame/FarCry3'': Insanity, the blurred line between fantasy and reality, and whether or not a normal person can ever be good again if they choose to go down the rabbit hole and embrace their inner warrior.
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* ''VideoGame/{{Borderlands}}'': The love of money is the root of all evil.

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* ''VideoGame/{{Borderlands}}'': The love of money is the root of all evil.evil.
* ''VideoGame/{{FarCry2}}'': War for the sake of war, and that eventually the only way to make it end is to save the innocent and kill everyone else, including yourself.
* ''VideoGame/{{FarCry3}}'': Insanity, the blurred line between fantasy and reality, and whether or not a normal person can ever be good again if they choose to go down the rabbit hole and embrace their inner warrior.
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* ''VideoGame/SonicHeroes''- The supah awesome power of TEAMWORK!

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* ''VideoGame/SonicHeroes''- ''VideoGame/SonicHeroes'' - The supah awesome power of TEAMWORK!



*** 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 inability to get over his girlfriend cheating on him, 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'' centers around [[spoiler:Ulysees' inability to let go of the ideals of Hopeville after the Courier unknowingly caused it's 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 inability efforts to get over his girlfriend cheating on him, 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'' centers around [[spoiler:Ulysees' inability to let go of the ideals of Hopeville after the Courier unknowingly caused it's its destruction]].



** Pacifism is good;

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** Pacifism is good;good.



** On another note, the games also have themes that are often summed up in a single word. The first VideoGame/MetalGearSolid had the theme of "GENE". The theme of MGS2 was "MEME". The theme of MGS3 was "SCENE". The theme of MGS4 was "SENSE". The theme of PeaceWalker was "PEACE". And the theme of Rising: Revengeance is "REVENGE". These themes tend to crop up a lot in the game that they describe, although they are often referenced in other games. To the extent that mission packs for the multiplayer of 4 were named the "GENE" "MEME" and "SCENE" expansions, and all included elements from MGS1, MGS2, and MGS3 respectively.

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** On another note, the games also have themes that are often summed up in a single word. The first VideoGame/MetalGearSolid had the theme of "GENE". The theme of MGS2 [=MGS2=] was "MEME". The theme of MGS3 [=MGS3=] was "SCENE". The theme of MGS4 [=MGS4=] was "SENSE". The theme of PeaceWalker was "PEACE". And the theme of Rising: Revengeance is "REVENGE". These themes tend to crop up a lot in the game that they describe, although they are often referenced in other games. To the extent that mission packs for the multiplayer of 4 were named the "GENE" "MEME" and "SCENE" expansions, and all included elements from MGS1, MGS2, [=MGS1=], [=MGS2=], and MGS3 [=MGS3=] respectively.



** ''VideoGame/GrandTheftAutoIV'': how much does your past weigh in your future? every character has one mistake they regret and try to fix it in some way or another. most importantly is the AmericanDream still alive?

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** ''VideoGame/GrandTheftAutoIV'': how much does Your past scars your past weigh in your future? every future. Every character has one mistake they regret and try to fix it in some way or another. most importantly Most importantly, is the AmericanDream still alive?



** Centrally, the story of all three games seems to have a great deal to do with the emergence of AI and the way the inevitable conflict with organics will be played out or resolved. This itself can be tied into the greater theme of parenthood: we dare you to find a single main character in the game who doesn't have some sort of family issue.

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** Centrally, the story of all three games seems to have a great deal to do with the emergence of AI and the way the inevitable conflict with organics will be played out or resolved. This itself can be tied into the greater theme of parenthood: we parenthood and creators-verus-creations. We dare you to find a single main character in the game who doesn't have some sort of family issue.issue. If you actually do, they'll probably instead have issues with their mentors, trainers, employees/employers, oldest friends, or someone else who could be said to have created or been created by them.



* ''VideoGame/SimCity'': What it takes to run a city efficiently ([[VideoGameCrueltyPotential or inefficiently]]).

