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** When you kill enemies, you gain EXP and LV that level up your stats. By genre convention, you are led to believe that EXP stands for ExperiencePoints and that LV stands for CharacterLevel. [[spoiler:Late in the game, a character reveals that it actually stands for Execution Points and Level of Violence.]]

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** When you kill enemies, you gain EXP and LV that level up your stats. By genre convention, you are led to believe that EXP stands for ExperiencePoints and that LV stands for CharacterLevel. [[spoiler:Late in the game, a character reveals that it actually stands for Execution Points "Execution Points" and Level "Level of Violence.Violence".]]
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* In ''VideoGame/Uncharted2AmongThieves'', you make affable treasure hunter Nathan Drake run around snapping necks, crushing tracheas, throwing men off moving trains, and shooting veritable armies of mooks. So when [[BigBad Lazarevic]] says, at the climax, "How many men did you kill... today?", it's probably supposed to be a boilerplate NotSoDifferent speech... but it's hard not to admit he has a point.

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* In ''VideoGame/Uncharted2AmongThieves'', you make affable treasure hunter Nathan Drake run around snapping necks, crushing tracheas, throwing men off moving trains, and shooting veritable armies of mooks. So when [[BigBad Lazarevic]] says, at the climax, "How many men did you kill... today?", it's probably supposed to be a boilerplate NotSoDifferent speech... [[NotSoDifferentRemark "we're not so different" speech...]] but it's hard not to admit he has a point.
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dewicking Famous Last Words per trs


** These are her [[FamousLastWords last words]], by the way.

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** These are her [[FamousLastWords last words]], words, by the way.
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-->[[spoiler:'''Jacques De Aldersberg:''' You always believed man makes his own destiny. I seek to change all humanity's fate.]]\\
[[spoiler:'''Geralt:''' You robbed humanity of its right to decide. You understand nothing.]]

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-->[[spoiler:'''Jacques --->[[spoiler:'''Jacques De Aldersberg:''' You always believed man makes his own destiny. I seek to change all humanity's fate.]]\\
[[spoiler:'''Geralt:'''
\\
'''Geralt:'''
You robbed humanity of its right to decide. You understand nothing.]]



---> I wasn't kidding when I said pay! Now, ''you'll pay the ultimate price!''

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---> --> I wasn't kidding when I said pay! Now, ''you'll pay the ultimate price!''



--> '''Flowey:''' At least we're better than those sickos who stand around and WATCH it happen.

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--> ---> '''Flowey:''' At least we're better than those sickos who stand around and WATCH it happen.
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** When you use lethal force, you get a count of the number of orphans created. Interestingly this changes depending on who you kill. When in Saudi Arabia against members of a terrorist group, there are several orphans for each death. When going up against members of the Chinese secret police in Taipei, there is a single orpahn per death.
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* Done subtly in ''VideoGame/{{Brigador}}''. When you start the main campaign, you are told that you are a mercenary mecha pilot who's been hired by a corporation called the SNC, and that your goal is to free the colony world of Novo Solo from the control of a despot who calls himself Great Leader. Great Leader's government is genuinely the science fiction equivalent of a third world country ruled by a corrupt military junta. However, as the game progresses there are increasing hints that the SNC would be much worse for Novo Solo than Great Leader. You need to pay the SNC to find out the full terms and conditions of your employment. They're willing to sell you illegal weaponry and have no problems with you using it. They pay out bonuses for any collateral damage you may inflict on the way to your objectives. The pilots they hire get more and more blatantly evil. Unlocking enough lore will reveal that the SNC was the previous ruler of the planet before Great Leader, and for all of his problems the SNC's governance was far worse for the common citizen.
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removed ymmv pothole


** The Fair Lady, Quelaag's Sister. You need the Old Witch's Ring to understand her, and if you can [[PlayerPunch you'll wish you couldn't]]. The poor girl's only comfort in [[IllGirl her unending torment]] (a consequence of her own selfless kindness) is her dear, beloved sister who looks out for her- even her devoted acolytes, the Egg-Burdened, can't do much to comfort her as they don't even speak her language. Unfortunately, if you're actually able to reach the Fair Lady, [[spoiler:[[TearJerker Quelaag is already dead]]. Because you killed her. But not only is she unaware that Quelaag is dead, ''[[ThoroughlyMistakenIdentity she mistakes you for her]]'']].

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** The Fair Lady, Quelaag's Sister. You need the Old Witch's Ring to understand her, and if you can [[PlayerPunch you'll wish you couldn't]]. The poor girl's only comfort in [[IllGirl her unending torment]] (a consequence of her own selfless kindness) is her dear, beloved sister who looks out for her- even her devoted acolytes, the Egg-Burdened, can't do much to comfort her as they don't even speak her language. Unfortunately, if you're actually able to reach the Fair Lady, [[spoiler:[[TearJerker Quelaag [[spoiler:Quelaag is already dead]].dead. Because you killed her. But not only is she unaware that Quelaag is dead, ''[[ThoroughlyMistakenIdentity she mistakes you for her]]'']].
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* ''VideoGame/DeathEndReQuest'':
** Ripuka from the first game [[spoiler:is ''[[NiceJobFixingItVillain undone]]'' by pulling this trope. She takes time out of mopping the floor with the heroes yet again to call out [[TheDreaded the God of Death]] for pretending to be a neutral party, while staring directly into the screen and then [[CameraAbuse smashing the camera]]. Arata Mizunashi, who at one point grapples with the idea that he might live in an "artificial" and "glitchy" world just like the cancelled [=MMO=] that much of the game takes place in, realizes exactly what is going on and turns to you for help. Your intervention boosts the party to a level where they can finally go toe-to-toe with Ripuka.]]
** In the Fallen ending of ''Death end re;Quest 2'', [[spoiler:Mai defeats the primary antagonist and slaughters their followers. However, since all of her friends and family are dead, there's nothing to prevent Marbas from completely overtaking her personality, resulting in her declaring herself the God of Death and turning her attention to you. She calls you a piece of shit for trying to dig for the game's [[TheManyDeathsOfYou Death Ends]], sings "murderer" at you, and then [[TheFourthWallWillNotProtectYou tries to possess you]].]]
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* Inverted in ''VideoGame/MakaiToshiSaGa'' (known in North America as ''The Final Fantasy Legend''). [[spoiler:The FinalBoss turns out to be God[=/=]Creator, who created the demon Ashura to wreak havoc on the world just for the sake of an interesting story. He even kept a record of all the adventurers who tried and failed to ascend the tower as a perverse "High Score" table. The adventuring party is understandably pissed and kills him to free the world of his control. This is one of the rare examples of the bastardry being pinned on the creator of the game rather than the player.]]

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* Inverted in ''VideoGame/MakaiToshiSaGa'' (known in North America as ''The Final Fantasy Legend'').''VideoGame/TheFinalFantasyLegend''. [[spoiler:The FinalBoss turns out to be God[=/=]Creator, who created the demon Ashura to wreak havoc on the world just for the sake of an interesting story. He even kept a record of all the adventurers who tried and failed to ascend the tower as a perverse "High Score" table. The adventuring party is understandably pissed and kills him to free the world of his control. This is one of the rare examples of the bastardry being pinned on the creator of the game rather than the player.]]
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* VideoGame/{{MDK}}. You spend an entire game fighting an invading alien force, and then the game berates you by playing a French music video of a song that protests the Vietnam War as it's ending.
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More accurate.


* ''VideoGame/TheStanleyParable'' has a TakeThat at video games that use this trope. The narrator, trying to make a more appealing game for the player, decides to have a four hour baby game where you must continuously press a button to stop a cardboard baby from going into the fire. Now both the baby and the button pushing are extremely annoying, this mixed with the fact that game forces you to play this game for FOUR HOURS in order to beat the mini-game, its pretty much forcing you to let the baby die. And when you do, the narrator calls you out on it. Even though he basically forced you to do it in the first place.
--> '''{{Narrator}}''': You heartless bastard!

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* ''VideoGame/TheStanleyParable'' has a TakeThat at video games that use this trope. The narrator, LemonyNarrator, trying to make a more appealing game for the player, decides to have a four hour baby game where you must continuously press a button to stop a cardboard baby from going into the fire. Now both the baby and the button pushing are extremely annoying, this mixed with the fact that game forces you to play this game for FOUR HOURS in order to beat the mini-game, its pretty much forcing you to let the baby die. And when you do, the narrator calls you out on it. Even though he basically forced you to do it in the first place.
--> '''{{Narrator}}''': '''Narrator''': You heartless bastard!
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*Hector and Achilles from ''VideoGame/{{Struggling}}'' do this during their speech at the [[spoiler: Galaxy Brain Summit while also calling out the scientists who made them the abomination they became.]]
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typo


* There's a subtle one in the 2016 ''[[VideoGame/Hitman2016 Hitman]]''. Your targets in the primary missions are [[AcceptableTargets scum of the earth]] (and you're discouraged from murdering non-targets), while the targets in the training are ISA employees acting out roles and "all weapons are simulated." So your conscience is clear, right? ...Except, in the second tutorial mission, [[spoiler:the most blatantly-presented path to "killing" the target (and therefore the one that most first-time playthroughs go for) is to repair a disabled ejection seat in a fighter jet, then convince the target to sit in the cockpit and pull the right lever. This gets a special achievement, and is, like many other Hitman kills, hilarious to watch... unless you remember that you just launched one of your own screaming through the hanger roof, and notice the people around you break character enough to suggest that there was no simulation in place for that, [[YouMonster he's ''really'' dead]]...]]

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* There's a subtle one in the 2016 ''[[VideoGame/Hitman2016 Hitman]]''. Your targets in the primary missions are [[AcceptableTargets scum of the earth]] (and you're discouraged from murdering non-targets), while the targets in the training are ISA employees acting out roles and "all weapons are simulated." So your conscience is clear, right? ...Except, in the second tutorial mission, [[spoiler:the most blatantly-presented path to "killing" the target (and therefore the one that most first-time playthroughs go for) is to repair a disabled ejection seat in a fighter jet, then convince the target to sit in the cockpit and pull the right lever. This gets a special achievement, and is, like many other Hitman kills, hilarious to watch... unless you remember that you just launched one of your own screaming through the hanger hangar roof, and notice the people around you break character enough to suggest that there was no simulation in place for that, [[YouMonster he's ''really'' dead]]...]]
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** [[DeveloperForesight The game was smart enough to know if the player did it intentionally or not, too.]] The alternate message was "You have ignited an accidental nuclear war. And no, there is no animated display of a mushroom cloud with parts of bodies flying through the air. We do not reward failure."

