History SomeAnvilsNeedToBeDropped / VideoGames

9th Jan '18 11:14:11 PM jormis29
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* ''{{Cuphead}}'' deserves a mention for its message about the dangers of compulsive gambling, with a casino run by the Devil himself and causing many inhabitants of Inkwell to lose their souls and be forced to serve him as a result, Cuphead and Mugman being his most recent victims. A reference to how old cartoons tended to be very anvilicious themselves is a possibility, [[TruthInTelevision but some very decent people have lost so much more than just money by getting addicted to gambling]] that comparing it to losing your soul doesn't look too exaggerated when put in perspective, and the fact that it keeps happening nowadays justifies to seriously adress the topic.

to:

* ''{{Cuphead}}'' ''VideoGame/{{Cuphead}}'' deserves a mention for its message about the dangers of compulsive gambling, with a casino run by the Devil himself and causing many inhabitants of Inkwell to lose their souls and be forced to serve him as a result, Cuphead and Mugman being his most recent victims. A reference to how old cartoons tended to be very anvilicious themselves is a possibility, [[TruthInTelevision but some very decent people have lost so much more than just money by getting addicted to gambling]] that comparing it to losing your soul doesn't look too exaggerated when put in perspective, and the fact that it keeps happening nowadays justifies to seriously adress the topic.
5th Dec '17 1:34:34 PM DoctorFluffy
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* ''VideoGame/WolfensteinTheNewOrder'' and ''VideoGame/WolfensteinIITheNewColossus''. Most UsefulNotes/WorldWarII games are happy to just have ThoseWackyNazis as two-dimensional bullet fodder. ''[[DarkerAndEdgier Not these two]]''. These games go ''really'' deep into how harmful and insane the Nazi's reactionary ideology is, and how it corrupts everyone who believes in it and everything that gets touched by it. This comes up even more in the second game.

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* ''VideoGame/WolfensteinTheNewOrder'' and ''VideoGame/WolfensteinIITheNewColossus''. Most UsefulNotes/WorldWarII games are happy to just have ThoseWackyNazis as two-dimensional bullet fodder.fodder and AcceptableTargets. ''[[DarkerAndEdgier Not these two]]''. These games go ''really'' deep into why they ''became'' AcceptableTargets, how harmful and insane the Nazi's reactionary ideology is, and how it corrupts everyone who believes in it and everything that gets touched by it. This comes up even more in the second game.
** Both games have a surprising amount of PetTheDog and CryForTheDevil moments as depicted in various letters to their family. Oddly enough, this doesn't go against the latter theme - the intended message is most likely "Yes, these people have family and others they care about. But they're still terrible people who believe in a murderous ideology, so screw 'em."


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** You don't have to follow up your parents' steps if they are in the wrong, as both B.J. (with his father [[LesCollaborateurs Rip]]) and Sigrun (with her mother [[BigBad Engel]]) display across the game.
28th Nov '17 11:11:46 AM KingLyger
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* VideoGame/AssassinsCreedII:
** [[https://youtu.be/FThVFUzol2k Twenty-two years ago, I stood where I stand now and watched my loved ones die, betrayed by those I had called friends. Vengeance clouded my mind. It would have consumed me, were it not for the wisdom of a few strangers, who taught me to look past my instincts. They never preached answers, but guided me to learn from myself. We don't need anyone to tell us what to do; not Savonarola, not the Medici. We are free to follow our own path. There are those who will take that freedom from us, and too many of you gladly give it. But it is our ability to choose whatever you think is true that makes us human... There is no book or teacher to give you the answers, to show you the path. Choose your own way! Do not follow me, or anyone else.]]

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* VideoGame/AssassinsCreedII:
**
''VideoGame/AssassinsCreedII'' cements its morals on the GreyAndGrayMorality of the conflict between the Assassins and the Templars with [[https://youtu.be/FThVFUzol2k a speech from Ezio]] near the game's end. Ezio pleads with a crowd that VengeanceFeelsEmpty, and it won't make you a better person. Also, he implores the crowd to find their own way, not to blindly follow those with the loudest voices or the most wealth.
-->'''Ezio:'''
Twenty-two years ago, I stood where I stand now and watched my loved ones die, betrayed by those I had called friends. Vengeance clouded my mind. It would have consumed me, were it not for the wisdom of a few strangers, who taught me to look past my instincts. They never preached answers, but guided me to learn from myself. We don't need anyone to tell us what to do; not Savonarola, not the Medici. We are free to follow our own path. There are those who will take that freedom from us, and too many of you gladly give it. But it is our ability to choose whatever you think is true that makes us human... There is no book or teacher to give you the answers, to show you the path. Choose your own way! Do not follow me, or anyone else.]]
27th Nov '17 11:44:53 AM Jgamer
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** Don't strive for the approval of the masses, because their opinion is fleeting and shallow. Don't strive for the opinion of your superiors either, because those that are undeserving of it will almost assuredly abuse it. Your TrueCompanions will [[YouAreNotAlone accept you]] and [[AFriendInNeed stand by your side]] even if [[AllOfTheOtherReindeer the world seems against you]]. This is best shown with [[spoiler: Goro Akechi, who betrays the Phantom Thieves and throws away his chance at having actual friends all to maintain his celebrity status, which is ultimately unfulfilling, and his status with his father, who ultimately planned to dispose of him. By the time he's given a second chance, it's [[HeelFaceDoorSlam too]] [[RedemptionEqualsDeath late]].]]
14th Nov '17 9:21:13 AM WillyFourEyes
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* ''VideoGame/LANoire'' drops a pretty solid anvil that some people seem to have forgotten: HonestyIsTheBestPolicy. Crime doesn't pay, and personal integrity will always be worth more than money or prestige. This cannot be more clear than when [[spoiler:Cole sticks his gun in Roy's face for badmouthing Courtney Sheldon, a war hero with whom Phelps served in the Pacific]].

