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7{{Reconstruction}}s in VideoGames.
8----
9!!The following have their own pages:
10[[index]]
11* Reconstruction/MarvelUniverse
12[[/index]]
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14* Bang Shishigami from ''{{Franchise/BlazBlue}}'' started as a JokeCharacter, essentially showing [[DeconstructiveParody what would happen]] if a StockShonenHero was dumped into a BlackAndGreyMorality CrapsackWorld. Short answer is he annoys people and gets beat up a lot. But as the series went on, he became increasingly important and powerful due to being one of the few characters [[BigBad Terumi]] didn't troll to hell and back and possessing [[SpannerInTheWorks the key to stopping the villains' plans]]. By the time of the third game he's a bit OlderAndWiser but no less hammy, genuinely inspires people (including the absurdly jaded [[NinetiesAntiHero Ragna]]) and [[spoiler: helps save the world, for the moment at least, with a Super Saiyan style ThemeMusicPowerUp moment.]]
15* ''VideoGame/{{Bloodborne}}'' takes every aspect of GothicHorror that's [[OnceOriginalNowCommon considered old hat nowadays]] and makes it scary again, in large part by making sure NotUsingTheZWord is in full effect so there's no immediate familiarity to latch onto. The Beast Disease turns [[OurWerewolvesAreDifferent infectious lycanthropy]] into a full-blown [[ThePlague epidemic]] that transforms people into [[AnimalisticAbomination what werewolves would look like if they got a healthy dose of Chernobyl radiation]], in a way that's permanent, disfiguring, and [[PainfulTransformation excruciatingly painful]]. The CreepyCrows that sit on roofs and caw cease to be corny when they're [[FeatheredFiend as big as dogs]] and their "cawing" is [[HellIsThatNoise the sound that Hell makes when it's peckish]]. Mobs of villagers wielding TorchesAndPitchforks become completely unaware that [[AndThenJohnWasAZombie they are the infected monsters they're hunting]], degrading into common {{Mook}}s that grow progressively more mutated as the game progresses. The {{Mad Scientist}}s are not satisfied with merely PlayingGod, they have aspirations of ''[[AGodAmI becoming gods]]'', and their TranshumanTreachery is ultimately [[spoiler: what gave birth to the Beast Disease. And at the heart of it all are the Great Ones, who in turn reconstruct the Lovecraftian CosmicHorrorStory by being {{Outside Context Problem}}s who seemingly come out of nowhere and have motives and abilities that are just so alien, they cannot even ''begin'' to be understood by a sane mind.]]
16* ''VideoGame/CassetteBeasts'' is a Reconstruction of the Mons genre. The main issue with most Mons games is that you frequently have humans enslaving monsters and then pitting them against each other, which reeks of hypocrisy when talking about the bond between trainers and monsters; here, you're ''cloning'' a monster's data and then using it to transform into a copy of the monster, making it far more ethical to use, trade, and even delete monster data, and much of the bonding is between trainers who develop serious relationships. Meanwhile, the general wackiness of a world based on strange, pun-based monsters is frequently lampshaded, but since everyone has been stranded on this magical island for years, they've all accepted that they have to live with it, embracing the puns rather than ignoring the obvious similarities to real-world objects and animals.
17* ''VideoGame/CrazyTaxi'' is a Reconstruction of the WackyRacing DrivingGame genre of video games. In contrast to its [[UltraSuperDeathGoreFestChainsawer3000 ultra-violent]] [[SpiritualAntithesis predecessors]] -- ''VideoGame/{{Carmageddon}}'', ''VideoGame/TwistedMetal''; etc. -- ''Crazy Taxi'' possesses the core mechanics of the genre without any of the ghoulish consequences. Living up to its name, players of ''Crazy Taxi'' are [[DrivesLikeCrazy free to cause mayhem behind the wheel of the taxi]], but could only run into ''inanimate objects'' like signs, tables, or other cars. Pedestrians will always miraculously move out of the way of your speeding vehicle, and it [[EasilyForgiven won't even deter them from using your services]]. While the core appeal of the game is driving like crazy, it's not the end goal: players still need to perform their job as a taxi driver, getting passengers to their destination on time, and are thus obligated to be [[ARareSentence pragmatic with their reckless driving]] [[TimedMission if they want to keep playing]]. As a result, the player is actually ''helping'' people -- rather than hurting them -- by getting them to their desired destination as quickly as possible. Thus, ''Crazy Taxi'' is specifically designed for the thrill of reckless driving, with all of the catharsis of speeding down busy streets and crashing into things, and none of the {{Gorn}} that worries parents or MoralGuardians.