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** [[DeveloperForesight [[DevelopersForesight The game was smart enough to know if the player did it intentionally or not, too.]] The alternate message was "You ''"You have ignited an accidental nuclear war. And no, there is no animated display of a mushroom cloud with parts of bodies flying through the air. We '''We do not reward failure." '''"''
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** [[DeveloperForesight The game was smart enough to know if the player did it intentionally or not, too.]] The alternate message was "You have ignited an accidental nuclear war. And no, there is no animated display of a mushroom cloud with parts of bodies flying through the air. We do not reward failure."

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fixed formatting


* ''VideoGame/SaintsRow2'' carries out this trope to the letter in a secret mission: [[spoiler: When you find out that Julius Little was the one who
attempted to kill you at the end of the first game, you go hunting for him. At the end of the mission, you shoot him in cold blood. Before he dies, he explains that he did it because the Saints, who were originally meant to save the city from violence, had become, in essence, '''worse''' than the Vice Kings. While this is true, and certainly made the player have second thoughts about their behavior in the game, the situation was punctuated by the main character exclaiming how he didn't care, and shot him in the forehead. Worse is that if there had not been a speech like that, the player probably would have done that in the first place, adding even more punch to his words]].

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* ''VideoGame/SaintsRow2'' carries out this trope to the letter in a secret mission: [[spoiler: When you find out that Julius Little was the one who
who attempted to kill you at the end of the first game, you go hunting for him. At the end of the mission, you shoot him in cold blood. Before he dies, he explains that he did it because the Saints, who were originally meant to save the city from violence, had become, in essence, '''worse''' than the Vice Kings. While this is true, and certainly made the player have second thoughts about their behavior in the game, the situation was punctuated by the main character exclaiming how he didn't care, and shot him in the forehead. Worse is that if there had not been a speech like that, the player probably would have done that in the first place, adding even more punch to his words]].

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grammar


* ''VideoGame/SaintsRow2'' carries out this trope to the letter in a secret mission: [[spoiler: When you find out that Julius Little was the one attempted to kill you at the end of the first game, you go hunting for him. At the end of the mission, you shoot him in cold blood. Before he dies, he explains that he did it because the Saints, who were originally meant to save the city from violence, had become, in essence, '''worse''' than the Vice Kings. While this is true, and certainly made the player have second thoughts about their behavior in the game, the situation was punctuated by the main character exclaiming how he didn't care, and shot him in the forehead. Worse is that if there had not been a speech like that, the player probably would have done that in the first place, adding even more punch to his words]].

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* ''VideoGame/SaintsRow2'' carries out this trope to the letter in a secret mission: [[spoiler: When you find out that Julius Little was the one who
attempted to kill you at the end of the first game, you go hunting for him. At the end of the mission, you shoot him in cold blood. Before he dies, he explains that he did it because the Saints, who were originally meant to save the city from violence, had become, in essence, '''worse''' than the Vice Kings. While this is true, and certainly made the player have second thoughts about their behavior in the game, the situation was punctuated by the main character exclaiming how he didn't care, and shot him in the forehead. Worse is that if there had not been a speech like that, the player probably would have done that in the first place, adding even more punch to his words]].
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grammar


*** Inadvertently evil, JC himself can kill the innkeeper himself, in front of his daughter, and respond to her mourning with the now-memetic phrase, (and, in this context, sarcastic) "What a shame."

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*** Inadvertently evil, JC himself can kill the innkeeper himself, in front of his daughter, and respond to her mourning with the now-memetic phrase, (and, in this context, sarcastic) "What a shame."
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grammar


** It's easy to get a {{N|onPlayerCharacter}}PC innkeeper killed in the second missions and not even realize it; then you meet his grieving daughter being forced to prostitute herself a few missions later. Hope you [[SaveScumming saved.]]

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** It's easy to get a an {{N|onPlayerCharacter}}PC innkeeper killed in the second missions and not even realize it; then you meet his grieving daughter being forced to prostitute herself a few missions later. Hope you [[SaveScumming saved.]]
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** Every boss in the series tends to pull the TearJerker card after they've been beaten.

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** Every boss in the series tends to pull the TearJerker card after they've been beaten.



** And then there was the FinalBoss of ''3''. [[spoiler: If you don't feel as much of a bastard as Snake does after he succeeds in slaying his mentor, something is terribly wrong. At least she goes with dignity.]]

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** And then there was the FinalBoss of ''3''. [[spoiler: If you don't feel as much of a bastard as Snake does after he succeeds in slaying his mentor, something is terribly wrong. At least she goes with dignity.]]
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How?


* This was the premise of ''VideoGame/CrusaderOfCenty'': the main character comes of age and sets out on a quest to kill monsters in true adventure game style. But over a series of bizarre circumstances, it is revealed that the monsters are intelligent and (initially) innocent, and you've spent the whole game committing genocide because [[FantasticRacism you assumed they deserved to die]]. An interesting premise, but [[BrokenAesop its presentation leaves much to be desired]].

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* This was the premise of ''VideoGame/CrusaderOfCenty'': the main character comes of age and sets out on a quest to kill monsters in true adventure game style. But over a series of bizarre circumstances, it is revealed that the monsters are intelligent and (initially) innocent, and you've spent the whole game committing genocide because [[FantasticRacism you assumed they deserved to die]]. An interesting premise, but [[BrokenAesop its presentation leaves much to be desired]].
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** Near the end of the game, a major NPC will come to judge you and see what kind of a person you've been throughout the whole game, their reactions differing based on the aforementioned LV value. [[spoiler:Basically, the more of a mass murderer you've been, the less nice Sans's evaluation is.]] But regardless of your LV when you reach them, if [[spoiler:you killed Sans's brother Papyrus]], they will ask you: if you have the power to [[spoiler:reload your saves and start the game over]], isn't it your responsibility to do what's right, especially since [[spoiler:you can reverse your actions]]? In particular, if you answer no, they'll say they won't judge you for it...before calling you a [[spoiler:[[AC:dirty brother killer.]]]]

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** Near the end of the game, a major NPC will come to judge you and see what kind of a person you've been throughout the whole game, their reactions differing based on the aforementioned LV value. [[spoiler:Basically, the more of a mass murderer you've been, the less nice Sans's evaluation is.]] But regardless of your LV when you reach them, if [[spoiler:you killed Sans's brother Papyrus]], they will ask you: if you have the power to [[spoiler:reload your saves and start the game over]], isn't it your responsibility to do what's right, especially since [[spoiler:you can reverse your actions]]? In particular, if you answer no, they'll say they won't judge you for it...before calling you a [[spoiler:[[AC:dirty [[spoiler:dirty brother killer.]]]]]]
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* ''VideoGame/TheStanleyParable'' has a TakeThat at violet games that use this trope. The narrator, trying to make a more appealing game for the player, decides to have a four hour baby game where you must continuously press a button to stop a cardboard baby from going into the fire. Now both the baby and the button pushing are extremely annoying, this mixed with the fact that game forces you to play this game for FOUR HOURS in order to beat the mini-game, its pretty much forcing you to let the baby die. And when you do, the narrator calls you out on it. Even though he basically forced you to do it in the first place.

to:

* ''VideoGame/TheStanleyParable'' has a TakeThat at violet video games that use this trope. The narrator, trying to make a more appealing game for the player, decides to have a four hour baby game where you must continuously press a button to stop a cardboard baby from going into the fire. Now both the baby and the button pushing are extremely annoying, this mixed with the fact that game forces you to play this game for FOUR HOURS in order to beat the mini-game, its pretty much forcing you to let the baby die. And when you do, the narrator calls you out on it. Even though he basically forced you to do it in the first place.
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-->'''Surgeon #1:''' I won't let you take her. This is our future. Think of all the lives we'll save. ''(Joel shoots him)''\\
'''Surgeon #2:''' No! You fucking animal!
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* ''VideoGame/TheLastOfUs'' is set twenty years into the ZombieApocalypse and forces the player to make a lot of morally-questionable decisions, and is called out for it multiple times. This comes to a head in the finale, when [[spoiler:you choose to save the life of Ellie, the immune girl you've come to think of as a daughter, rather than allow her brain to be harvested to create a vaccine for the zombie plague to save humanity. At one point, you find a recording from one of the surgeons who rejoices at finding a cure, comparing it to the discovery of penicillin. After you manage to retrieve Ellie and carry her out of the hospital, you are confronted by Marlene, who calls you out for being selfish and points out Ellie would've been willing to make the sacrifice. You respond by shooting Marlene in the stomach, and then escaping with Ellie.]]

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* ''VideoGame/TheLastOfUs'' is set twenty years into the ZombieApocalypse and forces the player to make a lot of morally-questionable decisions, and is called out for it multiple times. This comes to a head in the finale, when [[spoiler:you choose to save the life of Ellie, the immune girl you've come to think of as a daughter, rather than allow her brain to be harvested to create a vaccine for the zombie plague to save humanity. At one point, you find a recording from one of the surgeons who rejoices at finding a cure, comparing it to the discovery of penicillin. After you manage to retrieve Ellie and carry her out of the hospital, you are confronted by Marlene, who calls you out for being selfish and points out that Ellie would've been willing to make the sacrifice. You respond by shooting Marlene in the stomach, and then escaping with Ellie.]]
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* ''VideoGame/TheLastOfUs'' is set twenty years into the ZombieApocalypse and forces the player to make a lot of morally-questionable decisions, and is called out for it multiple times. This comes to a head in the finale, when [[spoiler:you choose to save the life of Ellie, the immune girl you've come to think of as a daughter, rather than allow her brain to be harvested to create a vaccine for the zombie plague to save humanity. At one point, you find a recording from one of the surgeons who rejoices at finding a cure, comparing it to the discovery of penicillin. After you manage to retrieve Ellie and carry her out of the hospital where you are confronted by Marlene, who calls you out for being selfish and points out Ellie would've been willing to make the sacrifice. You respond by shooting Marlene in the stomach, and then escaping with Ellie.]]

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* ''VideoGame/TheLastOfUs'' is set twenty years into the ZombieApocalypse and forces the player to make a lot of morally-questionable decisions, and is called out for it multiple times. This comes to a head in the finale, when [[spoiler:you choose to save the life of Ellie, the immune girl you've come to think of as a daughter, rather than allow her brain to be harvested to create a vaccine for the zombie plague to save humanity. At one point, you find a recording from one of the surgeons who rejoices at finding a cure, comparing it to the discovery of penicillin. After you manage to retrieve Ellie and carry her out of the hospital where hospital, you are confronted by Marlene, who calls you out for being selfish and points out Ellie would've been willing to make the sacrifice. You respond by shooting Marlene in the stomach, and then escaping with Ellie.]]
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* ''VideoGame/TheLastOfUs'' is set twenty years into the ZombieApocalypse and forces the player to make a lot of morally-questionable decisions, and is called out for it multiple times. This comes to a head in the finale, when [[spoiler:you choose to save the life of Ellie, the immune girl you've come to think of as a daughter, rather than allow her brain to be harvested to create a vaccine for the zombie plague to save humanity. At one point, you find a recording from one of the surgeons who rejoices at finding a cure, comparing it to the discovery of penicillin. After you manage to retrieve Ellie and carry her out of the hospital where you are confronted by Marlene, who calls you out for being selfish and points out Ellie would've been willing to make the sacrifice. You respond by shooting Marlene in the stomach.]]