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* ''VideoGame/LANoire'' drops a pretty solid anvil that some people seem to have forgotten: HonestyIsTheBestPolicy. Crime doesn't pay, and [[ScrewTheMoneyIHaveRules personal integrity will always be worth more than money or prestige.prestige]]. This cannot be more clear than when [[spoiler:Cole sticks his gun in Roy's face for badmouthing Courtney Sheldon, a war hero with whom Phelps served in the Pacific]].



** Bigotry and discrimination is evil and never, ever justifiable. Even if you're a victim of discrimination, returning the favor to the people who mistreated you is just as bad.

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** Bigotry and discrimination is evil and never, ever justifiable. Even if you're a victim of discrimination, [[CycleOfRevenge returning the favor to the people who mistreated you you]] is just as bad.



** Blindly following one course of action without thought of alternatives or how many people you'll need to step on to get there is detrimental to your psyche, and will probably hurt a lot of people too.

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** [[TheUnfettered Blindly following one course of action without thought of alternatives or how many people you'll need to step on to get there there]] is detrimental to your psyche, and will probably hurt a lot of people too.



* ''SpecOpsTheLine'' has the {{Aesop}} of "[[WarIsHell war is]] ''[[WarIsHell horrible]]''", as do a lot of FirstPersonShooter games, but it goes deeper than just that. The game goes on length about how everyone suffers in war and there are no true heroes in war, there is only death, destruction, and trauma awaiting for anyone who engages in war or is a witness to war. This game goes the extra mile and says there is no justifiable part of war, even if you're on the so-called good side, and we should not cross the proverbial line regardless of intentions.

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* ''SpecOpsTheLine'' ''VideoGame/SpecOpsTheLine'' has the {{Aesop}} of "[[WarIsHell war is]] ''[[WarIsHell horrible]]''", as do a lot of FirstPersonShooter games, but it goes deeper than just that. The game goes on length about how everyone suffers in war and there are no true heroes in war, there is only death, destruction, and trauma awaiting for anyone who engages in war or is a witness to war. This game goes the extra mile and says there is no justifiable part of war, even if you're on the so-called good side, and we should not cross the proverbial line regardless of intentions.



* ''VideoGame/DragonAgeII'' comes with a number of brilliant anvils tied to the personal quests of the TrueCompanions, but mostly concentrated in [[CuteClumsyGirl Merill's]] arc. Merrill's a [[BloodMagic blood mage]] who willingly accepts a demon's assistance to complete her mission of purifying a corrupted mirror. Accepting this aid puts her at odds with Anders, who berates her because the demon only wants to possess her and turn her into an abomination. At first, Merrill points out that Anders, who hosts a spirit of Justice, is hardly one to criticize. In Act II, after Anders [[spoiler:kills or almost kills Ella]], Merrill points out how mistaken he was about himself, and herself. Strip away the fantasy elements, and the brilliant truth is that concepts of unyielding justice are just as dangerous as reckless pride, and there are no "good" or "evil" concepts.

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* ''VideoGame/DragonAgeII'' comes with a number of brilliant anvils tied to the personal quests of the TrueCompanions, but mostly concentrated in [[CuteClumsyGirl Merill's]] Merrill's]] arc. Merrill's a [[BloodMagic blood mage]] who willingly accepts a demon's assistance to complete her mission of purifying a corrupted mirror. Accepting this aid puts her at odds with Anders, who berates her because the demon only wants to possess her and turn her into an abomination. At first, Merrill points out that Anders, who hosts a spirit of Justice, is hardly one to criticize. In Act II, after Anders [[spoiler:kills or almost kills Ella]], Merrill points out how mistaken he was about himself, and herself. Strip away the fantasy elements, and the brilliant truth is that concepts of unyielding justice are just as dangerous as reckless pride, and [[GreyAndGrayMorality there are no "good" or "evil" concepts.concepts]].



** Throughout the ''Franchise/DragonAge'' franchise, there is an underlying theme that oppression and hatred of others, whether racial, social, or fantastical, for whatever reason, is never an ideal situation and destroys the oppressors as well, examples being the Tevinter Imperium, the Orlesians and their occupation of Ferelden, the dwarves and their rigid social classes, the elves and humanity, and especially the mages and the Templars, which finally comes to a head in the second game.

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** Throughout the ''Franchise/DragonAge'' franchise, there is an underlying theme that oppression and hatred of others, whether racial, social, or fantastical, for whatever reason, is never an ideal situation and destroys the oppressors as well, examples being the Tevinter Imperium, the Orlesians and their occupation of Ferelden, the dwarves and their [[FantasticCasteSystem rigid social classes, classes]], the elves and humanity, and especially the mages and the Templars, which finally comes to a head in the second game.



* ''VideoGame/{{Undertale}}'', in regards to the pacifist route, will gladly remind you that sometimes BeingGoodSucks and NoGoodDeedGoesUnpunished (such as making it more difficult to win battles since you can't kill anyone and some characters will keep attacking you even if you never fight back), but being good and doing the right thing in spite of the hardships will lead to its own reward and will make you a better person in the long run. Likewise, in a no mercy run, you will be reminded constantly that your actions will have consequences and that you will eventually be dealt with [[LaserGuidedKarma retribution from the most unlikely sources]].

