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* In ''VideoGame/TeamFortress2'', a Scout using the Baby Face's Blaster can increase their speed significanly by dealing damage to enemies, with the caveat that if they take damage themselves or perform a DoubleJump, they'll lose that speed boost. Even ScratchDamage can slow him down considerably, and that includes fall damage. Thankfully, Scouts can easily negate any fall damage they'd take... by double-jumping right before they hit the ground. In other words, a Baby Face Scout facing a long fall has two options; double jump to avoid taking fall damage at the cost of their speed boost, or take the hit and lose the boost anyway.

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* In ''VideoGame/TeamFortress2'', a Scout using the Baby Face's Blaster can increase their speed significanly significantly by dealing damage to enemies, with the caveat that if they take damage themselves or perform a DoubleJump, they'll lose that speed boost. Even ScratchDamage can slow him down considerably, and that includes fall damage. Thankfully, Scouts can easily negate any fall damage they'd take... by double-jumping right before they hit the ground. In other words, a Baby Face Scout facing a long fall has two options; double jump to avoid taking fall damage at the cost of their speed boost, or take the hit and lose the boost anyway.

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* In the ending of ''VideoGame/GrandTheftAutoIV'', whether you choose to take the money or kill [[spoiler:Dimitri]] in the penultimate mission, [[spoiler:you will lose Kate]]. If you kill [[spoiler:Dimitri]], the mob boss you were working for gets pissed at you for souring the deal and [[spoiler:kills Kate in a drive-by shooting]]. If you take the money, [[spoiler:Kate]] will call you out on abandoning your morals and will [[spoiler:leave you anyway]]. Taking the money also results in [[spoiler:Dimitri]] [[ChronicBackstabbingDisorder betraying you]] [[ForTheEvulz for no reason]] and sending someone to kill you, which results in [[spoiler:Roman]] getting killed. Though if you do take the [[spoiler:Deal option]], after [[spoiler:Roman]] is killed, you get a phone call from [[spoiler:Kate]] and [[spoiler:she]] reconciles with you.

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* ''VideoGame/GrandTheftAutoIV'',
**
In the ending of ''VideoGame/GrandTheftAutoIV'', game's ending, whether you choose to take the money or kill [[spoiler:Dimitri]] in the penultimate mission, [[spoiler:you will lose Kate]]. If you kill [[spoiler:Dimitri]], the mob boss you were working for gets pissed at you for souring the deal and [[spoiler:kills Kate in a drive-by shooting]]. If you take the money, [[spoiler:Kate]] will call you out on abandoning your morals and will [[spoiler:leave you anyway]]. Taking the money also results in [[spoiler:Dimitri]] [[ChronicBackstabbingDisorder betraying you]] [[ForTheEvulz for no reason]] and sending someone to kill you, which results in [[spoiler:Roman]] getting killed. Though if you do take the [[spoiler:Deal option]], after [[spoiler:Roman]] is killed, you get a phone call from [[spoiler:Kate]] and [[spoiler:she]] reconciles with you.you.
** A goon in the game goes through this in the mission "Diamonds are a Girl's Best Friend". The goon, a man working under gangster Ray Bulgarin, is sent out with others to retrieve a set of diamonds stolen from Bulgarin which are being used in a hostage trade. The goon manages to grab the diamonds, but is cornered on a walkway by the game's protagonist Niko Bellic and his associate Packie [=McReary=]. The two demand he coughs the diamonds up, but he spells out that either he doesn't give up the diamonds and the two kill him there, or he gives them the diamonds now and brings Ray's wrath on his head, which will eventually result in Ray killing him. [[spoiler:The goon decides that if he's doomed anyway, no-one's going to get the diamonds, so he throws them into the back of a passing truck, where eventually get found by a homeless man.]]
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Add entry for video game "Resonance".

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* ''VideoGame/{{Resonance}}'': In Dr Morales's vault, Anna (the player character at this point) is given the choice to press either a "Destroy Vault" button or an "Open Vault" button. [[spoiler: No matter which button the player chooses, Ed sees her reach to press one of the buttons (potentially the one to destroy the vault), and stops her from pressing the button by shooting her dead.]]