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* ''VideoGame/SimCity'': What it takes to run a city efficiently ([[VideoGameCrueltyPotential ([[VideoGameCrueltyPotential ...or inefficiently]]).
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** On another note, the games also have themes that are often summed up in a single word. The first MetalGearSolid had the theme of "GENE". The theme of MGS2 was "MEME". The theme of MGS3 was "SCENE". The theme of MGS4 was "SENSE". The theme of PeaceWalker was "PEACE". And the theme of Rising: Revengeance is "REVENGE". These themes tend to crop up a lot in the game that they describe, although they are often referenced in other games. To the extent that mission packs for the multiplayer of 4 were named the "GENE" "MEME" and "SCENE" expansions, and all included elements from MGS1, MGS2, and MGS3 respectively.

to:

** On another note, the games also have themes that are often summed up in a single word. The first MetalGearSolid VideoGame/MetalGearSolid had the theme of "GENE". The theme of MGS2 was "MEME". The theme of MGS3 was "SCENE". The theme of MGS4 was "SENSE". The theme of PeaceWalker was "PEACE". And the theme of Rising: Revengeance is "REVENGE". These themes tend to crop up a lot in the game that they describe, although they are often referenced in other games. To the extent that mission packs for the multiplayer of 4 were named the "GENE" "MEME" and "SCENE" expansions, and all included elements from MGS1, MGS2, and MGS3 respectively.
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** On another note, the games also have themes that are often summed up in a single word. The first MetalGearSolid had the theme of "GENE". The theme of MGS2 was "MEME". The theme of MGS3 was "SCENE". The theme of MGS4 was "SENSE". The theme of PeaceWalker was "PEACE". And the theme of Rising: Revengeance is "REVENGE". These themes tend to crop up a lot in the game that they describe, although they are often referenced in other games. To the extent that mission packs for the multiplayer of 4 were named the "GENE" "MEME" and "SCENE" expansions, and all included elements from MGS1, MGS2, and MGS3 respectively.

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* ''DragonAge'': No victory comes without great cost, known or unknown. Or, alternatively, [[Film/StarTrekIITheWrathOfKhan the needs of the many outweigh the needs of the few, or the one.]] Or, alternatively alternatively, our duty is determined by the circumstances of our lives, but we have a choice in how we fulfill it.
** ''DragonAgeII'': Sometimes all sides share the blame for a terrible situation, and there isn't a BigBad. Alternatively, mistreating people in fear that they are dangerous will ''make'' them dangerous, because you've given them good reason to hate you. Or: when ''do'' the needs of the many justify harming the few, and who decides?

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* ''DragonAge'': In the ''Franchise/DragonAge'' series:
** ''VideoGame/DragonAgeOrigins'':
***
No victory comes without great cost, known or unknown. Or, alternatively, unknown.
***
[[Film/StarTrekIITheWrathOfKhan the The needs of the many outweigh the needs of the few, or the one.]] Or, alternatively alternatively, our ]]
*** Our
duty is determined by the circumstances of our lives, but we have a choice in how we fulfill it.
** ''DragonAgeII'': ''VideoGame/DragonAgeII'':
***
Sometimes all sides share the blame for a terrible situation, and there isn't a BigBad. Alternatively, mistreating BigBad.
*** Mistreating
people in fear that they are dangerous will ''make'' them dangerous, because you've given them good reason to hate you. Or: when you.
*** When
''do'' the needs of the many justify harming the few, and who decides?
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* ''{{Batman}}: [[BatmanArkhamAsylum Arkham]]'' [[BatmanArkhamCity series]]: How far can a man be pushed until he breaks?

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* ''{{Batman}}: [[BatmanArkhamAsylum Arkham]]'' [[BatmanArkhamCity series]]: ''VideoGame/BatmanArkhamSeries'': How far can a man be pushed until he breaks?
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** Progress always wins out over savagery.

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** Progress always wins out over raw savagery.