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* ''VideoGame/{{Undertale}}'', in regards to the pacifist route, will gladly remind you that sometimes BeingGoodSucks and NoGoodDeedGoesUnpunished (such as making it more difficult to win battles since you can't kill anyone and some characters will keep attacking you even if you never fight back), but being good and doing the right thing in spite of the hardships will lead to its own reward and will make you a better person in the long run. Likewise, in a no mercy No Mercy run, you will be reminded constantly that your actions will have consequences and that you will eventually be dealt with [[LaserGuidedKarma retribution from the most unlikely sources]].



** 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.

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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 [[BraggingRightsReward because you can.can]]. And therefore you feel like you have to.
10th Nov '17 5:39:12 PM thatmadork
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* ''VideoGame/WolfensteinTheNewOrder'' and ''VideoGame/WolfensteinIITheNewColossus''. Most UsefulNotes/WorldWarII games are happy to just have ThoseWackyNazis as two-dimensional bullet fodder. ''[[DarkerAndEdgier Not these two]]''. These games go ''really'' deep into how harmful and insane the Nazi's reactionary ideology is, and how it corrupts everyone who believes in it and everything that gets touched by it. This comes up even more in the second game.
** In the second game, there's a memorable scene where an American woman tries to cosy up to a Nazi officer who returns her affections and praises her zeal, right up until she makes a misguided comment about those "impure Austrians", at which moment he ''immediately'' turns on her, as not only is the Fuhrer an Austrian but ''the officer's own grandmother''. Two lessons here: 1) trying to cosy up to racists makes you a {{Jerkass}}, and 2) trying to cosy up to racists ''will'' backfire on you.
** At the same time, the game makes a point with [[spoiler:Sigrun]] that labelling someone a Nazi or lashing out at allies who only want to help you, can be just as cruel and damaging as straight-up prejudice, not to mention detrimental to your own cause.
17th Oct '17 3:02:59 AM FlashRebel
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* ''{{Cuphead}}'' deserves a mention for its message about the dangers of compulsive gambling, with a casino run by the Devil himself and causing many inhabitants of Inkwell to lose their souls and be forced to serve him as a result, Cuphead and Mugman being his most recent victims. A reference to how old cartoons tended to be very anvilicious themselves is a possibility, [[TruthInTelevision but some very decent people have lost so much more than just money by getting addicted to gambling]] that comparing it to losing your soul doesn't look too exaggerated when put in perspective, and the fact that it keeps happening nowadays justifies to seriously adress the topic.
16th Sep '17 3:56:44 AM Andyroid
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* [[http://www.newgrounds.com/portal/view/683106 We Become What We Behold]] is a short flash game that doesn't just drop its anvil, [[UpToEleven but shoots it from orbit out of a railgun station with the force of ten nukes.]] The media (played by you) and the populace are little more than an [[ViciousCycle Ouroboros]], as the media is interested in nothing but [[IfItBleedsItLeads generating scandal and outrage for profit]] as [[LuridTalesOfDoom it takes small negative occurrences and blows them out of proportion.]] At the same time, the populace don't make anything better, [[GullibleLemmings by blindly believing in the morally bankrupt news media and perpetuating its false message]] while the DevilInPlainSight [[KarmaHoudini get away with it all]]. In the end, only the media wins while the people lose; survivors of the tragedy, the genuinely good people who tried to counter the corrupt media, can only mourn for the lives that were pointlessly lost.

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* [[http://www.newgrounds.com/portal/view/683106 We Become What We Behold]] ''VideoGame/WeBecomeWhatWeBehold'' is a short flash game that doesn't just drop its anvil, [[UpToEleven but shoots it from orbit out of a railgun station with the force of ten nukes.]] The media (played by you) and the populace are little more than an [[ViciousCycle Ouroboros]], as the media is interested in nothing but [[IfItBleedsItLeads generating scandal and outrage for profit]] as [[LuridTalesOfDoom it takes small negative occurrences and blows them out of proportion.]] At the same time, the populace don't make anything better, [[GullibleLemmings by blindly believing in the morally bankrupt news media and perpetuating its false message]] while the DevilInPlainSight [[KarmaHoudini get away with it all]]. In the end, only the media wins while the people lose; survivors of the tragedy, the genuinely good people who tried to counter the corrupt media, can only mourn for the lives that were pointlessly lost.
30th Jul '17 5:55:46 PM Luigifan
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* ''VideoGame/FinalFantasyXII'' runs on GreyAndGrayMorality, and as such, it demonstrates that in a war the people on the other side are ''people'' just like the heroes. With the exception of several minor villains, the Archadians are normal humans beings with dignity, honor, and perfectly understandable reasons for why they do what they do. Even [[BigBad Vayne]] is a NecessarilyEvil AntiVillain -- he's fully aware that he is doing evil things, but considers them needed to achieve the ends he desires.



** The GoldenEnding especially stresses the absolute importance of having freedom, and how nothing is more valuable than freedom of will for all of humanity. And that nothing is more dangerous to that than [[BystanderSyndrome mass complacency]]. Never waste your freedom on [[FreedomFromChoice the decision to not choose]], just because reality keeps blindsiding you even if doing so promises some distorted sense of security, and especially if the bastard tempting you to give up freedom is little more than a ControlFreak. [[spoiler: This very decision to give up free will for the sake of a little comfort is what exactly led to the Yaldabaoth, the true mastermind of all the events, to try and erase the world. And if it wasn't for you and your friends' rebellion, he would have succeeded beyond a doubt.]]