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* ''VideoGame/SuperSmashBrosBrawl'' has one in its Adventure Mode, ''The Subspace Emissary''. The two DamselInDistress princesses of Nintendo, Peach and Zelda, are put in cages by Petey Piranha, and Kirby can only rescue one of the princesses, the other is captured by Wario. But it doesn't matter which one is rescued, for Bowser captures the rescued princess, and following King Dedede taking the original captured princess from Wario, Bowser escapes with her as well.

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* ''VideoGame/SuperSmashBrosBrawl'' has one in its Adventure Mode, ''The Subspace Emissary''. The two DamselInDistress princesses of Nintendo, princesses, Peach and Zelda, are put in cages by Petey Piranha, and Kirby can only rescue one of the princesses, for the other is captured by Wario. But it doesn't matter which one is rescued, for Bowser captures the rescued princess, princess when Kirby runs away momentarily, and by following King Dedede taking Dedede, who took the original captured princess from Wario, Bowser escapes with her as well.well.
** The identity of the rescued princess also influences a LetsYouAndHimFight between several characters, for a dark copy of the rescued princess will attempt to shoot at their typical savior (Mario for Peach, Link for Zelda) from afar, only for the opposite hero and their ally (Link and Yoshi for Peach, Mario and Pit for Zelda) to defeat the impostor first. The opposing duo will see the fight, thinking the impostor is the real princess, and battle the heroes who defeated her, only to lose the battle and get snatched by Dedede (with the victorious hero recognizing the princess he has in his vehicle). Kirby returns to save the two captured heroes, leading to all five teaming up.
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* ''VideoGame/MetroExodus's'' DLC ''Sam's Story'' plays this trope straight with its ending. [[spoiler:Instead of having a canon good or bad ending unlike its predecessors, the ending where Sam presses the detonator or not will always lead to a bad outcome. In the Captain's ending Sam destroys the U.S.S. Mayflower to stop Tom's plan, but sacrificing his only ticket home to America, leaving him stranded in Novosibirsk in the middle of a winter. In Tom's ending, Sam doesn't press the detonator at the expense of betraying the Captain to reach his way home; and at the same time his actions would ultimately lead to Tom using the nukes for his own goal. Either endings would result in Sam getting screwed over.]]

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* ''VideoGame/MetroExodus's'' DLC ''Sam's Story'' plays this trope straight with its ending. [[spoiler:Instead of having a canon good or bad ending unlike its predecessors, the ending where Sam presses the detonator or not will always lead to a bad outcome. In the Captain's ending Sam destroys the U.S.S. Mayflower to stop Tom's plan, but sacrificing his only ticket home to America, leaving him stranded in Novosibirsk Vladivostok in the middle of a winter. In Tom's ending, Sam doesn't press the detonator at the expense of betraying the Captain to reach his way home; and at the same time his actions would ultimately lead to Tom using the nukes for his own goal. Either endings would result in Sam getting screwed over.]]
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* ''VideoGame/MetroExodus's'' DLC ''Sam's Story'' plays this trope straight with its ending. [[spoiler:Instead of having a canon good or bad ending unlike its predecessors, the ending where Sam presses the detonator or not will always lead to a bad outcome. In the Captain's ending Sam destroys the U.S.S. Mayflower to stop Tom's plan, but sacrificing his only ticket home to America. In Tom's ending, Sam doesn't press the detonator at the expense of betraying the Captain to reach his way home; and at the same his actions would ultimately lead to Tom using the nukes for his own goal. Either endings would result in Sam getting screwed over.]]

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* ''VideoGame/MetroExodus's'' DLC ''Sam's Story'' plays this trope straight with its ending. [[spoiler:Instead of having a canon good or bad ending unlike its predecessors, the ending where Sam presses the detonator or not will always lead to a bad outcome. In the Captain's ending Sam destroys the U.S.S. Mayflower to stop Tom's plan, but sacrificing his only ticket home to America. America, leaving him stranded in Novosibirsk in the middle of a winter. In Tom's ending, Sam doesn't press the detonator at the expense of betraying the Captain to reach his way home; and at the same time his actions would ultimately lead to Tom using the nukes for his own goal. Either endings would result in Sam getting screwed over.]]
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* ''VideoGame/MetroExodus's'' DLC ''Sam's Story'' plays this trope straight with its ending. [[spoiler:Instead of having a canon good or bad ending unlike its predecessors, the ending where Sam presses the detonator or not will always lead to a bad outcome. In the Captain's ending Sam destroys the U.S.S. Mayflower to stop Tom's plan, but sacrificing his only ticket home to America. In Tom's ending, Sam doesn't press the detonator at the expense of betraying the Captain to reach his way home; and at the same his actions would ultimately lead to Tom using the nukes for his own goal. Either endings would result in Sam getting screwed over.]]