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* ''VideoGame/RedDeadRedemption'': Everyone eventually pays for what they've done. Progress always wins out over savagery.

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* ''VideoGame/RedDeadRedemption'': Everyone eventually pays for what they've done.
**
Progress always wins out over savagery.
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* ''VideoGame/RedDeadRedemption'': Everyone eventually pays for what they've done.

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* ''VideoGame/RedDeadRedemption'': Everyone eventually pays for what they've done. Progress always wins out over savagery.
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* ''{{Borderlands}}'': The love of money is the root of all evil.

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* ''{{Borderlands}}'': ''VideoGame/{{Borderlands}}'': The love of money is the root of all evil.
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* ''VideoGame/{{Xenogears}}'': Everyone is broken and trying to become whole--often at any cost.

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* ''VideoGame/{{Xenogears}}'': Everyone is broken and trying to become whole--often at any cost.cost.
* ''{{Borderlands}}'': The love of money is the root of all evil.
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That\'s just, like, your opinion, man.


** ''MetroidOtherM'': Family and parenthood. [[OvershadowedByControversy Didn't really work]] [[UnfortunateImplications the way it was supposed to]].

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** ''MetroidOtherM'': Family and parenthood. [[OvershadowedByControversy Didn't really work]] [[UnfortunateImplications the way it was supposed to]].

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** ''[[MetroidPrime Metroid Prime Trilogy]]'' - Cancer and the effect of radiation.

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** ''[[MetroidPrime Metroid Prime Trilogy]]'' - [[ScareEmStraight Cancer and the effect of radiation.radiation]].
** ''MetroidOtherM'': Family and parenthood. [[OvershadowedByControversy Didn't really work]] [[UnfortunateImplications the way it was supposed to]].