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** The GoldenEnding especially stresses the absolute importance of having freedom, and how nothing is more valuable than freedom of will for all of humanity. And that nothing is more dangerous to that than [[BystanderSyndrome mass complacency]]. Never waste your freedom on [[FreedomFromChoice the decision to not choose]], just because reality keeps blindsiding you even if doing so promises some distorted sense of security, and especially if the bastard tempting you to give up freedom is little more than a ControlFreak. [[spoiler: This [[spoiler:This very decision to give up free will for the sake of a little comfort is what exactly led to the led Yaldabaoth, the true mastermind of all the events, to try and erase the world. And if it wasn't for you and your friends' rebellion, he would have succeeded beyond a doubt.]]



* ''VideoGame/FinalFantasyXII'' runs on GreyAndGrayMorality, and as such, it demonstrates that in a war the people on the other side are ''people'' just like the heroes. With the exception of several minor villains, the Archadians are normal humans beings with dignity, honor, and perfectly understandable reasons for why they do what they do. Even [[BigBad Vayne]] is a NecessarilyEvil AntiVillain -- he's fully aware that he is doing evil things but considers them needed to achieve the ends he desires.



* VideoGame/MegaManBattleNetwork repeatedly hammers in the need for constant care and vigilance in keeping your computers and networks safe from blackhat hackers.
** In particular, Battle Network 3's ''Hero of ACDC'' story arc hits a homerun telling about the dangers of peer pressure and social engineering, as [[spoiler:Mr. Match]] successfully deceives and pressures Lan into assisting him in his plan to [[spoiler:cause a fire in a research lab while he steals vital data]].

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* VideoGame/MegaManBattleNetwork ''VideoGame/MegaManBattleNetwork'' repeatedly hammers in the need for constant care and vigilance in keeping your computers and networks safe from blackhat hackers.
** In particular, Battle ''Battle Network 3's 3''[='=]s ''Hero of ACDC'' story arc hits a homerun telling about the dangers of peer pressure and social engineering, as [[spoiler:Mr. Match]] successfully deceives and pressures Lan into assisting him in his plan to [[spoiler:cause a fire in a research lab while he steals vital data]].



*** If you destroy a country and abuse the people, you are going to find yourself with [[LaResistance resistance]] on your minds. Today's saviors may be tomorrow's tyrants. Also, justifying [[IDidWhatIHadToDo everything you do]] as [[MyCountryRightOrWrong patriotism]] [[MoralEventHorizon leads to horror]].
*** Every country has its own political problems and social squabbing, but abuse, hatred, slavery, and genocide of people from other nations is never, ''never'' right. And trying to stop it can, and should, be a powerful unifying force between these differing nations.
*** During a conference between kings, Deghinsea delivers one of the most powerful lines in the game: "Blood leads only to blood, and violence begets violence. Nothing more. Revenge is simply another name for murder."

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*** If you destroy a country and abuse the people, you are going to find yourself having to deal with [[LaResistance resistance]] on your minds. resistance and revolution]]. [[FullCircleRevolution Today's saviors may be tomorrow's tyrants. tyrants.]] Also, justifying [[IDidWhatIHadToDo everything you do]] as [[MyCountryRightOrWrong patriotism]] [[MoralEventHorizon leads to horror]].
*** Every country has its own political problems and social squabbing, squabbling, but abuse, hatred, slavery, and genocide of people from other nations is never, ''never'' right. And trying to stop it can, and should, be a powerful unifying force between these differing nations.
*** During a conference between kings, Deghinsea delivers one of the most powerful lines in the game: "Blood "[[CycleOfRevenge Blood leads only to blood, and violence begets violence. violence.]] Nothing more. Revenge is simply another name for murder."



* ''[[MotherThree Mother 3]]''
** Has a very constant, and quite often rather soul-shakingly terrifying representations of the corruption of nature by technology (not so much "technology is bad" as it is that misuse of technology with no restraint is bad) as well as [[TearJerker rather earthly and relevant]] destruction, sacrifice, reunion, and all around painful examination of familial bonds. And it wouldn't be half the game it is without these things.
** Living in the past can be harmful, to both those around you, and yourself, as demonstrated by [[spoiler:Porky]].
* ''Videogame/EarthBound'', while it does have a ''lot'' of subtlety to pick apart, its main lesson is neither subtle nor would it be any better if it was: [[PowerOfFriendship There is no evil of or beyond this world that can stand a chance against an]] [[TitleDrop earth bound]] [[PowerOfFriendship by good people sharing real friendship.]]
* ''VideoGame/LiveALive'': ''Anyone'' can become evil if they have enough hatred inside of them. [[spoiler:And ''boy'', does [[WoobieDestroyerOfWorlds Oersted]] embody this message a hundredfold.]]
* ''Pokémon'', especially ''VideoGame/PokemonGoldAndSilver'' and ''VideoGame/PokemonBlackAndWhite'', can get pretty {{Anvilicious}} about taking care of your Pokémon and treating them like friends, rather than tools, but it's a message that people need to learn, whether you are talking about people or animals, and considering all the criticism Pokemon gets as being similar to cockfighting or dogfighting. This doesn't mean that these people will ever learn their lessons however, unfortunately.
** There's also some subtext that no one, no matter how cruel or mean they are, is beyond redemption if they truly do mean it -- Silver, Maxie and Archie, and especially N are all primary villains (the latter three, anyway) that reform when they realize the error of their ways. Maybe they were just misguided in life, and simply need to be shown that there is another way. And of course, Pokémon too are individuals, and many are probably just {{Punch Clock Villain}}s that are simply following the orders of their trainers. The aesop gets a bit broken in later Generations, where the leaders of Team Galactic and Team Plasma don't reform, and [[spoiler:we find out Giovanni, who since the very first games was implied to go off and try to live a peaceful life after being defeated, never learned his lesson either]].
*** And yet the above failed reformations drop another anvil: it doesn't matter if you set a good example; others can and sometimes will make the wrong decisions. That however doesn't make their lack of change your fault nor does it mean you should stop setting that good example.