18* ''VideoGame/TheDarkness'' goes even further in Reconstructing the NinetiesAntiHero than the comic, after over a decade of deconstruction and parody. Taking the criticism that most [[MediaNotes/TheDarkAgeOfComicBooks Dark Age]] characters are shallow and over-the-top, the game makes Jackie complex and subtle, while playing many of the [[MediaNotes/TheDarkAgeOfComicBooks Dark Age]] tropes straight and for realism, minus the ridiculous [[Creator/RobLiefeld Liefeldian]] costume.
19* After years of deconstruction and [[DiscreditedTrope discrediting]], ''{{VideoGame/Destiny}}'' is a reconstruction of the SpaceOpera and PlanetaryRomance. More generally it's a reconstruction of the whole science fiction genre, contrasting the tendency for modern science fiction to be [[TrueArtIsAngsty angsty and grimdark]]; the setting of the game is similar to many typical sci-fi [[CrapsackWorld Crapsack Worlds]] but the game's story is all about the [[Literature/JohnCarterOfMars John Carter]]-esque protagonists and their allies standing against evil and actually working to make the galaxy a better place. The game's CentralTheme is keeping hope and believing that the future can turn out to be a good place rather than a horrible fate.
20* ''VideoGame/{{Diablo}}'':
21** The first two games of the franchise basically took apart the HeroicFantasy genre with a butcher knife: the story takes place in a CrapsackWorld where Demons are running around murdering everyone in gruesome fashion ForTheEvulz, Angels are {{Knight Templar}}s who hardly care about humanity, and human heroes who try to slay demonlords only end up helping them, being corrupted, or becoming AxCrazy, if not all of those at the same time. ''VideoGame/DiabloII'' presents the first stage of reconstruction, although it takes a RetCon: Turns out, while the heroes ended up helping the demons unwittingly, they did not go AxCrazy, and instead went their separate ways with their sanity, allowing them to pass in peace and pass their mantle to the next generation of heroes. However, in the expansion of ''III'', the story is in a trial whether the reconstruction will stay or it will be deconstructed again: [[spoiler:Malthael, a high ranking angel, went insane and undid the efforts of defeating evil in the vanilla game, but then, your hero still kicked his ass anyway. However, at that point, Tyrael became aware that the Nephalem protagonist has defeated the champions of Heaven and Hell and if they would ever get tempted into evil, that'll doom everyone. That has yet to be revealed, but throughout the game, the Nephalem has always sided with humanity and protecting them so they may have a means to resist the temptation...]]
22** Come ''VideoGame/DiabloIII'', while the DarkerAndEdgier approach is still present, the protagonist is now, as mentioned above, revealed to be a Nephalem, making him able to face Demonlords, an Angel actually sacrifices his divine nature to help humanity, and you ''do'' get some actual victories against the Demons. Perhaps most notably, it actually has a fairly happy ending with the heroes saving the day and evil being defeated even if it was at a cost.
23* ''VideoGame/Doom2016'' and ''Videogame/DoomEternal'':
24** Both games are a reconstruction of the original trilogy. While ''VideoGame/Doom3'' took many things about the original games apart through a SurvivalHorror route, the newer ''Doom''s go back to their roots and have running, gunning, ripping, and tearing your foes apart with whatever you can get your hands on, which is basically everything.
25** They also reconstruct OneManArmy, as it's shown that a SpaceMarine that could cut down the forces of hell singlehandedly [[TheDreaded is definitely not a mere "Space Marine"]].