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* ''VideoGame/TheLastOfUs'' is set twenty years into the ZombieApocalypse and forces the player to make a lot of morally-questionable decisions, and is called out for it multiple times. This comes to a head in the finale, when [[spoiler:you choose to save the life of Ellie, the immune girl you've come to think of as a daughter, rather than allow her brain to be harvested to create a vaccine for the zombie plague to save humanity. At one point, you find a recording from one of the surgeons who rejoices at finding a cure, comparing it to the discovery of penicillin. After you manage to retrieve Ellie and carry her out of the hospital where you are confronted by Marlene, who calls you out for being selfish and points out Ellie would've been willing to make the sacrifice. You respond by shooting Marlene in the stomach.stomach, and then escaping with Ellie.]]
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* ''VideoGames/TheLastOfUs'' is set twenty years into the ZombieApocalypse and forces the player to make a lot of morally-questionable decisions, and is called out for it multiple times. This comes to a head in the finale, when [[spoiler:you choose to save the life of Ellie, the immune girl you've come to think of as a daughter, rather than allow her brain to be harvested to create a vaccine for the zombie plague to save humanity. At one point, you find a recording from one of the surgeons who rejoices at finding a cure, comparing it to the discovery of penicillin. After you manage to retrieve Ellie and carry her out of the hospital where you are confronted by Marlene, who calls you out for being selfish and points out Ellie would've been willing to make the sacrifice. You respond by shooting Marlene in the stomach.]]