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* ''[[MotherThree ''[[VideoGame/MotherThree Mother 3]]''
** Has
3]]'' has a very constant, and quite often rather soul-shakingly terrifying representations of the corruption of nature by technology (not so much "technology is bad" as it is that misuse of technology with no restraint is bad) as well as [[TearJerker rather earthly and relevant]] destruction, sacrifice, reunion, and all around all-around painful examination of familial bonds. And it wouldn't be half the game it is without these things.
** Living in the past can be harmful, harmful to both those around you, you and yourself, as demonstrated by [[spoiler:Porky]].
* ''Videogame/EarthBound'', ''Videogame/EarthBound'' fits here too; while it does have a ''lot'' of subtlety to pick apart, its main lesson is neither subtle nor would it be any better if it was: [[PowerOfFriendship There is no evil of or beyond this world that can stand a chance against an]] [[TitleDrop earth bound]] [[PowerOfFriendship by good people sharing real friendship.]]
* ''VideoGame/LiveALive'': ''Anyone'' can become evil if they have enough hatred inside of them. [[spoiler:And ''boy'', does [[WoobieDestroyerOfWorlds Oersted]] [[ThenLetMeBeEvil embody this message message]] [[FromNobodyToNightmare a hundredfold.hundredfold]].]]
* ''Pokémon'', ''Franchise/{{Pokemon}}'', especially ''VideoGame/PokemonGoldAndSilver'' and ''VideoGame/PokemonBlackAndWhite'', can get pretty {{Anvilicious}} about taking care of your Pokémon and treating them like friends, rather than tools, but it's a message that people need to learn, whether you are talking about people or animals, and considering all the criticism Pokemon Pokémon gets as being similar to cockfighting or dogfighting. This doesn't mean that these people will ever learn their lessons however, lesson, unfortunately.
** There's also some subtext that no one, no matter how cruel or mean they are, is beyond redemption if they truly do mean it -- Silver, Maxie Maxie, and Archie, and especially N are all primary villains (the latter three, anyway) that reform when they realize the error of their ways. Maybe they were just misguided in life, and simply need to be shown that there is another way. And of course, Pokémon too are individuals, and many are probably just {{Punch Clock Villain}}s that are simply following the orders of their trainers. The aesop gets a bit broken in later Generations, where the leaders of Team Galactic and Team Plasma don't reform, and [[spoiler:we find out Giovanni, who since the very first games was implied to go off and try to live a peaceful life after being defeated, never learned his lesson either]].
*** And yet the above failed reformations drop another anvil: it doesn't matter if you set a good example; others can and sometimes will make the wrong decisions. That however That, however, doesn't make their lack of change your fault nor does it mean you should stop setting that good example.



** The [[AllThereInTheManual backstory]] also teaches that you should never answer hate with hate -- the Mudokons got to where they were because of their magic powers, and the fact that the moon has a Mudokon handprint on it, led them to [[FantasticRacism bully and oppress "lesser" races...]] Lesser races such as [[TheDogBitesBack Glukkons]]. And their desire for freedom, and [[JumpingOffTheSlipperySlope later revenge, then outright sheer greed]] put Oddworld on a destructive spiral [[GreenAesop that'll even kill them eventually]].

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** The [[AllThereInTheManual backstory]] also teaches that you should never answer hate with hate -- the Mudokons got to where they were because of their magic powers, and the fact that the moon has a Mudokon handprint on it, which led them to [[FantasticRacism bully and oppress "lesser" races...]] Lesser races such as [[TheDogBitesBack Glukkons]]. And their desire for freedom, and [[JumpingOffTheSlipperySlope later revenge, then outright sheer greed]] put Oddworld on a destructive spiral [[GreenAesop that'll even kill them eventually]].



* ''GrandiaII'' places a lot of emphasis on the importance of making one's own decisions. Throughout the game, Roan learns that following authority is not a way of living, Mareg teaches Tio to learn to be her own master instead of following orders, and Ryudo hammers it into Elena that even though they were playing into Pope Zera's hand the whole second half of the quest, she is not a servant to anyone, not even the dead God of Light Granas or the returning [[GodOfEvil Valmar]]. And since that game was made in a country where the interests of the group is emphasized over those of the individual, this is one anvil that especially needed to be dropped ''there''.

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* ''GrandiaII'' ''VideoGame/GrandiaII'' places a lot of emphasis on the importance of making one's own decisions. Throughout the game, Roan learns that following authority is not a way of living, Mareg teaches Tio to learn to be her own master instead of following orders, and Ryudo hammers it into Elena that even though they were playing into Pope Zera's hand the whole second half of the quest, she is not a servant to anyone, not even the dead God of Light Granas or the returning [[GodOfEvil Valmar]]. And since that game was made in a country where the interests of the group is emphasized over those of the individual, this is one anvil that especially needed to be dropped ''there''.