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** Heck, the entire series has a good basis on analyzing memory, not to mention [[ThePowerOfFriendship friendship]].
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* ''PlanescapeTorment'' - YouCantFightFate. The Nameless One may save and redeem his companions, civilizations and his enemies, but in the end he simply can't save himself.
** Arguably the entire theme is classic existentialism: You can't change fate or your circumstances, but you can change the way you respond to these circumstances.
** Most themes in the game (including whether it errs on the side of ScrewDestiny or YouCantFightFate) depends on how you play it and personal interpretation of the ending. However, one of the larger ones, one that links in with the ArcWords ("What can change the nature of a man?") is that of Change. What changes, what doesn't, and whether anything can't.
* ''VideoGame/SuperPaperMario'' - ThePowerOfLove, any and all love. All the bosses represent some form of perverted love, and all the characters showing genuine love end up redeemed. Almost every NPC talks about or shows some form of love, whether it be romantic love, friendship, familial, even love for the environment.
* ''{{Metroid}}'' - Isolation and self-reliance.
** ''[[MetroidPrime Metroid Prime Trilogy]]'' - Cancer and the effect of radiation.
* ''VideoGame/SonicTheHedgehogCD'' - Technology is not inherently evil as long as mankind does not misuse it. The Bad Future shows us a portrait of a world overrun completely by technology but Good Futures illustrate technology and nature co-existing in harmony, making for a better Little Planet.
* ''VideoGame/SonicAdventure2'' - A common motif in this game seems to be misunderstanding. For example, Sonic is mistaken for Shadow and wrongly arrested. Shadow misunderstands Maria's final request and nearly destroys humanity instead of protecting it as she wanted him to.
** Are people good, or evil?
* ''VideoGame/SonicHeroes''- The supah awesome power of TEAMWORK!
* ''[[SonicStorybookSeries Sonic and the Black Knight]]'' - WhoWantsToLiveForever
* ''VideoGame/SonicTheHedgehog2006'' - A question often asked in this game is whether or not one person should suffer for the good of the world. Since Elise is used as [[BarrierMaiden a living seal for Iblis]] the world is safe from destruction, but she obviously suffers from it and has to force herself not to cry so as to not release the god through her tears. After being confronted about it by Amy, Silver wonders whether or not it's right to kill Sonic to save the future and later on in the story [[spoiler: Silver is reluctant to seal Iblis inside of Blaze thus sending her into another dimension and out of his life]] even though doing so will keep the world safe. At the end of the game, [[spoiler: when Elise has to blow out the Iblis Flame to stop it from ever existing, she is hesitant to do so since that will erase the meeting between her and Sonic. She even cries, "I don't care what happens to the world!" She has to choose between herself and everyone else.]]
* 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.
*** In ''Dead Money'': Obsession is a cage. ([[ArcWords Begin again, let go.]])
*** In ''Honest Hearts'': We're all tribes in the end and family forgives no matter what, so long as you admit that you went wrong.
*** In ''Old World Blues'': The Wasteland may be harsh, but the Old World was no kinder. Look to the future - not for something better, but to ''make'' it better.
*** In ''Lonesome Road'': One person with one careless action can leave unimaginable scars, and the power of symbols - particularly flags.
*** 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 inability to get over his girlfriend cheating on him, 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'' centers around [[spoiler:Ulysees' inability to let go of the ideals of Hopeville after the Courier unknowingly caused it's destruction]].
* Once ''FinalFantasy'' started to develop genuine plots, it began to look at themes:
** ''VideoGame/FinalFantasyIV'' - Guilt and redemption.
** ''VideoGame/FinalFantasyV'' - Legacy. The old generation making room for the new one, most visibly by the deaths of the PrecursorHeroes.
** ''VideoGame/FinalFantasyVI'' - An examination of love, in all its myriad forms: familial (Strago and Relm), parental (Terra), romantic (Locke, Celes), fraternal (Edgar and Sabin), both found and lost.
*** More specifically, that love itself is the meaning of life.
*** There's also taking responsibility for your past deeds and forgiving yourself, which is seen in Terra, Locke, Shadow, Setzer and Cyan.
** ''VideoGame/FinalFantasyVII'' - Life, Death, and Rebirth.
** ''VideoGame/FinalFantasyVIII'' - Isolating yourself from other people won't stop you from being hurt. It's better to love and be hurt than to not love at all.
** ''VideoGame/FinalFantasyIX'' - The briefness of life, memory, and what makes a person human.