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* ''VideoGames/TheLastOfUs'' ''VideoGame/TheLastOfUs'' is set twenty years into the ZombieApocalypse and forces the player to make a lot of morally-questionable decisions, and is called out for it multiple times. This comes to a head in the finale, when [[spoiler:you choose to save the life of Ellie, the immune girl you've come to think of as a daughter, rather than allow her brain to be harvested to create a vaccine for the zombie plague to save humanity. At one point, you find a recording from one of the surgeons who rejoices at finding a cure, comparing it to the discovery of penicillin. After you manage to retrieve Ellie and carry her out of the hospital where you are confronted by Marlene, who calls you out for being selfish and points out Ellie would've been willing to make the sacrifice. You respond by shooting Marlene in the stomach.]]
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* ''VideoGames/TheLastOfUs'' is set twenty years into the ZombieApocalypse and forces the player to make a lot of morally-questionable decisions, and is called out for it multiple times. This comes to a head in the finale, when [[spoiler:you choose to save the life of Ellie, the immune girl you've come to think of as a daughter, rather than allow her brain to be harvested to create a vaccine for the zombie plague to save humanity. At one point, you find a recording from one of the surgeons who rejoices at finding a cure, comparing it to the discovery of penicillin. After you manage to retrieve Ellie and carry her out of the hospital where you are confronted by Marlene, who calls you out for being selfish and points out Ellie would've been willing to make the sacrifice. You respond by shooting Marlene in the stomach.]]
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* ''VideoGame/TheStanleyParable'' has a TakeThat at violet games that use this trope. The narrator, trying to make a more appealing game for the player, decides to have a four hour baby game where you must continuously press a button to stop a cardboard baby from going into the fire. Now both the baby and the button pushing are extremely annoying, this mixed with the fact that game forces you to play this game for FOUR HOURS in order to beat the mini-game, its pretty much forcing you to let the baby die. And when you do, the narrator calls you out on it. Even though he basically forced you to do it in the first place.
--> '''{{Narrator}}''': You heartless bastard!
* ''VideoGame/GodOfWar'''s Kratos.
** The series he is in is based on Greek Mythology, which means you end up with ProtagonistCentredMorality a lot of the time. The player has to do completely heartless things like smash a person's head on an altar, which the player drags him to while he is screaming "No! No! Get away from me!" (this is from [[VideoGame/GodOfWarII the second game]]). There is no way he could have resisted.
** In [[VideoGame/GodOfWarI the first game]], Kratos is a champion of the Gods, in the second, he is a champion of the Titans, who eventually [[spoiler:kills the fates, which gives him the ability of time travel]]. This may sound fine, but the level of bloody violence is so much so it was ''mentioned on the back cover''. Then again, at that time morality was different, and they are not afraid to show some of it. Also, Kratos commits an act of treachery at the beginning of the second game. The plot revolves around being evil. Just look at the page mentioned above for more examples.
** However, in [[VideoGame/GodOfWarIII the third game]] several characters (most notably Hermes) tell him how much of a bastard he is, as well as him gaining a MoralityPet in Pandora. It actually affects him enough that he makes a slight HeelFaceTurn towards the end.
* Mocked in ''VideoGame/{{Borderlands 2}}'' with the Morningstar sniper rifle, a gun awarded to you by the MegaCorp Hyperion. A gun for "murderers... like you!" It has a high-pitched, shrill voice that whines at you for killing psychopaths, robbers, pirates, and vicious creatures by [[WhatMeasureIsAMook saying that they could have had a bad day]] or [[EvenEvilHasLovedOnes that they just wanted to feed their family,]] and that [[ProtagonistCenteredMorality serial killers thought THEY were good people, too!]]
* In ''VideoGame/NinjaGaiden 3'' this happens quite often. For example, after slaughtering the very first group of enemies in the game, a single mook decides that it'd be a better idea to surrender rather than get slaughtered by [[HighlyVisibleNinja Ryu Hayabusa]], and begs Ryu not to kill him, pleading that [[PunchClockVillain he was just trying to feed his family]]. However, you have to kill him anyway to proceed. Most enemies also tend to crawl in pain screaming "I don't wanna die!" if you don't MercyKill them.
** The UpdatedRerelease ''Razor's Edge'' drops this aspect completely, going back to [=NG2's=] formula of dismembered enemies trying to [[TakingYouWithMe grab you in a suicide attack.]] and removing the aforementioned scene.
* In ''VideoGame/{{BioShock|1}}'', the StoryArc with the NPC "Atlas" adapts this to game play itself. From the game characters' point of view if not [[StupidityIsTheOnlyOption yours]], you go around killing children just because some NPC contact asked you to. Where is your sense of agency? If you will not exert free will, [[spoiler:[[{{Cutscene}} maybe it should be]] [[MindControl taken from you]]]].
** The entire sequence in which Andrew Ryan is killed in the first game literally defines this trope; it's revealed at the climax (no, not the Atlas fight; that's called "denouement") that the player character has been conditioned at a genetic level to respond to the specific phrase "[[spoiler:would you kindly]]", and the player has been following orders that their character actually had no choice about, then yanks away control of the character ("Kill,[[spoiler: would you kindly]]" ringing any bells?). Prior to that point, the player had been continually in control of their character without any cutscenes, which is what made the sudden realization of loss of control so potent.
** ''VideoGame/BioShock2'' seemingly goes out of its way to make you feel like the biggest bastard ever if you choose the evil path. Yes, you can harvest every Little Sister in Rapture, but [[spoiler: Eleanor's watching your every move and if you solve all your problems through slaughter the game ends with her deciding to follow in your footsteps... by starting with the entire world]].
* ''VideoGame/ConkersBadFurDay'' stars an AntiHero squirrel, the point of whose whole quest is an attempt to collect money. (Actually, the original cause was he took a wrong-turn walking home, but it quickly turned into the money thing.) Though he occasionally acts heroic, he also kills whoever happens to get in his way, advertently or inadvertently, and much of the game is set in a comical world with bright visuals and happy jazz music that seem straight out of an old Mickey Mouse cartoon. Then at the end, [[spoiler: Conker becomes rich by robbing a bank and is crowned king, but his girlfriend dies in the process, and he laments how greedy and foolish he was]].
* ''VideoGame/{{Harvester}}'' revealed in the end that [[spoiler: the whole game was a game-within-a-game to make the player character (and, by extension, the player) into a serial killer. You've been having Steve do steadily eviler acts all game (from minor vandalism to arson to murder), and the whole point is to make the "real" Steve into the kind of person that does those things for fun]]. However, the game is something of a subversion, as it's a mockery of the notion that video games make you violent. Choosing the bad end spells it out the best:
-->"Don't you know that people who watch violence become violent themselves?"\\
"THAT'S BULLSHIT, MOM."
* ''VideoGame/MetalGear'':
** This ''may'' have been part of what Creator/HideoKojima was going for in ''VideoGame/MetalGearSolid2SonsOfLiberty''. [[MindScrew Then again, we can't be sure...]]
** Every boss in the series tends to pull the TearJerker card after they've been beaten.
** The tranquilizer gun probably became the favorite weapon for many people after the fight with The Sorrow, whose boss battle sends the ghosts of people you've slain. There's just something about passing by each and every soldier you killed as they scream in horror that gets to you.
** Liquid accuses Snake of 'enjoying all the killing' at the end of ''VideoGame/MetalGearSolid''. The game gives you opportunities to, among other things, strangle and break the neck of a guard while peeing in a urinal. It's your own fault if it rings true. (This is then called back to in [=MGS4=]. If you kill fifty mooks in one area, a soundbite of Liquid saying "You enjoy all the killing" will play, and Snake will vomit in self-disgust, taking a hit to his Psyche meter (which affects stamina and aiming). It happens with every fiftieth mook dispatched thereafter, too.)
** More subtle example from the sequel -- there's a pretty young hostage named Jennifer in the Shell 1 core, who you can address by name, guess the measurements of, or knock her out to look up her skirt (you get special Codecs if you call MissionControl while looking up there or after having taken a photograph of it). When the Ninja descends in the following cut scene, one of the bullets she deflects hits the female hostage in the head, killing her. It's your fault if her last memory is of you molesting her.
** And then there was the FinalBoss of ''3''. [[spoiler: If you don't feel as much of a bastard as Snake does after he succeeds in slaying his mentor, something is terribly wrong. At least she goes with dignity.]]
* At the end of ''VideoGame/{{Contact}}'', the main character inflicts this on the player, getting sick of the player controlling him and fighting back by attacking the screen.
* ''VideoGame/TheWitcher'', thanks to having the consequences of your choices come back an hour later to bite you in the ass, ends up doing this in a sort of way. For instance, you end up as a sort of surrogate father for an orphan, and he occasionally asks you questions regarding your own moral compass and various views on destiny and the world in general. [[spoiler: He later turns out to be the BigBad, thanks to some accidental time travel, and he spits back your own philosophy as a justification for genocide and the creation of twisted mutants.]]
** However, [[spoiler:Geralt makes it very clear that Jacques De Aldersberg never truly understood the lessons he learned from Geralt (assuming Jacques de Aldersberg is indeed Alvin as an adult). Best demonstrated in the following exchange]]:
-->[[spoiler:'''Jacques De Aldersberg:''' You always believed man makes his own destiny. I seek to change all humanity's fate.]]\\
[[spoiler:'''Geralt:''' You robbed humanity of its right to decide. You understand nothing.]]
** Done well earlier on too. If you give equipment to the terrorists, which they insist they need for the medical supplies included, they will later use weapons also included to kill one of your friends. Definitely a PlayerPunch.
* Done with subtlety and elegance in ''VideoGame/ShadowOfTheColossus'': arguably the whole idea behind the game's minimalistic structure and almost complete lack of dialogue is to silently stress the fact that you are slaying mostly docile creatures that are unique, majestic and beautiful. You Bastard indeed.
** During the credits you get shown the remains of every single colossus, which have returned to earth and rocks, still lying in the same position as they collapsed.
* ''VideoGame/Fallout3'' pulls one of these, very nearly breaking the fourth wall to do so: If you choose to put a dying man named Timebomb out of his misery, a message pops up to tell you that you're a bastard for killing him and you lose Karma.
** Justified in that it's incredibly easy to save him, and murdering him means losing one of the best items in the game for no reward.
** ''VideoGame/FalloutNewVegas'' pulls one too when, after [[spoiler: killing Mr. House]] you receive a message chastising you for your action. At first it looks like the game itself is berating you, but scrolling down reveals the victim wrote his own obituary.
** ''Lonesome Road'', the final story add-on for ''VideoGame/FalloutNewVegas'', manages to give the player one from all the way back in ''VideoGame/{{Fallout 3}}'' and it's add-on, ''Broken Steel''. Throughout ''Lonesome Road'', you hear logs from a Dr. Whitely, a kindly [[spoiler: Enclave]] scientist. It turns out he was at [[spoiler: Adams Air Force Base, which the [[PlayerCharacter Lone Wanderer]] canonically seems to have destroyed]].
*** ''Lonesome Road'' could be described as an extended case of this trope. Ulysses constantly lambasts the PlayerCharacter for causing immense damage in the world through careless actions...something that not only happened in the {{backstory}} of the DLC, but ''throughout the entire series''! He even goes so far as to accuse you of "[[DoomMagnet carrying death wherever you go]]." He's...not entirely wrong about that.
* ''VideoGame/DarkSouls'':