*** Actually, let's -- the military brass explicitly ordered Konrad to get the hell out of Dubai before the storm hit, but Konrad (and the Damned 33rd) opted to stay to act both as a stabilizing element and in the hopes of organizing a mass evacuation for those that hadn't already gotten out of the city. Konrad himself was a WellIntentionedExtremist at worst (as even the draconian water-rationing had a purpose), and his initial attitude was ScrewTheRulesImDoingWhatsRight when told not to intercede. However, this also reinforces the point that, regardless of how noble your intentions going in might be, things are not guaranteed to work out well in the end.

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*** Actually, let's -- the military brass explicitly ordered Konrad to get the hell out of Dubai before the storm hit, but Konrad (and the Damned 33rd) [[IChooseToStay opted to stay stay]] to act both as a stabilizing element and in the hopes of organizing a mass evacuation for those that hadn't already gotten out of the city. Konrad himself was a WellIntentionedExtremist at worst (as even the draconian water-rationing had a purpose), and his initial attitude was ScrewTheRulesImDoingWhatsRight when told not to intercede. However, this also reinforces the point that, regardless of how noble your intentions going in might be, [[NiceJobBreakingItHero things are not guaranteed to work out well in the end.end]].



* Early VideoGame/{{Civilization}} games and especially VideoGame/SidMeiersAlphaCentauri are focused on GreenAesop and dangers of science. The games show in full extent that of course, pollution and rampart exploitation of resources is bad and uncontrolled, unethical scientific development leads to more harm than good things, but advanced industry and technology allows us create things our ancestors didn't even dream about and secure better futures for our children.

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* Early VideoGame/{{Civilization}} ''VideoGame/{{Civilization}}'' games and especially VideoGame/SidMeiersAlphaCentauri ''VideoGame/SidMeiersAlphaCentauri'' are focused on GreenAesop and dangers of science. The games show in full extent that of course, pollution and rampart rampant exploitation of resources is bad and uncontrolled, unethical scientific development leads to more harm than good things, but advanced industry and technology allows us create things our ancestors didn't even dream about and secure better futures for our children.



* VideoGame/AsurasWrath: Always keep your familial bonds in mind first, and never let vengeance truly cloud your judgement. It's somewhat subtle, but after Asura [[spoiler:turns into his completely berserk Wrath Form, he's not a completely mindless force, leaving those that are truly deserving of his anger as his main targets and never attacking innocent bystanders.]]

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* VideoGame/AsurasWrath: ''VideoGame/AsurasWrath'': Always keep your familial bonds in mind first, and never let vengeance truly cloud your judgement. It's somewhat subtle, but after Asura [[spoiler:turns into his completely berserk Wrath Form, he's not a completely mindless force, leaving those that are truly deserving of his anger as his main targets and never attacking innocent bystanders.]]



** At the culmination of Merrill's arc, another truth is realized to her by Hawke and Keeper Marethari. Even if one is willing to put their life on the line for their cause, other people who love them can get hurt in the crossfire. To ignore this brings great misery.

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** At the culmination of Merrill's arc, another truth is realized to her by Hawke and Keeper Marethari. Even if one is willing to put their own life on the line for their cause, other people who love them can get hurt in the crossfire. To ignore this brings great misery.



* ''VideoGame/DragonAgeInquisition'' has quite a few Aesops about extremism and its effects on average people, religious conviction, and existentialism, but it also tackles the issue of LGBT rights rather than simply portraying gay characters like in previous Bioware games. Dorian's personal quest addresses the character's homosexuality head on and the pressure placed on him to be straight or at least [[TransparentCloset ''act straight'']] within the ruthless nobility of Tevinter (without giving anything away). While some fans find his quest to be simply {{Anvilicious}}, others applaud the game for ''having'' little nuance about the character's sexuality.

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* ''VideoGame/DragonAgeInquisition'' has quite a few Aesops about extremism and its effects on average people, religious conviction, and existentialism, but it also tackles the issue of LGBT rights rather than simply portraying gay characters like in previous Bioware games. Dorian's personal quest addresses the character's homosexuality head on head-on and the pressure placed on him to be straight or at least [[TransparentCloset ''act straight'']] "act straight"]] within the ruthless nobility of Tevinter (without giving anything away). While some fans find his quest to be simply {{Anvilicious}}, others applaud the game for ''having'' little nuance about the character's sexuality.



** 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."
** Undertale also asks a [[ArmorPiercingQuestion very serious question]]: if you have the option to resolve conflicts peacefully, why would you ever resort to violence beyond simply [[VideoGameCrueltyPotential wanting to do so?]]
** 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.
** Undertale, while emphasizing the power of [[{{Determinator}} Determination]], also emphasizes the importance of letting go of things, especially in a Pacifist run. [[MyBelovedSmother Toriel]] has to realize that you have to go forward and she has to let you go forth on your journey, [[IJustWantToHaveFriends Papyrus]] has to let go of his dreams of becoming a Royal Guard in order to realize that he already has a friend in you, [[FantasticRacism Undyne]] has to let go of her disdain for humans and realize that maybe they aren't as bad as she thought they were, [[ShrinkingViolet Alphys]] has to let go of the idea that everyone hates her and realize that there are people who love her, [[GloryHound Mettaton]] has to let go of his dreams of being famous on the surface world so that he can continue being an inspiration to his fans in the Underground, [[spoiler: [[WellIntentionedExtremist Asgore]] has to let go of his plan to destroy the barrier because even though it gives his people hope, he doesn't want to hurt anyone, and [[PleaseDontLeaveMe Asriel]] has to accept the fact that the friend he knew from his childhood is dead and that he has to let the player go so they can [[EarnYourHappyEnding have their happy ending]].]] And in the No Mercy run [[spoiler: perhaps it's you who needs to learn this as you're given every opportunity to stop your genocide until you actual finish it. And if you try to fix things only after you've finished, well...as the first bullet points out, [[LaserGuidedKarma your actions have repercussions.]]]]