26** Among other things, CriticalExistenceFailure, LifeDrain, RoadRunnerPC, and WalkingArmory are explained by how the Doom Slayer is supernaturally empowered.
27* ''{{VideoGame/Everhood}}'' wears its ''{{VideoGame/Undertale}}'' influence on its sleeve, but where the influence shines most is in how it re-examines the same video game tropes ''Undertale'' criticized, and redefines them to make them work. To wit:
28** ''{{VideoGame/Undertale}}'' criticizes the player for [[WhatMeasureIsAMook treating monsters as disposable enemies]], and attempting to murder them all is a boring and frustrating slog that locks the player into the bad ending. Sparing all enemies you encounter, however, is necessary to achieve the {{Golden Ending}}. ''Everhood'' responds to this by flipping the entire route dynamic on its head. ''Everhood'' expects you to sympathize with all the named characters and view them as more than disposable enemies, yet [[spoiler: killing them is still a heroic act, as all of the characters are trapped in immortality and prevented from entering the cycle of reincarnation, going slowly insane from the ''millions'' of years they've spent trapped in the Everhood. And unlike in ''Undertale'', you don't have to kill every character on the No Mercy route or spend hours seeking random encounters, meaning the experience is not deliberately made unfun for the player. Conversely, going for the {{Pacifist Run}} described above gives the player bad ending.]]
29** ''Undertale'' criticizes players' tendency to project themselves onto {{Silent Protagonist}} characters, as the character you name and the character you play as are shown through various means to have an identity and life separate from the player's actions. ''Everhood'' does the same, but towards the end of the game [[spoiler:Pink ''asks'' the player to project themselves onto them, as Pink does not have the courage or the strength to see their task through without the player's guidance. The player is not a wholly external influence on the world as they are in ''Undertale'', as their influence is both acknowledged and encouraged.]]
30** ''Undertale'' discourages completionism for the sake of seeing all the endings, as it's pointed out that resetting after attaining the {{Golden Ending}} will rip all the characters away from their happy ending and set them back to the beginning. ''Everhood'' likewise subtly acknowledges that starting a {{New Game Plus}} will send all the characters back to the beginning and tear them away from the ending, but portrays this as a ''good'' thing. [[spoiler:Once every character has died, they are sent to a chamber resembling a [[{{UsefulNotes/Buddhism}} Buddhist]] mandala attended by a Bodhisattva-like sage, implying that they will reincarnate after the game ends. The characters in {{New Game Plus}} are implied to be their own reincarnated selves, meaning starting a new game is simply a natural part of the cycle of life and death.]]
31* ''VideoGame/FinalFantasyTactics'' is a reconstruction of classic fantasy morality. The game takes place in a [[CrapsackWorld brutal, cynical world]] not unlike that of ''Literature/ASongOfIceAndFire'', full of GreyAndGrayMorality and ruthless pragmatism. Its two main characters begin the game as idealistic, before having their naivete shattered by the truth of how the world works. In the aftermath, one of them chooses to become a cynical pragmatist who believes that [[WellIntentionedExtremist the ends justify the means]]. The other chooses to remain steadfast and find his idealism again. The former [[spoiler:ends up miserable and alone, having caused more suffering than he's alleviated]]. The latter [[spoiler:ends up sacrificing nearly everything in order to do what's right, but is clearly shown to be in the right, [[EarnYourHappyEnding gets to disappear with his sister and live in peace]], and is eventually vindicated by history]]. In general, it's a game about rejecting unbridled pragmatism and GreyAndGrayMorality, and doing the right thing even in a world that demands you adhere to its cynicism.