** The BossBattle with Sif in is going to make you feel like a rat unless you're a dog-hater (and maybe even then). Not only does he look like a BigFriendlyDog (well, technically a wolf, and much, much, bigger, but same idea), you have to kill him multiple times. But it gets worse the third time [[spoiler:when you find out he not only looks like a BigFriendlyDog, you find out he ''is'' one. He's trying to honor the legacy of his dead master and trying to prevent you from making the same mistake ''he'' did. He doesn't even ''want'' to fight you, you rat]]. To make this even worse, as he loses health, he's clearly injured, limping and stumbling more until he collapses. You rat.
** There's Lord's Blade Ciaran, whom you encounter after [[spoiler: [[MercyKill killing Artorias]]. She's seen mourning at his grave and will ask you to hand over his soul so she can pay proper respects. You can refuse to hand over the soul, and Ciaran will only sadly reply that she shouldn't have been presumptuous. To add insult to injury, you can [[VideoGameCrueltyPotential attack and kill her for no reason.]] All so you can loot her weapons and equipment off her corpse (which by the way, she ''does'' give to you if you trade in the soul in the first place[[note]]although to be ''absolutely'' fair, she only gives you her weapons- the only way to get her unique armour is to kill her[[/note]])! Poor girl was only trying to honor the memory of the man she loved. Oh, and did we mention that if you kill her, her last words are, [[HeartbrokenBadass "My dear Artorias"?]]]]
** The Fair Lady, Quelaag's Sister. You need the Old Witch's Ring to understand her, and if you can [[PlayerPunch you'll wish you couldn't]]. The poor girl's only comfort in [[IllGirl her unending torment]] (a consequence of her own selfless kindness) is her dear, beloved sister who looks out for her- even her devoted acolytes, the Egg-Burdened, can't do much to comfort her as they don't even speak her language. Unfortunately, if you're actually able to reach the Fair Lady, [[spoiler:[[TearJerker Quelaag is already dead]]. Because you killed her. But not only is she unaware that Quelaag is dead, ''[[ThoroughlyMistakenIdentity she mistakes you for her]]'']].
--->'''The Fair Lady:''' Quelaag? Please, sister, do not cry. I am happy, truly. [[ObliviousGuiltSlinging I have you, don't I?]]
** Later in the series, at the end of the Ringed City DLC for ''VideoGame/DarkSoulsIII'', the only way to progress to the DLC's FinalBoss is to take steps that destroy the city. As you explore the wasteland left afterwards, Shira - one of the few people in the city to ''not'' attempt to murder you on sight - will show up and start hurling lightning arrows at you to punish you for your treachery.
* In ''VideoGame/DemonsSouls'', there's Maiden Astraea and her knight/lover Garl Vinland's boss fight. [[spoiler: Astraea and Garl only use Demon power because they genuinely want to help the creatures living in the valley you encounter them in and ease their pain, and neither want to fight you and ask you to leave quietly... [[ButThouMust It just so happens that you need to kill them in order to stop the Big Bad.]] The only reason they fight you at all is in self-defense, because you essentially intruded on and threatened them. They constantly tell you to leave them alone during the entire boss fight, too. Even worse, should you kill either Garl or Astraea first, the other will commit suicide out of grief. In short, you basically assaulted a woman who did absolutely nothing to you, murdered her bodyguard/boyfriend in front of her, watched her kill herself and then just casually walked away.]] [[SarcasmMode Hope you're proud of yourself, Slayer of Demons.]]
** From the same game, there's the ending where you [[spoiler: betray and murder the [[MysteriousWaif Maiden in Black]] and join forces with the [[BigBad Old One]]. Not only did you just double-cross the one person who was unconditionally kind and loyal to you, but the cutscene that plays shows you stepping on her corpse's head, too]]. You Bastard indeed...
* ''VideoGame/WorldOfWarcraft'', so many...
** A very subtle one: In Hillsbrad, you come across a group of humans who are buried neck-deep by the Forsaken and are at the mercy of the surrounding ghouls. Your character spots a shovel nearby and decides to "do the right thing". The quest that follows gives you the option to dig the humans out or [[MercyKill bash their brains in with the shovel]]. Should you choose to do the latter, you get [[http://www.wowhead.com/spell=89142 a debuff]] that tells you to "rethink your definition of "right"".
** Hunter player characters are often avid collectors, and will search the game world for "rare spawn" beasts that appear periodically. As such, if you kill such a beast in a ''Cataclysm'' zone, your reward is the Crystalline Tear of Loyalty, which is described as "The desire to serve as a loyal companion, coalesced into a single priceless crystal". It doesn't do anything, but you can sell it for 25 gold. You bastard.
** If you do a Human or Orc orphan's quests for Children's Week, you can choose from one of a few rewards, including pets and pet biscuits that make your pets larger. You can also choose an item that can be sold for a few gold, and is said to be for those who like telling children [[SantaClaus Greatfather Winter]] does not exist.
** Every time you boot one of the [=NPCs=] off of the Traveler's Tundra Mammoth or its yak equivalent from ''Mists of Pandaria'' (or even when you ''dismount'') you get to hear them complain.
--->'''Hakmud of Argus''': I thought we were friend, buddy! How could you leave [[ThirdPersonPerson Hakmud]] stranded?
** Players who get the inn/tavern in their garrison will get various [=NPCs=] visiting and offering quests. One of them is Moroes, a boss from the Karazhan raid. His quest involves finding something to help clean up the mess the player and their raid buddies left the last time they were there.
** One quest in Booty Bay requires you to kill Bossy, ''a defenseless cow''. What makes it worse is that you have to tell the poor cow what you intend to do, which causes her to ''bow her head in submission''. No matter how much genocide you've caused in this game, no matter how many times you've eaten hamburger in reality, ''this'' is going to make you feel like a rat for days.
** The Gleamhoof Fawn pet in Val'sharah is always found near stags and does. Its pet journal description:
--->Now, where are its parents? You monster.
** One of the harshest reminders that WarIsHell comes during a quest in Dragonblight where the quest giver tells you to kill an officer and use her device to gain information on Ley Lines. [[spoiler:If her cry of "Sorry Daddy," right before you kill her doesn't make you feel like a monster, [[http://www.wowhead.com/quest=12067/a-letter-for-home#comments this letter on her corpse]] certainly will. While her father does not blame you, the letter from him saying that can be cold comfort indeed.]] While this is only for Alliance characters, the Horde equivalent is no better.
** It pulls one of these with the death knight starting chain in the ''Wrath of the Lich King'' expansion. Working for the Scourge involves many screaming civilians getting slaughtered by you and your compatriots. Then, you reach the race specific [[MoodWhiplash execution quest]]...
** Perhaps done even earlier in ''The Burning Crusade'' expansion: one mission requires you to sneak into an enemy camp to investigate certain people. During which you can talk to most of the neutral-via-your-disguise enemy [=NPCs=] and hear them talk about going into a nearby town and having drinks or starting a 'leatherball' game. Upon completing this quest, the quest giver orders for you to go back into the camp and kill X number of the enemy characters. Yes, they ARE an evil cult... [[WhatMeasureIsAMook but still]]...
** In Stormheim the player can attend a jarl's wake and provoke the other attendees to kill them. One female Vrykul drops two poppy flowers, given by her twin daughters when they wished her a safe journey.
** At the various Warden Towers in the Broken Shore there are guards from the other faction who are killed more as a statement to the enemy than for any actual gain. Rogues who pickpocket these guards may come away with a family engraving, wishing the bearer returns home safely.
* ''VideoGame/DeusEx'' starts you off as a government agent going after terrorists. It looks like a classic FPS at first, but going on a killing spree on your first mission will earn you the disapproval of several characters. Not only that, but you later find out that you're working for the Bad Guys and join up with the "terrorists" you may have been killing off previously.
** One part of the game has you talk to the parents of a [=MJ12=] trooper. The father has resigned himself that his son is no longer a boy, will give you his son's user name and password for a console, and is accepting that he may be killed by the player (somewhat, he'll curtly say to the player, "I have helped you kill my son, isn't that enough?" if you attempt to talk to him again) The mother on the other hand, will beg you to spare him, and berate her husband for "letting politics get in front of his duties as a father." Continue to kill [=MJ12=] troopers if you like, but you can't help but wonder if you just killed the couple's son.
** It's easy to get a {{N|onPlayerCharacter}}PC innkeeper killed in the second missions and not even realize it; then you meet his grieving daughter being forced to prostitute herself a few missions later. Hope you [[SaveScumming saved.]]
*** Inadvertently evil, JC himself can kill the innkeeper himself, in front of his daughter, and respond to her mourning with the now-memetic phrase, (and, in this context, sarcastic) "What a shame."
** At least, unlike a lot of these examples, ''VideoGame/DeusEx'' does give you the ''option'' of not killing everyone, even if it makes the game much harder.
** In ''VideoGame/TheNamelessMod'', playing the World Corp storyline will give you this trope a lot from the PDX gang, who were your friends before the events of the game.
** In a lesser-known dialogue: Although the group "The Rooks" is responsible for the oppression of other, more peaceful citizens, if JC slaughters them all, confronts their leader, and orders him to give him what he wants (a bomb), if the main character's inventory is full, JC will let out an uncharacteristic, sinister-sounding laugh.
** And then there's ''VideoGame/DeusExHumanRevolution'' where the ''Achievement'' for [[spoiler:accepting O'Malley's bribe and letting the dirty cop skip town]] flat-out calls you a "greedy bastard".
* This was the premise of ''VideoGame/CrusaderOfCenty'': the main character comes of age and sets out on a quest to kill monsters in true adventure game style. But over a series of bizarre circumstances, it is revealed that the monsters are intelligent and (initially) innocent, and you've spent the whole game committing genocide because [[FantasticRacism you assumed they deserved to die]]. An interesting premise, but [[BrokenAesop its presentation leaves much to be desired]].
* The MindScrew last act of ''VideoGame/StarOceanTillTheEndOfTime'' [[TheReveal reveals]] that [[spoiler:the entire world was created as a giant virtual reality MMO for a more advanced dimension's amusement. This was depicted as plainly sick and disturbing leading the heroes to RageAgainstTheHeavens when they'd become obsolete. Then there's that line about no controlling with a joy-stick]].
* ''VideoGame/GrandTheftAuto'' (a game series that's downright deliciously wanton), particularly ''VideoGame/GrandTheftAutoIV'', is prone to this though in-game content that's easy to miss in a regular play through (such as in radio messages or TV shows).
** Speaking of ''GTA IV'', Niko Bellic is an incredibly self-aware avatar. He mourns his loneliness when he sleeps with prostitutes, apologizes if he almost runs over a pedestrian, and then spends much of the cutscenes talking about the horrible things he is responsible for and his regret. And then there's the climax: [[spoiler: Roman already holds you responsible for destroying his comfortable life and demands you choose money over revenge. If you choose Money, he dies in a drive-by meant for you. If you ignore him and choose Revenge, he lives but your friend, and possible love interest, Kate Mccreary dies in his place. Either way, after you kill the BigBad, you receive a phone call asking if it was all worth it. Niko seems unconvinced, hangs up, and the post-game plays out with Niko exactly where he was before even making the decision -- minus one relationship.]]
** Still becomes quite unavoidable when you play the game's [[ExpansionPack first episode]]. [[spoiler: In the main game, Niko kills a nameless biker on the subway line as part of a contract.]] In ''[[VideoGame/GrandTheftAutoIVTheLostAndDamned The Lost And Damned]]'', [[PlayerCharacter Johnny Klebitz]] and his friend [[BadassBiker Jim Fitzgerald]] decide to split up to evade a hit put out on them by TheMafia. Jim decides to try and [[ForegoneConclusion lose the heat on the subway]]...
** ''VideoGame/GrandTheftAutoV'' provides a nominal, subtle use of the trope, in conjunction with LeaningOnTheFourthWall: there's a billboard right outside the Bolingbroke Penitentiary (Senora Freeway, going through the northern desert) that reads "HELL AWAITS (in huge, red block letters) if you're having fun."
* ''VideoGame/SaintsRow2'' carries out this trope to the letter in a secret mission: [[spoiler: When you find out that Julius Little was the one attempted to kill you at the end of the first game, you go hunting for him. At the end of the mission, you shoot him in cold blood. Before he dies, he explains that he did it because the Saints, who were originally meant to save the city from violence, had become, in essence, '''worse''' than the Vice Kings. While this is true, and certainly made the player have second thoughts about their behavior in the game, the situation was punctuated by the main character exclaiming how he didn't care, and shot him in the forehead. Worse is that if there had not been a speech like that, the player probably would have done that in the first place, adding even more punch to his words]].
** The game also does this with the newspaper articles after some of the mandatory missions, noting the massive human suffering caused by such actions as shooting down helicopters over populated areas, carrying on running gun battles on busy freeways, and burning down an entire housing project to get at the drug labs in some of the apartments. Bystanders on the street will also make comments about some particularly cruel things the protagonist does to individual members of the rival gangs, like [[spoiler:arranging for Jessica to be locked in a car trunk and crushed to death]], [[spoiler:crippling the lead guitarist of the Feed Dogs]], and [[spoiler:burying Shogo Akuji alive]].
** Downplayed with one of the endings in ''VideoGame/SaintsRowTheThird''. [[spoiler: The final ending fork basically boils down to saving two of your trusted allies (and Burt Reynolds) but letting Killbane escape, or sacrificing said allies (and Burt Reynolds) to hunt down and kill Killbane. The former comes with a more upbeat sequence (complete with "Holding Out For A Hero" playing in the background,) while the latter is more brutal and joyless, with Killbane delivering a HannibalLecture to the Boss before he's killed, and Pierce asking them if it was worth it, to which they can't respond.]]
* ''VideoGame/TheLegendOfZeldaLinksAwakening'' lets you steal from a particular shop. If you do so, the game [[VideoGameCrueltyPunishment permanently renames you to "THIEF"]] and asks you, ''"Are you proud of yourself?"'' Come back into the store and [[ShopliftAndDie the shopkeeper kills you]].