** ''VideoGame/FinalFantasyX'' - Sometimes, tradition and staying the same is not necessarily the best thing.
** ''VideoGame/FinalFantasyX2'' - An exploration of a world's culture and society experiencing significant changes and shift from tradition.
** ''VideoGame/FinalFantasyXII'' - Is power the only way to fight against power?
** ''VideoGame/FinalFantasyXIII'' - [[FateVsFreeWill Free will]], [[BeneathTheMask facing yourself]], forgiveness and redemption
** ''VideoGame/FinalFantasyTactics'' - Prejudice is wrong because in the end we are all human, people are not tools, fight for what you believe is right and power does not bring happiness.
** ''VideoGame/FinalFantasyTacticsAdvance'' - Avoiding reality is not healthy.
* ''VideoGame/ChronoTrigger'' - The actions of even a few can change the future in a significant way.
* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': Time changes everything.
* ''VideoGame/TheLegendOfZeldaMajorasMask'': ThePowerOfFriendship heals all.
* ''VideoGame/TheLegendOfZeldaTheWindWaker'': Nothing lasts forever.
* ''VideoGame/TheLegendOfZeldaTwilightPrincess'': Power corrupts.
* ''VideoGame/TheLegendOfZeldaSkywardSword'': Destiny, weaponry, and the role of a hero as a weapon wielded by fate.
* ''VideoGame/MetalGearSolid'' has several themes interwoven through the series:
** Pacifism is good;
** There is a large difference between reality and fiction.
** [[UsefulNotes/{{Existentialism}} Though you are influenced by your situation, it's your choices that determine who you are.]]
** Your past will haunt you for the rest of your life.
* ''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.
* Ever since the jump to 3D, the ''VideoGame/GrandTheftAuto'' series has been about betrayal and revenge. Claude's motivation throughout ''VideoGame/GrandTheftAutoIII'' [[HeroicMime appears]] to be revenge on various people for betraying him, in particular Catalina. The reverse idea - loyalty to your TrueCompanions - figures strongly into the plot of ''VideoGame/GrandTheftAutoSanAndreas''.
** ''VideoGame/GrandTheftAutoIV'': how much does your past weigh in your future? every character has one mistake they regret and try to fix it in some way or another. most importantly is the AmericanDream still alive?
* ''VideoGame/RedDeadRedemption'': Everyone eventually pays for what they've done.
* ''Left4Dead'' is interesting in that the theme - ThePowerOfFriendship - is almost entirely told through gameplay, e.g. committing traitorous acts such as running away from your team will draw a tank or hunter to you, getting you and probably everybody else killed.
* ''VideoGame/{{Persona}}'': You can't run from yourself. Doubles as the core theme to the ''Persona'' series as a whole.
** ''{{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.
** ''VideoGame/{{Persona 3}}'': No matter what, hope for the future. Nothing is ever truly hopeless.
** ''VideoGame/{{Persona 4}}'': Is the truth attainable? Can one successfully dispel the fog of deception?
* ''VideoGame/TheWorldEndsWithYou'': To truly live, you have to reach out to the world.
* ''VisualNovel/UminekoNoNakuKoroNi'': Because of love, we are able to see things that we could not see before. But because of love, we also see things that shouldn't exist.
** What is "the truth"?
* ''VisualNovel/HigurashiNoNakuKoroNi'': PoorCommunicationKills, Sinners must atone for their sins and not blame someone else for them.
* ''VideoGame/{{Bioshock}}'': No philosophy or vision of greatness, however well-intentioned, long survives contact with human flaws.
* Quite unusually for an over-the-top, uber-silly action game, ''SengokuBasara 3'' has a fairly downbeat one, seeming to be about how all the fun times and glory days are either over and done with or coming to an end. Instances include Mitsunari's total anguish over the death of ToyotomiHideyoshi, Motochika constantly muttering "those days are long gone", Oichi degenerating into a [[PsychopathicManChild Psychopathic Woman Child]], Yoshihiro still fighting despite knowing his generation's practically over, the lack of well-known characters from previous games due to plot purposes... oh, and being set at the very tail-end of the [[JidaiGeki Sengoku period]] is a fair indicator. Still, considering the plotline about [[AkechiMitsuhide Tenkai]] attempting to ressurect [[HistoricalVillainUpgrade Oda Nobunaga]] [[spoiler:and succeeding]], maybe it is telling us that it's better to move on.
* ''VisualNovel/GSenjouNoMaou'': In this world, there are only those who use money and those who get used by money.
* ''DragonAge'': No victory comes without great cost, known or unknown. Or, alternatively, [[Film/StarTrekIITheWrathOfKhan the needs of the many outweigh the needs of the few, or the one.]] Or, alternatively alternatively, our duty is determined by the circumstances of our lives, but we have a choice in how we fulfill it.
