History SomeAnvilsNeedToBeDropped / VideoGames

19th Jun '16 8:14:50 PM KeithM
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** The third game does have a more positive message, especially for people who played Paragon through the trilogy: treat people right and they'll do right by you.
17th May '16 12:36:58 AM Mr.Bubbles
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* ''VisualNovel/DanganRonpa:'' When in desperate situations and overcome with despair, [[HumansAreBastards people can easily turn on each other to survive]]. But it's important that we have hope, both in others and in ourselves, if we ever want to move forward.
17th Apr '16 8:57:47 AM Berrenta
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The biggest anvil is dropped right at the beginning, when The Boss gives a ten-minute speech about how "there is no such thing as an enemy in absolute terms." The first time most players hear it, they want to yell at her to GetOnWithItAlready, because they want to get to the part where they sneak past communists in the jungle. But as they experience the story, ''her'' story, it becomes clear how her entire life is contained in those words, and when the whole thing is repeated at the end, it carries a much bigger emotional impact. It's one of the most powerful moments in the entire series, and it would not have been nearly as effective if Kojima had been subtle about it.\\

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The biggest anvil is dropped right at the beginning, when The Boss gives a ten-minute speech about how "there is no such thing as an enemy in absolute terms." The first time most players hear it, they want to yell at her to GetOnWithItAlready, get on with it, because they want to get to the part where they sneak past communists in the jungle. But as they experience the story, ''her'' story, it becomes clear how her entire life is contained in those words, and when the whole thing is repeated at the end, it carries a much bigger emotional impact. It's one of the most powerful moments in the entire series, and it would not have been nearly as effective if Kojima had been subtle about it.\\
5th Apr '16 5:07:27 AM Midna
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** Adding to this, talking to an NPC at the end of a True Pacifist run will cause him to reflect on how some conflicts in the surface world (i.e. real life) simply can't be resolved peacefully, and that in those situations the best you can really strive for is "don't kill and don't be killed."
19th Mar '16 6:33:26 PM jgkitarel
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** The game drops an anvil by [[{{Deconstruction}} making it brutally clear]] that one person cannot solve all the problems, and that that one person is just as flawed as everyone else.
15th Mar '16 1:32:11 AM CLT009
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** Also ([[OncePerEpisode as is standard for]] [[Franchise/ShinMegamiTensei the series]]), extremism is both [[KnightTemplar very bad]] and [[JumpingOffTheSlipperySlope very easy to slip into]] in the face of [[DarkestHour true disaster]].
8th Mar '16 4:29:05 AM M3
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** Another anvil: Have fun in your life.
12th Jan '16 2:42:15 PM rjd1922
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** VideoGame/PokemonBlackAndWhite mentions that you should try to get along with people who have different views from yourself. Take ''one'' look at ''any'' political debate, ''especially'' those around major political parties and those [[{{GIFT}} on the internet]], and you'd know how much that anvil really ''needed'' to be dropped.
*** Both those games and [[VideoGame/PokemonXAndY X & Y]] also bring a far subtler message that sometimes [[GoodCannotComprehendEvil that's not possible]], but even then, silencing bigotry and hate speech (as opposed to actual violence) only allows it to paint itself as an oppressed victim.

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** VideoGame/PokemonBlackAndWhite ''VideoGame/PokemonBlackAndWhite'' mentions that you should try to get along with people who have different views from yourself. Take ''one'' look at ''any'' political debate, ''especially'' those around major political parties and those [[{{GIFT}} on the internet]], and you'd know how much that anvil really ''needed'' to be dropped.
*** Both those games and [[VideoGame/PokemonXAndY ''[[VideoGame/PokemonXAndY X & Y]] Y]]'' also bring a far subtler message that sometimes [[GoodCannotComprehendEvil that's not possible]], but even then, silencing bigotry and hate speech (as opposed to actual violence) only allows it to paint itself as an oppressed victim.
30th Dec '15 7:43:00 AM temmychan
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** The No Mercy run drops a huge big anvil near the end about the way most gamers treat games-- as tools for their enjoyment, as challenges to overcome. This obviously extends to the characters in said games too; despite how much gamers may profess to like characters, in the end, all the characters do is serve as ways to further the player's enjoyment of the medium. Flowey lets the anvil go during the New Home segment, where he talks about his experiences abusing his power to save and reset the world; he used the power to more effectively solve the characters' problems at first, becoming friends with them, then wondering what would happen if he gave them this thing, or said that thing to them; that once you find out, that's ALL THEY ARE. Just a set of dialogue boxes which pop up in response to your choices. So what's to stop you from then finding out what would happen if you killed them? Sans brings the anvil home during his battle, by saying that he knows your type. That you will keep persevering in order to beat him, even if there's no benefit to doing so, not for any reward, but because you can. And therefore you feel like you have to.
21st Dec '15 8:36:39 PM Acebrock
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* ''VideoGame/ThisWarOfMine'' hammers home the message that WarIsHell, especially for the civilians who must live in the warzone, scrounging for food and water, trying not to be killed by soldiers on either side, and, in general, just trying to make it to tomorrow.
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