---> I wasn't kidding when I said pay! Now, ''you'll pay the ultimate price!''
* Dhaos of ''VideoGame/TalesOfPhantasia'' attempts to pull your heartstrings with the reveal that he's only fighting to save his planet, which loses momentum when you consider that a few minutes earlier he told the player that he didn't care one whit about what happened to Earth.
** Dhaos is kind of an interesting case. In the actual game, he's a colossal jerk that decided that humanity was going to kill the tree with their prototype manatechnology, and thus attacked, killing everyone who had any connection at all to it. This naturally freaked out humanity, forcing them to speed up production and fire a Mana Cannon based on the prototype technology in order to even have a chance of winning the war Dhaos starts. This kills the WorldTree. This makes Dhaos even more angry. That's not all that happened, but the main thing is that in the game, the blame for all of the events is distributed among several parties equally.
** Meanwhile, in the OVA, Dhaos is made to be more of a NobleDemon. Unfortunately, this had the effect of making the humans of the past war crazy morons. See, while the Mana Cannon was built in-game to stop Dhaos, this time around humanity decided to just build one for no real reason. Dhaos hears about this, and goes on to stop the construction to save the WorldTree.
* ''VideoGame/TalesOfXillia2'' does this for the player with the Bad Ending. In it, Ludger has decided that he cannot kill his brother to get to the Land of Canaan and the party decides that, since they ''must'' get into Canaan, they'll go behind his back and kill Julius themselves. This causes Ludger to snap and fight ''the entire party'', who all beg Ludger to come to his senses during the battle, and he kills them all. Even Julius is surprised at this course of action. And because Ludger is a HeroicMime and [[DialogueTree dialogue options]] are decided by the player? ''You'' decided to kill the cast of Xillia. ''You'' and no-one else.
* In ''VideoGame/{{Iji}}'', a game about a civilian forced to become a supersoldier to fight off an alien invasion, if you play the game like any other shoot-em-up, which is what seems to be expected of you, your enemies at various points call you out for the vast amounts of deaths you've caused (not that this isn't hypocritical on their part, as you get mocked by a genocidal maniac and a egotistical assassin). It is [[PacifistRun possible to play through without killing anyone]], in which case you gain a certain amount of admiration instead.
* In ''VideoGame/{{ICO}}'', [[spoiler: you find the body of Yorda frozen as stone with shadow creatures standing around her that run as you approach. The shadow creatures do not attack you; some approach you curiously, others run, while still others fly or run around in circles as if they're confused. To proceed you have to kill them, and as you kill them you realize that they are the souls/spirits/essence/etc of the other horned boys, innocent victims who were sacrificed like you were intended to be]].
* ''VideoGame/CallOfDuty: World at War'' does this. At two points in the game, in the Russian missions, you have the option to spare or execute a group of helpless German soldiers. Also, one of your squadmates keeps a diary. Before the last mission, Sgt. Reznov will read an entry from said diary. If you spared the soldiers both times, your character is described as a true hero. If you killed both groups, you're called a brutal, merciless savage and if you killed one and spared the other he puts you as morally ambiguous individual.
* ''VideoGame/CallOfDuty: VideoGame/ModernWarfare2'' does this as well when [[spoiler: you not only play on the side of Makarov, the new Ultranationalist leader, you get to also gun down an airport full of civilians and shoot them as they pitifully try to crawl away to safety. And to top it all off, you get shot by Makarov himself because you were a CIA agent working on the inside. So not only were you doing horrible things, but you were also on the side of good the entire time. Wow Infinity Ward, wow.]] You'll also get shot if you don't do anything as well
** And Makarov uses the incident as an excuse to [[spoiler:declare war on the United States]].
** Not only that, but the same scenario ([[spoiler: you being shot and killed by Makarov]]) plays out whether you fire your weapon or not. And [[spoiler: the mission tells you to follow Makarov, not kill the civilians. If you killed a single person, it was your choice to do so]].
* A ''[[VideoGame/{{Marathon}} Marathon Infinity]]'' level-design finalist plays this for laughs. Upon starting, there is nothing you can do but press a button. You do, a bunch of screams let out, and the window next to you fills with lava. You can then go over to a terminal where a stereotypical middle-management type person congratulates you for putting down that miners' strike so quickly.
* In ''VideoGame/{{Portal}}'': "You euthanized your faithful companion cube more quickly than any test subject on record. Congratulations."
** "There was even going to be a party for you. A big party, that all of your friends were invited to. I invited your best friend, the Companion Cube. Of course, he couldn't come because you murdered him."
** [=GLaDOS=] implies it with the subtly angry line "You're not a good person. You know that, right? Good people don't end up here."
** The song at the end of Portal, Still Alive. 'I'm not even angry. I'm being so sincere right now. Even though you broke my heart. And killed me. And tore me to pieces. And threw every piece into a fire. As they burned it hurt because / I was so happy for you!' That she sings all of this in a cheerful voice makes the whole thing a You Bastard moment. She also calls you a monster a few times in the sequel. She really does know how to make you feel guilty for stopping her trying to experiment on you to death.
** Also this quote from the sequel's trailer: "But I'm sure we can put our differences behind us. [[ForScience For science]]. [[YouMonster You monster]]."
* ''Franchise/FireEmblem'':
** In ''VideoGame/FireEmblemPathOfRadiance'', a soldier says in a base conversation that some of the soldiers are not looking forward to the end of the war, because it means the end of their soldiering career, with all its promotion possibilities and great pay. To this [[TheAce Ike]] says that the men should be ashamed of finding pleasure in the war and should instead concentrate on the great sorrow the war has caused for all sides. That can really hit home at players who don't want the game to end because they want to level their soldiers higher and get everyone to 20/20.
** [[spoiler:Chapter 10]] in ''VideoGame/FireEmblemAwakening'' has Chrom and company fight against [[spoiler: General Mustafa and his men, with the victory condition being to kill Mustafa]]. The average player would instinctively kill as many of his troops as possible first before facing off against him. Then they read his dying words:
--->[[spoiler:'''Mustafa:''']] Please... spare my men...
* Jesse Venbrux's ultra-short (seriously, it takes a few seconds to play) ''Execution'' combines this with a {{Deconstruction}} of how death normally works in video games: [[spoiler:Shooting the prisoner leads to a "You lose" message. Restarting the game leads you to a message that it's already too late, followed by a view of the prisoner's corpse. This is accomplished by adding a bit of data to your computer's registry, so simply deleting the game and re-downloading it will still give you the corpse. On the other hand, attempting to quit without shooting the prisoner leads to a "You win" message]].
* ''VideoGame/KnightsOfTheOldRepublic II'' did this to the classic RPG mechanic of killing things for XP, by revealing that you're growing more powerful not because you're learning things, but because you're in a way draining your opponents' lives as you kill them. A lesson made even more jarring given it's effectively hand-waved by your party members and by the final outcomes in that if you're good [[spoiler:you lead to the resurrection of the Jedi Order]] and if you're bad [[spoiler:your actions significantly weaken the already fractured Republic potentially leading to it's destruction]]. Values dissonance?
* ''VideoGame/ChronoCross'' throws this at you after you kill the Hydra - not only is it revealed that it was the last of its kind, but [[spoiler: it was pregnant]].
* In ''VideoGame/EarthBound'', when Ness reaches Magicant, he can recruit one of the five Flying Men to accompany him through the rest of the dungeon. If one dies, he can go back to their house to recruit another, but the remaining Flying Men get increasingly angrier at you for letting them die, and the graves of the deceased Flying Men have decreasingly detailed inscription until finally, all the Flying Man are dead and the last grave is unmarked.
* ''VideoGame/DevilSurvivor'' makes it clear that choosing Yuzu's path -- aka The Escape ending -- is the worst decision to make and practically every mandatory battle for that ending involves fellow humans, and even ''Loki'', to call everyone out for it.
* ''VideoGame/DevilSurvivor2'' has a mechanic in the Septentrione Arc, where the player gains Death Videos of certain party members and can save them from their fated demise. Letting party members die makes everyone feel bad, but nowhere is the game as blunt and obvious with its intended guilt-flinging as with the death of Io Nitta. If Io ends up dying [[spoiler:from acting as Lugh's medium]], her death is depicted worse than the original Death Video showed. And after that scene, there is a ''mandatory'' event to watch called Io's Death, where the entire party is lamenting how [[MyGreatestFailure nobody managed to get to know Io well enough to have her open up to them]].
* In ''Franchise/MassEffect'', some characters react strongly if the player chooses a more morally ambiguous option, or just one that character disagrees with. ''VideoGame/MassEffect3'' has its fair share, but probably the worst case is if [[spoiler: Wrex is still alive and you faked the genophage cure, leading to a confrontation on the Citadel. Wrex will even go as far as to call Shepard a hypocrite, and the encounter inevitably ends with his death. If you killed the Virmire survivor during the Citadel invasion (which can only happen if you didn't visit them while they were in hospital), Wrex will call you out on that too]].
* ''VideoGame/DragonAgeOrigins'' has plenty of this, too.
** After killing a wounded soldier, Alistair asks: "Does the word 'insane' mean anything to you?" The Warden can respond [[ShutUpKirk "I prefer the term 'ruthless'."]]
** You can also overhear two characters by Lake Calenhad having a very fourth-wall-breaking conversation about how they might just be "characters in a play" and how their world might be all a game for somebody else's enjoyment. They follow up by wondering what kind of sick freak would enjoy seeing them suffer so much, and one of them wonders why on Thedas these "superior beings" would enjoy giving him such painful warts.
* The Talkative Man in ''VideoGame/DragonAgeII'' has similar complaints.
* ''VideoGame/EveOnline'''s chronicles and the ''Burning Life'' novel go a long way to fleshing out how the world of New Eden views capsuleers like ''you''. In the course of being your average MMORPG character, you are an [[AGodAmI immortal]] directed by a moral compass [[OmniscientMoralityLicense completely alien]] to the average [[NonPlayerCharacter denizens]] of the world you inhabit. Thousands die at your bidding for loot or sometimes for fun, and your kind wage endless wars that up that amount by orders of magnitude. Many capsuleers are so far removed from the sphere of the ordinary person's world that they don't [[AllThereInTheManual even realise they're carrying a crew aboard most of the ships they control]]. Good luck not feeling guilty on those rare occasions when those poor saps are given a voice.
* Mildly occurs in ''VideoGame/WorldInConflict'', towards the end. Having been under Soviet rule for months, Seattle has many Soviet propaganda posters and images painted around the city, most of them giving idealistic messages about the ending of the Cold War, a new, united world and attacking US and NATO forces for being warmongers. Now listen to the Colonel Sawyer himself admitting that the US airstrikes did more damage to the city than the Soviets themselves, consider that you are trying to save the city from [[spoiler: a nuke by the US government]] and the final US assault on the city levels the whole place. A small pang of guilt is unavoidable even knowing that the Soviets are the aggressors.
** Also occurs in the expansion where you learn [[spoiler:Malashenko's wife and child was killed during a NATO assault in Soviet territory]]. Didn't you blow up some apartment buildings during the assault in Murmansk in the original game with no comments whatsoever on the implications? Or didn't Bannon shell [[spoiler: a group of surrendering Soviet civilians]] in the same mission?
* The point, done with beautiful subtlety, of ''VideoGame/FarCry2''. Enemies attack you on sight. Patrols try to kill you before even checking to see if you're an enemy or a friend. The entire world is hostile. The result? The player learns to attack first. To kill everything in sight. To blow up jeeps the moment they see a patrol. In short: To become exactly the same as all the people you're murdering. Reinforced by a reputation system that sees (at high levels) enemies scream and run when they see you [[spoiler: and the Underground, the only decent group of people in the game, to refuse to do business with you]].