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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) [[ViolenceIsTheOnlyOption simply can't be resolved peacefully, peacefully]], and that in those situations the best you can really strive for is "don't kill and don't be killed."
** Undertale also asks a [[ArmorPiercingQuestion very serious question]]: if you have the option to resolve conflicts peacefully, why would you ever ''ever'' resort to violence beyond simply [[VideoGameCrueltyPotential wanting to do so?]]
** The No Mercy run drops a huge big anvil near the end about the way most gamers treat games-- 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.
** Undertale, while emphasizing the power of [[{{Determinator}} Determination]], also emphasizes the importance of letting go of things, especially in a Pacifist run. [[MyBelovedSmother Toriel]] has to realize that you have to go forward and she has to let you go forth on your journey, [[IJustWantToHaveFriends Papyrus]] has to let go of his dreams of becoming a Royal Guard in order to realize that he already has a friend in you, [[FantasticRacism Undyne]] has to let go of her disdain for humans and realize that maybe they aren't as bad as she thought they were, [[ShrinkingViolet Alphys]] has to let go of the idea that everyone hates her and realize that there are people who love her, [[GloryHound Mettaton]] has to let go of his dreams of being famous on the surface world so that he can continue being an inspiration to his fans in the Underground, [[spoiler: [[WellIntentionedExtremist Asgore]] has to let go of his plan to destroy the barrier because even though it gives his people hope, he doesn't want to hurt anyone, and [[PleaseDontLeaveMe Asriel]] has to accept the fact that the friend he knew from his childhood is dead and that he has to let the player go so they can [[EarnYourHappyEnding have their happy ending]].]] And in the No Mercy run [[spoiler: perhaps run, [[spoiler:perhaps it's you ''you'' who needs to learn this this, as you're given every opportunity to stop your genocide until you actual actually finish it. And if you try to fix things only after you've finished, well...as the first bullet points out, [[LaserGuidedKarma your actions have repercussions.]]]]



* [[http://www.newgrounds.com/portal/view/683106 We Become What We Behold]] is a short flash game that doesn't just drop its anvil, [[UpToEleven but shoots it from orbit out of a railgun station with the force of ten nukes.]] The media (played by you) and the populace are little more than an [[ViciousCycle Ouroboros]], as the media is interesting it nothing but [[IfItBleedsItLeads generating scandal and outrage for profit]] as [[LuridTalesOfDoom it takes small negative occurrences and blows them out of proportion.]] At the same time, the populace don't make anything better, [[GullibleLemmings by blindly believing in the morally bankrupt news media and perpetuating its false message]] while the DevilInPlainSight [[KarmaHoudini get away with it all]]. In the end, only the media wins while the people lose; survivors of the tragedy, the genuinely good people who tried to counter the corrupt media can only mourn for the lives that were pointlessly lost.

to:

* [[http://www.newgrounds.com/portal/view/683106 We Become What We Behold]] is a short flash game that doesn't just drop its anvil, [[UpToEleven but shoots it from orbit out of a railgun station with the force of ten nukes.]] The media (played by you) and the populace are little more than an [[ViciousCycle Ouroboros]], as the media is interesting it interested in nothing but [[IfItBleedsItLeads generating scandal and outrage for profit]] as [[LuridTalesOfDoom it takes small negative occurrences and blows them out of proportion.]] At the same time, the populace don't make anything better, [[GullibleLemmings by blindly believing in the morally bankrupt news media and perpetuating its false message]] while the DevilInPlainSight [[KarmaHoudini get away with it all]]. In the end, only the media wins while the people lose; survivors of the tragedy, the genuinely good people who tried to counter the corrupt media media, can only mourn for the lives that were pointlessly lost.
30th Jul '17 5:17:16 PM Luigifan
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* Midway's successor, Creator/NetherrealmStudios's ''VideoGame/MortalKombatX'' also has one: '''Be supportive.''' Kotal Kahn and Johnny Cage in separate ways demonstrate why this cannot be stressed enough:

to:

* Midway's successor, Creator/NetherrealmStudios's ''VideoGame/MortalKombatX'' ''VideoGame/MortalKombatX'', also has one: '''Be supportive.''' Kotal Kahn and Johnny Cage in separate ways demonstrate why this cannot be stressed enough:



* ''VideoGame/Persona2'', particularly Eternal Punishment has one emerge from the stories of the characters. Life may not go the way you want it to; and it won't get any easier, but it's not the end of the world if you don't get to do what you want to do. You can still move on and still find success in other ways.

to:

* ''VideoGame/Persona2'', particularly Eternal Punishment ''Eternal Punishment'', has one emerge from the stories of the characters. Life may not go the way you want it to; and it won't get any easier, but it's not the end of the world if you don't get to do what you want to do. You can still move on and still find success in other ways.