** ''DragonAgeII'': Sometimes all sides share the blame for a terrible situation, and there isn't a BigBad. Alternatively, mistreating people in fear that they are dangerous will ''make'' them dangerous, because you've given them good reason to hate you. Or: when ''do'' the needs of the many justify harming the few, and who decides?
* ''PrinceOfPersia'' (at least the ''Sands of Time'' sub-series): Every action has consequences. You can't evade them forever.
* ''VideoGame/BeyondGoodAndEvil'': Question everything. Never take truth for granted.
* ''CommandAndConquerTiberium'': Will you embrace change or resist it?
* ''CommandAndConquerRedAlert'': Is there really a better world than what we have now?
* ''VideoGame/TheReconstruction'': Scope; the necessity to understand all sides of the story and the full truth before one can make the correct decision, and the danger of jumping to conclusions. However, you must acquire the necessary knowledge without also losing sight of what is truly important.
-->"How far back must we stand before we can see everything ahead? And...does that mean we must lose sight of what was closest to begin with?"
** This is strongly represented by the MultipleEndings; [[spoiler:if you get the normal ending, your scope stays in place, and does not expand. In the GoldenEnding, your scope explodes, as you realize the story was ScienceFiction all along, not {{Fantasy}}.]]
** ''Videogame/IMissTheSunrise'' is the inverse of this; whereas ''The Reconstruction'''s scope went from small to big, here the focus is on big to small.
* ''{{Thief}}'': [[RefusalOfTheCall You can only run from your responsibilities for so long]].
** In addition: At some point, all causes, movements and systems ''will'' fall prey to corruption. The greatest danger any of them face is always, ''always'' from within.
* ''LegacyOfKain'': TakeAThirdOption. There's always one somewhere.
* ''VideoGame/{{Warcraft}} 3'': The evils of FantasticRacism.
* ''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.
* The ''VideoGame/{{Civilization}}'' series: What does it take to raise a civilization from nothing to greatness?
** ''SidMeiersAlphaCentauri:'' Even on other worlds, humanity is still human... but can it become something more?
* ''VisualNovel/AceAttorney'': The truth will always make itself known.
** ''PhoenixWrightAceAttorney'': There will be people trapped by circumstances beyond their control, and they need someone on their side.
** ''ApolloJusticeAceAttorney'': What's better: law based on absolute proof or law based on human evaluation?
** ''AceAttorneyInvestigations'': When the law is limited or perverted, how can we ensure justice without resorting to simple vigilantism?
* ''{{Batman}}: [[BatmanArkhamAsylum Arkham]]'' [[BatmanArkhamCity series]]: How far can a man be pushed until he breaks?
* ''MassEffect:'' Can a single person change the fate of the galaxy?
** Also the fact that sometimes, no matter how hard you try or how well you think you're doing, you can never get a flawless victory. Sacrifices must be made, and you can't save everyone.
** And actions that you take, no matter how small or insignificant, can come back to haunt (or help) you later. We are the summation of our choices.
** Centrally, the story of all three games seems to have a great deal to do with the emergence of AI and the way the inevitable conflict with organics will be played out or resolved. This itself can be tied into the greater theme of parenthood: we dare you to find a single main character in the game who doesn't have some sort of family issue.
** No matter how impossible it may seem, a ThirdOption can be there when you need it most.
** [[TheChainsOfCommanding Being the person in charge is not always fun or glamourous,]] [[HopelessWar especially in this case.]]
* ''VideoGame/{{Wizardry}} VII: Crusaders of the Dark Savant:'' Do you have free will? Does anyone? Does mankind? Or is it all destiny, preordained long ago?
* ''RiseOfLegends:'' In the end, is there any difference between magic and technology?
* ''{{Starcraft}}'': The destructive quest [[GoneHorriblyRight for perfection]].
* ''{{Tenchu}}'': The need to exercise power wisely and responsibly.
* ''VideoGame/AmnesiaTheDarkDescent'': How far one is willing to go for redemption.
* ''VideoGame/MortalKombat'': How the world is worth fighting, killing and dying for.
* ''VideoGame/SimCity'': What it takes to run a city efficiently ([[VideoGameCrueltyPotential or inefficiently]]).
* ''TwistedMetal'': Pursuing your dream at any cost.
* ''MadWorld'': HumansAreTheRealMonsters, and this isn't about to change any time soon. All you can really do is is stiffen your spine and keep going.
* ''VideoGame/DarkSouls'': Fire, death, what beauty means in the Crapsack World of Dark Souls, and ultimately, HumansAreGood.
* ''VideoGame/{{Tekken}}'': The conflict between [[BigScrewedUpFamily succeeding generations]].
* ''VideoGame/{{Xenogears}}'': Everyone is broken and trying to become whole--often at any cost.

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