** Some of the more compassionate behaviours exhibited by enemies had a similar effect. Shooting a guy who is shooting at you? No problem. After all, that's just self defence, at least to some degree. But shooting a guy who is trying to drag his wounded mate to safety? Not fun. The effect is magnified when you can hear him constantly reassuring the wounded fellow that everything will be all right.
* In the game ''VideoGame/EvilGenius'', ''you'' perform one of these in a game that otherwise tries to allow you to revel in being a DiabolicalMastermind. Each global anti-Evil-Genius group has a Super Agent, a practically-unkillable Super Agent that can only be killed in a certain way. [[Series/CharliesAngels Mariana Mamba]]? [[spoiler: You strap her down in a surgery booth and make her morbidly obese]]. Not that bad, she can recover. [[BruceLeeClone Jet Chan]]? [[spoiler: You challenge him to a karate duel, win, and he flees to contemplate his loss.]] Thats okay, he's not injured except for his pride. [[ShellshockedVeteran Dirk Masters]]? [[spoiler: You dunk him in a biological tank filled with a chemicals obtained from his own steroid-riddled gym rag]]. Kinda fitting and justified. But defeating [[IceQueen Katarina Frostonova]], the emotionally-dead assassin who lived in a Soviet-run OrphanageOfFear after the KGB accidentally killed her parents? [[spoiler: You find the only thing she ever cared about as a child - a big teddy bear - '''cut it to pieces in front of her.''']]
* In ''VideoGame/CommandAndConquerRedAlert'', in the first mission under the Soviet campaign, your goal is to kill everyone in a village. You have three planes and some soldiers. Alright, everything's fine, just killing some low-graphics sprites for the level. Then the level ends, and you're treated to a (for its time) high graphics CG cutscene of the same planes that you commanded gunning down a family, you see a little girl drop her stuffed bunny, and the [[EmpathyDollShot camera zooms in on it.]] Nice job finishing the first mission, You Bastard. The next video you see? Your immediate superior [[YourApprovalFillsMeWithShame congratulating you on a job well done]].
* If you use the Liquid Tiberium Bomb in the last GDI mission of ''[[VideoGame/CommandAndConquerTiberiumWars Tiberium Wars]]'' (despite being warned that using it will set off a chain reaction) you end up killing ''your entire army and twenty five million civilians'' AND set a precedent for GDI using Tiberium weaponry in the future. General Granger immediately resigns in disgust but not before calling the player a war criminal while looking directly at the camera. Also a rare example of this trope implied to be canon by the sequel, which makes it hit even harder.
* In FMV-driven adventure game ''Quantum Gate'' and its sequel ''Vortex'', the 'bugs' you wind up shooting in the 'tween-act minigame were actually fairy people, and the barren planet is actually a lush paradise. Has slight UnfortunateImplications running along the WhatMeasureIsANoncute line because, even if they WERE giant bugs, you were still invading their home on behalf of an evil corporation, albeit one with a noble endgoal.
* In ''VideoGame/HeavenlySword'' they get into to this right off the bat as the extremely realistic looking main character turns to the screen and yells at you for letting her die when the fate of her people hung in the balance and she was the only one who could save them.
* Independence Port in ''VideoGame/CityOfHeroes'' is one of the largest zones in the game, over two miles from end to end, but with most important spots within a few hundred yards of the tram line. Therefore, it's rare for anyone to wander outside that radius unless a mission specifically directs them to go further. A newer exploration badge in the far corner of the map reflects that tendency... by pointing out that the area sees a lot of mob-related deaths because no heroes patrol that far.
* ''VideoGame/FinalFantasyVI Advance'' has the BonusBoss ''Kaiser Dragon'' condemn the heroes for slaughtering its fellow dragons simply for the sake of fighting in its introduction speech.
* ''VideoGame/FinalFantasyX'' has one, when it comes to Rikku and lightning. The player always has the option to attack their own party and, if Rikku is hit with a lightning spell, she gives off a shriek. What a cute shriek that is, isn't it? Well, during a scene in the Thunder Plains, Rikku reveals that she is terrified of lightning, because her brother accidentally hit her with a lightning spell when she was a kid. You can still let her get hit with lightning, but do you still think that shriek is adorable?
* ''VideoGame/BreathOfFireIII'''s first boss qualifies. It is a giant monkey-like creature called a Nue that has been terrorizing the town and stealing their cattle, so you and your little adopted family go to take it out - only to find out that the only reason it was stealing food was to give it to its deceased offspring, whom it didn't understand were dead. Rei, Teepo and Ryu are quite shaken by this.
** There's more to that. Right after reporting the deed to Bunyan, a hermit lumberjack who strong-armed them into this[[note]]As both punishment and a shot at redemption, actually: the protagonist and party were stealing from his food supply, during a dry spell in the whole region.[[/note]], he questions the heroes if they could indeed ignore the fact that a marauding, savage beast had a litter that would soon spread the damages to more serious numbers. It's more of a "damned if they do, damned if they don't" situation.
* The protagonist of ''VideoGame/{{Manhunt}}'' is forced to kill by a mysterious and malevolent figure, who's watching it all on a TV screen for a sadistic thrill. The more gruesome murders you commit, the more obvious the parallel is between the villain and the player.
* ''VideoGame/NieR'' gets a lot of comparisons to ''VideoGame/ShadowOfTheColossus'', and for good reason. By the end of the game, you'll have the unpleasant suspicion that your desperate, well-meaning main character is kind of an asshole. [[spoiler: By the end of your New Game+, you'll learn that he's [[MikeNelsonDestroyerOfWorlds much,]] [[NiceJobBreakingItHero much]] [[TheUnfettered worse.]]]]
* ''VideoGame/{{Prototype}}'' has this in spades. You can tap into enemy communications - and hear their cries of agony as you, or the infected, go on murderous rampages. Helicopter pilots in particular give out hellish, despairing screams as they plummet towards the ground.
* Travis in ''VideoGame/NoMoreHeroes'' actually calls out the player for enjoying watching him and his fellow assassins fight to the death towards the end of the second game. Well, technically he calls out Sylvia and the UAA, but [[BreakingTheFourthWall the way he does it certainly causes the player to pause and say, "Wait, is he talking to me?"]]
** The whole game is a subtle example to everyone that enjoys GottaKillThemAll plots. It gets less subtle in the second game with the above example.
* The Hell Lord Arc of ''VideoGame/LegendOfMana''. It's made abundantly clear that Draconis is evil, and though he blackmails you into doing his bidding saying no to him has no permanent effect on the plot or gameplay, so going along with his quest to [[spoiler: kill the other dragons and steal their Mana Crystals]] means you get WhatTheHellHero thrown at you quite a bit.
* The cliffhanger ending of the second ''VideoGame/SimonTheSorcerer'' game has Simon criticize the player for enjoying the situation he's ended up in ([[spoiler:stuck in Sordid's body and at the receiving end of much humiliation by the citizens while Sordid romps around in ''his'' body in the real world]]), and throws in a bit of ParanoiaFuel to drive the point home.
* The ending of ''VideoGame/ArcRiseFantasia''. You aren't called one, but boy do you ''feel'' like a bastard after hearing [[spoiler:[[TheWoobie Ee]][[CrystalDragonJesus sa's]] backstory and why she had to fight you. The fact that she [[GracefulLoser gracefully offers to let her body be used in your plan after losing]] just makes it even sadder]].
* In ''VideoGame/Uncharted2AmongThieves'', you make affable treasure hunter Nathan Drake run around snapping necks, crushing tracheas, throwing men off moving trains, and shooting veritable armies of mooks. So when [[BigBad Lazarevic]] says, at the climax, "How many men did you kill... today?", it's probably supposed to be a boilerplate NotSoDifferent speech... but it's hard not to admit he has a point.
* In ''VideoGame/{{Rift}}'', killing harmless animals will give the player the "critter killer" status for one minute; mousing over the effect's icon will display the message "you should be ashamed."
* Hilariously parodied in ''VideoGame/EYEDivineCybermancy''. [[http://i.imgur.com/Sp6cX.jpg Behold.]]
* In ''VideoGame/AlphaProtocol'', there are very few enemies you have to kill. A bit of mercy can not only drastically change several points in the plot but provide you with perks, stat bonuses, and recognition from your peers (both allies and opposition). [[spoiler: For instance, sparing the head of a terrorist organization gives you an ally and a bit of a political upper hand.]]
* In ''VideoGame/DCUniverseOnline'' if you're playing a villain you'll find yourself dishing out punishment (and based on your weapon selection possibly shooting) to everything from iconic superheroes to run of the mill cops, to university students. It all sort of blends together pretty quickly, right up until the point were you reach one of the late game missions where you end up attacking firefighters. [[MyGodWhatHaveIDone Ouch.]]
* ''Franchise/MortalKombat'' has this in the [[https://www.youtube.com/watch?v=2GgpeY_fKgc first]] and [[https://www.youtube.com/watch?v=UMu-Kx-bQFU second]] installments. So you beat the game and saved the world, right? Wrong. You just condemned the Earth to destruction. "Have a nice day" indeed.
* ''Franchise/TheElderScrolls'' games typically have a menu listing how many of certain accomplishments the player has done (for example, "people killed", "quests completed", "locations discovered".) ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' lists how many rabbits the player has killed in this menu - under the heading "bunnies slaughtered".
* Inverted in ''VideoGame/PanzerDragoon Saga''. At the end of the game, [[spoiler: you find out that the being that resurrected you at the very beginning of the game was the Dragon itself. The protagonist Edge then asks if the dragon is not the "divine one" the game world's religious prophecy spoke of, then who is? The dragon then makes the revelation that the divine one is the being that has been guiding Edge throughout the game and then talks directly to the player, calling them by their real name they entered at the beginning (This is the only time that your entered name is referenced in game, and the one reason why the game urges you to enter your real name). The dragon asks you to "press the button" and end their world's struggle (it's implied he wants you to turn the game off). Since we don't want to do that, the game then continues and the dragon takes Edge away through a portal. Right before Edge goes through it the camera does a close-up and he looks directly at the player, saying "It was you all along. Thank You" as though in prayer. In short, rather than instigating pain, death and suffering, the player is the god of the world's religion, the divine watcher that guides the protagonist through difficulty, provides him with the resolve to continue and delivers him from evil]].
* In the "Kobold Chaos" challenge in ''VideoGame/DungeonsAndDragonsOnline'', there is a [[OurAngelsAreDifferent lantern archon]] that randomly spawns and drops dragonshards in its wake. If you kill it (and it doesn't fight back) you'll get even more dragonshards, an increased score...and a scolding from the dungeon master.
* ''VideoGame/SpecOpsTheLine'' is made of this trope. The player character walks into a sandstorm-wracked Dubai with every appearance and intention of playing out the heroic story of most military-themed shooters: saving civilians and shooting the bad guys before rescuing the BigGood, a courageous general who [[ScrewTheRulesImDoingWhatsRight defied his superiors for the greater good]]. That certainty lasts right up until he finds himself firing on American soldiers in self-defense, and the preconception shatters and falls through his (and the players') fingers like sand. Innocents die, atrocities are witnessed (and committed), and the protagonist and his team come closer and closer to breaking [[spoiler:compounded by the accidental use of white phosphorous mortars on a civilian camp]]. The game goes from fairly standard loading tips to openly mocking and asking the player if they still believe they can call themselves a good person, if they're getting entertained by this nightmarish situation, if everything they've done will be justified in the end, that this is all their fault, and that, in no certain terms, the player is a nasty, brutish sadist. [[spoiler:It's finally revealed that the rogue commander died months ago, and the protagonist has built himself a hallucinatory bad guy on which to blame all wrongdoing. So in a sense, he created fiction that made him feel like a hero no matter what horrors he perpetrated. Say, that sounds familiar.]]
** Of particular note is that, by the end of the game, the Loading Screen tips have morphed to be damning of what you've done as Walker, and then there's this line at the climax which, as WebAnimation/ExtraCredits put it, may as well have been delivered [[AsideGlance directly to the screen]].
--->'''Konrad''': [[IgnoredEpiphany It takes a strong man to deny what's right in front of him]]. And if the truth is undeniable, [[SelfServingMemory you create your own]]. The truth, Walker, is that you're here because you wanted to feel like something you're not: '''''[[HeroicWannabe A hero]]'''''.