* ''VideoGame/Persona5'' continues this legacy with [[ContrastingSequelMainCharacter the twist of putting you in the role of a metaphorical criminal]], a PhantomThief, to go with the theme of rebelling against being a societal prisoner, due to being [[MiscarriageOfJustice falsely charged for a crime you didn't commit when you were trying to do the right thing]]. Throughout the whole game's story you're is faced with those who exploit the weak, the helpless, and even the just plain ignorant to further their own ends with no regard for who gets hurt. But rather than take these injustices, the right thing to do is stand up to those who misuse their authority. Even if the enemy you face seems too powerful, ''[[ScrewTheRulesImDoingWhatsRight stand up to them]]''. Even if society will brand you as a criminal for fighting back, '''''[[{{Determinator}} stand up to them]]'''''.
** But despite the themes of rebelling against society, it also makes it clear that [[NeverMyFault it's immature blame society or even just others for everything that happens to you, circumstantial or even self-inflicted]]. And that to just straight up PayEvilUntoEvil [[{{Deconstruction}} doesn't make anything right]]. While the Phantom Thieves and your Confidants have all grown up suffering various injustices inflicted upon them by a corrupt society, your Targets' Shadows blame society for problems that were either their own fault or out of anyone's control. The Phantom Theives sought justice by making the Targets confess instead of murder, with the HeelFaceBrainwashing being the only method available to them. The Targets exploited everyone around them without once thinking that [[CouldHaveAvoidedThisPlot there may have been alternatives to getting where they were]].
*** In addition to this, it even makes the point of having faith in humanity, even when you've seen some of the worst of it happen to you. This shows up the most in the game's Social Links, as your Confidants even come to help the very people who betrayed them and earn their trust. From the [[TheGenericGuy school's nobody]] [[spoiler: saving the skin of a guy who used to bully him]], to an ex-track runner [[spoiler: sticking his neck out to help the teammates who blamed him for their disbandment]].
** Being an adult may mean that you now have to provide for yourself in order to stay afloat, but [[WantsAPrizeForBasicDecency it gives you no right]] [[DudeWheresMyRespect to be an uppity asshole about it]]. Throughout the game, you'll see many adults besides Targets who act arrogant and condescending towards those they see as below them such as adolescents, particularly those in the buffet scene after the first Target whom don't show even the slightest amount of sympathy after said Target confessed his crimes and continue to act as though [[ItsAllAboutMe they're the only important people in the room]].

to:

* ''VideoGame/Persona5'' continues this legacy with [[ContrastingSequelMainCharacter the twist of putting you in the role of a metaphorical criminal]], a PhantomThief, to go with the theme of rebelling against being a societal prisoner, due to being [[MiscarriageOfJustice falsely charged for a crime you didn't commit when you were trying to do the right thing]]. Throughout the whole game's story story, you're is faced with those who exploit the weak, the helpless, and even the just plain ignorant to further their own ends with no regard for who gets hurt. But rather than take these injustices, the right thing to do is stand up to those who misuse their authority. Even if the enemy you face seems too powerful, ''[[ScrewTheRulesImDoingWhatsRight ''[[{{Determinator}} stand up to them]]''. Even if society will brand you as a criminal for fighting back, '''''[[{{Determinator}} '''''[[ScrewTheRulesImDoingWhatsRight stand up to them]]'''''.
** But despite the themes of rebelling against society, it also makes it clear that [[NeverMyFault it's immature to blame society or even just others for everything that happens to you, circumstantial or even self-inflicted]]. And that to just straight up PayEvilUntoEvil [[{{Deconstruction}} doesn't make anything right]]. While the Phantom Thieves and your Confidants have all grown up suffering various injustices inflicted upon them by a corrupt society, your Targets' Shadows blame society for problems that were either their own fault or out of anyone's control. The Phantom Theives sought justice by making the Targets confess instead of murder, with the HeelFaceBrainwashing being the only method available to them. The Targets exploited everyone around them without once thinking that [[CouldHaveAvoidedThisPlot there may have been alternatives to getting where they were]].
*** In addition to this, it even makes the point of having faith in humanity, even when you've seen some of the worst of it happen to you. This shows up the most in the game's Social Links, as your Confidants even come to help the very people who betrayed them and earn their trust. From the [[TheGenericGuy school's nobody]] [[spoiler: saving [[spoiler:saving the skin of a guy who used to bully him]], to an ex-track runner [[spoiler: sticking [[spoiler:sticking his neck out to help the teammates who blamed him for their disbandment]].
** Being an adult may mean that you now have to provide for yourself in order to stay afloat, but [[WantsAPrizeForBasicDecency it gives you no right]] [[DudeWheresMyRespect to be an uppity asshole about it]]. Throughout the game, you'll see many adults besides Targets who act arrogant and condescending towards those they see as below them them, such as adolescents, particularly those in the buffet scene after the first Target Target, whom don't show even the slightest amount of sympathy after said Target confessed his crimes and continue to act as though [[ItsAllAboutMe they're the only important people in the room]].



*** Don't lose sight of your aspirations and goals as you grow up, but don't let them twist you into someone you're not. ''VideoGame/Persona5'' surprisingly humanizes your Targets by always making it clear that their motives always come from heavily warped desires. [[RousseauWasRight Many of them were once decent people]], but basic human flaws distorted their vision and made them lose sight of what they originally wanted. [[spoiler: Even the Phantom Thieves get a dose of this when they're framed for the death of Kunikazu Okumura due to their various successes up to this point.]] But even if you lose sight of what you aspired for, what's important is that you realize this soon enough so that you can get back on track.

to:

*** Don't lose sight of your aspirations and goals as you grow up, but don't let them twist you into someone you're not. ''VideoGame/Persona5'' surprisingly humanizes your Targets by always making it clear that their motives always come from heavily warped desires. [[RousseauWasRight Many of them were once decent people]], but basic human flaws distorted their vision and made them lose sight of what they originally wanted. [[spoiler: Even [[spoiler:Even the Phantom Thieves get a dose of this when they're framed for the death of Kunikazu Okumura due to their various successes up to this point.]] But even if you lose sight of what you aspired for, what's important is that you realize this soon enough so that you can get back on track.
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