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* ''VideoGame/MetroExodus's'' DLC ''Sam's Story'' plays this trope straight with its ending. [[spoiler:Instead of having a canon good or bad ending unlike its predecessors, the ending where Sam presses the detonator or not will always lead to a bad outcome. In the Captain's ending Sam destroys the U.S.S. Mayflower to stop Tom's plan, but sacrificing his only ticket home to America. America, leaving him stranded in Novosibirsk in the middle of a winter. In Tom's ending, Sam doesn't press the detonator at the expense of betraying the Captain to reach his way home; and at the same time his actions would ultimately lead to Tom using the nukes for his own goal. Either endings would result in Sam getting screwed over.]]
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* ''VideoGame/MetroExodus's'' DLC ''Sam's Story'' plays this trope straight with its ending. [[spoiler:Instead of having a canon good or bad ending unlike its predecessors, the ending where Sam presses the detonator or not will always lead to a bad outcome. In the Captain's ending Sam destroys the U.S.S. Mayflower to stop Tom's plan, but sacrificing his only ticket home to America. In Tom's ending, Sam doesn't press the detonator at the expense of betraying the Captain to reach his way home; and at the same his actions would ultimately lead to Tom using the nukes for his own goal. Either endings would result in Sam getting screwed over.]]
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moved from Schmuck Bait

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* ''VideoGame/IWasATeenageExocolonist'': The third time you explore [[spoiler:the Convergent Domain]], you can pick up a radioactive plant along the way. Regardless if you collect its Value-8 card or not, you get sick from the radiation, adding more stress, and you ''need'' to survive a series of stress-inducing events in order to make it to the final room.
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Updating link to new work page.


* ''[[VideoGame/ChoiceOfGames Choice of the Vampire]]'': In [[spoiler:St. Charles]], the vampire PlayerCharacter is starved for blood and hears a child crying for help in the wilderness. If they try to help, they lose control of their HorrorHunger and murder the child; if they don't, they abandon the child. Either way, the townspeople learn, [[BlamedForBeingRailroaded blame them]], and [[TorchesAndPitchforks run them out of town]].

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* ''[[VideoGame/ChoiceOfGames Choice of the Vampire]]'': ''VideoGame/ChoiceOfTheVampire'': In [[spoiler:St. Charles]], the vampire PlayerCharacter is starved for blood and hears a child crying for help in the wilderness. If they try to help, they lose control of their HorrorHunger and murder the child; if they don't, they abandon the child. Either way, the townspeople learn, [[BlamedForBeingRailroaded blame them]], and [[TorchesAndPitchforks run them out of town]].
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* ''[[Creator/ChoiceOfGames Choice of the Vampire]]'': In [[spoiler:St. Charles]], the vampire PlayerCharacter is starved for blood and hears a child crying for help in the wilderness. If they try to help, they lose control of their HorrorHunger and murder the child; if they don't, they abandon the child. Either way, the townspeople learn, [[BlamedForBeingRailroaded blame them]], and [[TorchesAndPitchforks run them out of town]].

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* ''[[Creator/ChoiceOfGames ''[[VideoGame/ChoiceOfGames Choice of the Vampire]]'': In [[spoiler:St. Charles]], the vampire PlayerCharacter is starved for blood and hears a child crying for help in the wilderness. If they try to help, they lose control of their HorrorHunger and murder the child; if they don't, they abandon the child. Either way, the townspeople learn, [[BlamedForBeingRailroaded blame them]], and [[TorchesAndPitchforks run them out of town]].
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Zero Context Example. And for future reference, single-word names for works and tropes need brackets so the links work


* This is true of almost every "choice" in ''Starfield''

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* %%* This is true of almost every "choice" in ''Starfield''''VideoGame/{{Starfield}}''

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