* Parodied in web games ''[[https://tinysubversions.com/game/ywhtwt/ You Were Hallucinating the Whole Time]]'' and ''[[http://tinysubversions.com/videogamemoralityplay/# Video Game Morality Play]]'', which were created largely as responses to ''Spec Ops: The Line.'' Both of them railroad the player into doing bad things (eg. shooting civilians, or playing a spaceship shooter where you were ''actually'' hallucinating and shooting orphaned children) and then chastise the player for it, subtly suggesting that the designers think this kind of false moral quandary is lazy and patronizing.
--> YOU ARE A MONSTROUS HUMAN BEING. WHY DO YOU KEEP PLAYING... FOR ENTERTAINMENT?!?!?! YOU SICK BASTARD. YOU SHOULD THINK ABOUT WHAT YOU'VE DONE.
* ''Balance of Power'', a geopolitical strategy game from 1985, gives the following GameOver if you let everything go to hell (and the context of the quote means [[DevelopersForesight they knew people would do this deliberately]]):
-->''"You have ignited a nuclear war. And no, there is no animated display of a mushroom cloud with parts of bodies flying through the air. '''We do not reward failure'''."''
* Go try to sell an animal in ''[[VideoGame/HarvestMoon Harvest Moon: A New Beginning]]''. The expression on [[NotGoodWithPeople Neil's]] face when he tells you to tell him which animal you're selling is ''depressing''.
** Let an animal in an Harvest Moon game die. Any animal. Don't feed it, let it stay in the rain, let it get sick, doesn't matter. The character that sells you the animal warns you that they can die, but you may be too stingy to pay for the food/medicine or too lazy to bring them in. When the animal dies and you are dragged to the local graveyard with the animal seller telling you with very clear words that this happened because of your neglect, you ''will'' feel horrible.
* Remember how in ''VideoGame/{{Persona 4}}'' you would take advantage of the protagonist's [[ChickMagnet way with the ladies]] and have up to six girlfriends at once? Well, you won't anymore as of ''[[UpdatedRerelease Golden]]'', because if you attempt to do so, come Valentine's Day, you'll have to make a choice of a single girl you want to make happy, leaving the rest of them in tears. Ouch.
** The UpdatedRerelease adds a Worst Ending, wherein [[spoiler: you befriend the BigBad and help him get away with his crimes]] that is nothing but this from start to finish, largely because unlike the other bad endings, which can conceivably be gotten by mistake, you actually have to [[VideoGameCrueltyPotential go out of your way to get this one]].
* Used in the final episode of ''VideoGame/TheWalkingDead'' depending on what choices you make. [[spoiler:The Stranger]] will list various things you've done and tell you how horrible you are, such as [[spoiler:if you save Carley over Doug (saving a pretty girl with a gun)]] or [[spoiler:not letting Lilly back into the van (she was grieving, alone, etc.)]]. Even if you did the most moral actions in the world, he'll still find faults - it's impossible to get through that game "clean".
* ''VideoGame/{{OFF}}'', to a ridiculous degree. [[spoiler:At the end of the game, the Judge calls [[BreakingTheFourthWall you, the player]] out for helping the Batter [[PureIsNotGood turn the world into a barren wasteland]], then kill his wife and an ''infant child'']]. One of the endings then lets you play TheAtoner by [[spoiler:switching sides and taking control of the Judge to fight the Batter]].
* In ''VideoGame/Rockman4MinusInfinity'', sucking up Eddie leaves Proto Man lamenting his demise in the EndGameResultsScreen, then noticing something:
--> I see... as I heard that his signal disappeared near you, you saw his last moment... didn't you?
* ''VideoGame/ShinMegamiTenseiIV'' contains, in addition to the franchise's standard Law, Chaos, and Neutral endings, a fourth, "Bad" ending, involving [[spoiler: Flynn completely giving up his quest and siding with the OmnicidalManiac white to MercyKill the multiverse]]. The game pulls no punches in telling you this is a terrible decision, from Flynn's [[UndyingLoyalty undyingly-loyal]] [[ProjectedMan projected woman]] Burroughs practically ''begging'' him not to go through with it (in a still-undyingly-loyal way) to a [[ZeroEffortBoss complete joke of a final boss]] that denies you even the ability to have any fun with this ending.
--> '''Burroughs:''' ...Of course. Sorry. There's no way you would be doing this if you didn't understand the consequences.\\
'''Burroughs:''' Congratulations...on completing your objective.
** These are her [[FamousLastWords last words]], by the way.
* In ''VideoGame/ZoneOfTheEnders: The 2nd Runner'', there's a mission where Earth forces are "defending" a city from exploding BAHRAM drones (but, true to form, have no regard for Martian civilian casualties whatsoever). Dingo's intention is to defend the civilians while killing the drones, and the game will rate you on the number of lives preserved at the end of the mission, but getting a good rating is quite difficult. Since Jehuty is a SuperRobot it is entirely possible to raze the entire city to the ground yourself, leaving no survivors. If you do, ADA asks you sincerely in the deadpan that only an Artificial Intelligence can manage: "Are you proud of yourself?"
* ''VideoGame/{{Undertale}}'':
** When you kill enemies, you gain EXP and LV that level up your stats. By genre convention, you are led to believe that EXP stands for ExperiencePoints and that LV stands for CharacterLevel. [[spoiler:Late in the game, a character reveals that it actually stands for Execution Points and Level of Violence.]]
** Near the end of the game, a major NPC will come to judge you and see what kind of a person you've been throughout the whole game, their reactions differing based on the aforementioned LV value. [[spoiler:Basically, the more of a mass murderer you've been, the less nice Sans's evaluation is.]] But regardless of your LV when you reach them, if [[spoiler:you killed Sans's brother Papyrus]], they will ask you: if you have the power to [[spoiler:reload your saves and start the game over]], isn't it your responsibility to do what's right, especially since [[spoiler:you can reverse your actions]]? In particular, if you answer no, they'll say they won't judge you for it...before calling you a [[spoiler:[[AC:dirty brother killer.]]]]
** And if you play the game as violently as possible, ''[[UpToEleven the whole game]]'' will contain not only multiple straight examples of this trope, but also become one long, extended, horrifyingly detailed non-stop meta example of this trope, where the entirety of the plot and the reactions of other characters to the protagonist are designed to make you feel like you're a horrible person for playing that way. In addition to the whole situation being designed to upset your conscience, if you go far enough down this path, you will get called out on it for having the power to stop and then continuing it anyway. Extremely spoiler-tastic, but [[https://www.youtube.com/watch?v=y-bLD_K9Ayc this]] video pretty succinctly sums up the overall tone of the game when you get deep into a Genocide run. [[spoiler:By the way, earlier when we said ''you'' we meant the player, not the player character. Characters begins to acknowledge the player and calling them out.]]
** In a Genocide run, the FinalBoss role is taken from a different character than in other runs; this new FinalBoss initially seems amicable but then turns into an unstoppable SNKBoss to ''savage'' the player for their sins against the game's [=NPC=]s while taking every opportunity to irritate and taunt the player.
** Do you feel bad about completing a Genocide Run? The game will make sure you ''never'' forget it. If you decide to do any subsequent Pacifist runs, you'll get one of two new last-second scenes that act as a reminder of the Genocide run: [[spoiler:either the player character wakes up and stares at you before letting out a modified version of the main villain's Evil Laugh, or the photo that normally shows Frisk with their friends has their friends crossed out, with the Child taking Frisk's place instead.]]
** So you think you're safe from this by simply watching a LetsPlay or a walkthrough on Website/YouTube? Think again. In a Genocide Run, after remarking how horrible he and the player character are, Flowey has this to say:
--> '''Flowey:''' At least we're better than those sickos who stand around and WATCH it happen.
* In ''VideoGame/SonicAdventure'' and ''VideoGame/SonicAdventure2'', there's a {{Mon}}-raising subgame where you can raise Chao, small childlike creatures that can learn various behaviors. They have an average lifespan of 40 hours, after which if they were treated well in life they'll reincarnate as an egg... or if they were beaten and/or starved with no nurturing to balance it out, they'll just die. While no special sound plays when they reincarnate, when they die [[https://www.youtube.com/watch?v=GpxynIIdk_k a somber five-note jingle]] plays to let you know what you've done.
* ''VideoGame/PonyIsland'': [[spoiler: The game will call you out if you killed Jesus during the Colored section.....and if you didn't kill him. Considering that the GameWithinAGame is literally designed by {{Satan}}, the player probably won't feel much guilt about this]].
* Inverted in ''VideoGame/MakaiToshiSaGa'' (known in North America as ''The Final Fantasy Legend''). [[spoiler:The FinalBoss turns out to be God[=/=]Creator, who created the demon Ashura to wreak havoc on the world just for the sake of an interesting story. He even kept a record of all the adventurers who tried and failed to ascend the tower as a perverse "High Score" table. The adventuring party is understandably pissed and kills him to free the world of his control. This is one of the rare examples of the bastardry being pinned on the creator of the game rather than the player.]]
* A minor example shows up in the Flash game ''[[http://fishy-flash-game.com/ Fishy]]'', in which you play as a fish in a pond who must eat smaller fish in order to grow larger, while avoiding bigger fish that can eat you. Eventually, you will grow to become the largest fish in the pond, capable of eating everything else -- and you don't stop growing from there. Once your fish is big enough that it stretches from one side of the screen to the other, you get the message that "you ate everything and completely destroyed the pond eco-system", all while [[GaiasLament what's left of the pond is littered with the scattered bones of all the fish you ate]].
* One of the achievements in ''VideoGame/SlimeRancher'' requires you to throw a chickadoo into an incinerator. The achievement is known as "You...Monster" and the description is "Send an adorable chick to a firey end, [[FireAndBrimstoneHell the same place you are now destined to go."]]
* In the opening cutscene of ''VideoGame/TheGrimAdventuresOfBillyAndMandy'', Grim asks what kind of sicko would make him and the other characters fight each other for their amusement. Immediately after his statement, Grim, Billy, and Mandy give disapproving looks toward the player.
* ''VideoGame/ClarencesBigChance'': Parodied.
-->"Looks like Cuddles, your cat, is free of its regular confinement! Why not put the fluffy bugger out of its misery of coexistence with you, you heartless monster? Go on, just hop on its skull. It'll crack like an egg."
* There's a subtle one in the 2016 ''[[VideoGame/Hitman2016 Hitman]]''. Your targets in the primary missions are [[AcceptableTargets scum of the earth]] (and you're discouraged from murdering non-targets), while the targets in the training are ISA employees acting out roles and "all weapons are simulated." So your conscience is clear, right? ...Except, in the second tutorial mission, [[spoiler:the most blatantly-presented path to "killing" the target (and therefore the one that most first-time playthroughs go for) is to repair a disabled ejection seat in a fighter jet, then convince the target to sit in the cockpit and pull the right lever. This gets a special achievement, and is, like many other Hitman kills, hilarious to watch... unless you remember that you just launched one of your own screaming through the hanger roof, and notice the people around you break character enough to suggest that there was no simulation in place for that, [[YouMonster he's ''really'' dead]]...]]
* While ''VideoGame/MafiaII'' itself doesn't have dialogue that chastises the player for playing as a member of the mafia, between the music and the WhamLine, people who played the original ''VideoGame/MafiaTheCityOfLostHeaven'' are probably going to feel bad about [[spoiler:the fact the character they've been playing in ''II'', Vito Scarletta, is one of the killers of the original game's hero, Tommy Angelo.]]
* ''[[http://www.newgrounds.com/portal/view/568481 Shitty Fucking Art Game]]'' has a segment that parodies player guilt-tripping by taking a page from the Webcomic/{{XKCD}} webcomic about making an FPS mod that randomly assigns pseudo-poignant snippets of life that get more and more ridiculous to the squares you kill, as well as indie games about war with a segment where you lazily sign documents on behalf of the Illuminati.
* The final boss of ''VideoGame/BravelySecond'' brings this trope into play almost by name, pausing the fight halfway through to look directly at the camera and accuse the player of making the game characters fight and die for your own twisted amusement. [[ShutUpHannibal The protagonists aren't having it, though]], and instead express their gratitude for your help and their willingness to get back up and fight for their happy ending as many times as you're willing to hit Retry.
* A Steam achievement in ''VideoGame/{{Civilization}} 6'' is given for using a Culture Bomb - a way of instantly claiming several tiles - to destroy an opponent's half-completed Wonder. The achievement name is 'You Are A Terrible Person'.
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