32* ''Franchise/FireEmblem'':
33** The series as a whole tends to reconstruct the {{romantici|sm}}zed depictions of the RoyalsWhoActuallyDoSomething and TheWisePrince tropes. Many of the lords depicted throughout the series tend to be a kind and compassionate prince/princess, but rather naive on the workings of the world. While franchises like ''Series/GameOfThrones'' and ''Manga/{{Berserk}}'' would waste no time savagely deconstructing these tropes, ''Fire Emblem'' acknowledges that there are undoubtedly flaws in the lord's naivete and compassion, but also points out that this tends to help a lot better than it would hurt: many instances of the blue-blooded hero/heroine's charisma and compassion [[MagneticHero end up attracting other soldiers to their cause]], while also having [[GoodPaysBetter their heroic intentions end up paying far better than pragmatism]]. And even though the lord's naivete may be the response of troubles in the future, their charisma and ability to create an entire army of loyal friends and allies make attempts on the lord's life unsuccessful for the majority of the time. As a whole, ''Fire Emblem'' acknowledges that being a good, kind-hearted prince/princess can be impractical and even dangerous at times, [[GoodPaysBetter but it also shows that this mentality helps far more than it does to be distrusting and pragmatic]].
34** A notable secondary effect of the Lords' naivete, both a deconstruction and reconstruction of TheWisePrince, is that any Lords who survive are usually ''far'' more competent than any of their predecessors. The Lords might be naive, but being RoyalsWhoActuallyDoSomething, they end up learning far more about the kingdoms and their inhabitants than the previous rulers. A major arc of most games is the Lords realizing not only that there are problems with their kingdoms but ''what exactly'' those problems are. Once they get to the throne, most games tend to give any surviving Lords and their potential interests a happy ending, a justified case since they're both in-tune with their inhabitants wishes and desires ''and'' have the experience to lead them thanks to their interactions with the tactician.
35** The only exception to the series-wide reconstruction of [[RoyalsWhoActuallyDoSomething both]] [[TheWisePrince tropes]] is ''VideoGame/FireEmblemGenealogyOfTheHolyWar'', which shows the deadly consequences of being too trusting... [[DeconReconSwitch then proceeding to show the continent being liberated from]] TheEmpire.
36** ''VideoGame/FireEmblemPathOfRadiance'' is, bizarrely enough, a rather large Reconstruction of ForTheEvulz {{Omnicidal Maniac}}s. [[BigBad King]] [[TheCaligula Ashnard]], for the first 80% of the game, looks like a non-too-subtle mockery of JRPG villains like [[VideoGame/FinalFantasyVI Kefka]], as characters frequently find themselves realizing, particularly in the last couple of chapters, [[AndThenWhat how the pointless destruction that the war brings is of no benefit to Ashnard whatsoever since, by the time he's done, there'll be nobody left to rule]]. Then you find out that, actually, he ''does'' have a reason -- one that makes him [[TropesAreTools a far more impressive villain]] than the usual power-mad psychotic. [[spoiler:[[DystopiaJustifiesTheMeans He is intent on creating a Darwinian dystopia in which everyone without the strength, cunning, or ruthlessness to rise above their situation and gain prominence will be left in the dirt]]. To do that, he needs to utterly obliterate the world's current ideology right down to its foundations. In short, his worldview is just the next step up from [[AsskickingLeadsToLeadership the way in which the Laguz choose their rulers]]. Most notably, Ashnard outright admits to Ike in the final battle that he doesn't care if he dies as long as he achieves his ideal world.]]
37** ''[[VideoGame/FireEmblemFates Fire Emblem Fates: Conquest]]'' manages to reconstruct a lot of tropes surrounding {{Mordor}}, TheEmpire, and DarkIsNotEvil with the Kingdom of Nohr. At an initial glance, Nohr seems to be an archetypical quote-unquote "evil empire": [[DeathWorld the land it inhabits is a desolate wasteland full of natural disasters and roaming bandits]], the common people are starving, and to make matters worse, it also has a tyrannical, militant king at the helm of this messed-up situation. Instead of doing what most set-ups like these would do and make the setting BlackAndWhiteMorality in comparison to the [[{{Arcadia}} Arcadian]] [[{{Wutai}} Hoshido]], ''Fates'' goes to excruciating detail to depict that things aren't as they seem: most Nohrians you meet in ''Conquest'' are outright [[NiceGuy Nice Guys/Girls]] at best ([[ForGreatJustice Arthur]], [[GentleGiant Benny]], [[BigEater Effie]], [[LittleSisterHeroine Elise]], [[BadassBookworm Leo]], and [[TheWisePrince Xander]]) and CreepyGood at the very worst ([[{{Sadist}} Niles]], [[BloodKnight Keaton]], [[GoldDigger Charlotte]], [[MyBelovedSmother Camilla]] and [[{{Womanchild}} Peri]]). Even the unnamed Nohrian soldiers [[PunchClockVillain are merely doing their jobs]], and the aforementioned tyrant and his lackeys are an explicit minority -- even more damningly, [[spoiler:the tyrant was GoodAllAlong and only turned evil due to expiring and being possessed by a literal GodOfEvil.]] While Nohr seems to be the perfect set-up for blatant BlackAndWhiteMorality, ''Conquest'' goes out of its way to heavily examine many tropes associated with so-called "evil empires", even to the point of [[DefiedTrope defying]] widely-held conventions with them.
38** ''VideoGame/FireEmblemEngage'' reconstructs the recurring "[[DragonsAreDemonic Fell Dragon]]" villain archetype. Previous installments deconstructed dragon antagonists in various ways: Anankos from ''Fates'' explored the logical consequences of "dragon degeneration" to create a TragicVillain suffering from years of insanity, Mila and Duma from ''Echoes'' show even well-meaning dragons aren't immune to degenerating, and [[spoiler: Rhea]] from ''Three Houses'' fit the "mad dragon" mold but had their SanitySlippage stem from real-life causes (witnessing the massacre of their family) rather than anything inherent to being a dragon. Enter Sombron, who, like Medeus, Loptous and Grima before him, seems to have no reason for being evil other than [[AlwaysChaoticEvil being a "dark" dragon]]. It's eventually shown through Sombron's children Veyle, [[spoiler: Alear]] and Nel that Fell Dragons aren't inherently evil in this universe, and while Sombron's actions are motivated by a tragic backstory, the cast [[FreudianExcuseIsNoExcuse point out that doesn't come close to justifying the years of war he brought to the world, or his horrific abuse of his children.]] In short, Sombron is a HateSink who plays DarkIsEvil as straight as his predecessors, but because of his ''actions'', rather than his species.
39* ''VideoGame/HalfLife2'' reconstructs the ZombieApocalypse in a few areas, specifically the near-totally infested town of Ravenholm. Said zombies are created by a huge PuppeteerParasite that latches onto the head (the headcrab), but it's surprising how many zombie tropes are played with and how many work.
40** The Add-on ''Episode 2'' leads out of the ruined and mostly abandoned cities and turns to the wilderness, which is the more post-apocalyptic version of the... well, ZombieApocalypse. Many of the best scenes consist of exploring seemingly abandoned buildings next to the road.
41* ''VideoGame/HorizonZeroDawn'': The game takes all the tropes and conventions associated with TheHerosJourney that would typically be derided as cliché in myth or fantasy fiction, and applies them to a science fiction setting. The gods who shaped the world? [[spoiler:They're {{Artificial Intelligence}}s that were created for the specific purpose of terraforming the planet after it was turned into a lifeless barren rock]]. The BigBad who's a GenericDoomsdayVillain that only wants to destroy the world? [[spoiler:It's one of those very [=AIs=] that's simply fulfilling the purpose it was programmed to do, but was activated in the wrong circumstances by an outside force]]. TheChosenOne who was born in unusual circumstances and is seemingly the only person who can save the world? [[spoiler:She was cloned from the single most brilliant individual of the pre-apocalyptic world in order to bypass genetic locks, but she developed the skills, smarts, and determination needed to complete the mission she was made for all on her own]]. The game plays all of these dead straight, but the unusual setting not only serves to make them feel fresh again, it actually [[JustifiedTrope justifies]] them.
42** The [[VideoGame/HorizonForbiddenWest sequel]] then goes on to reconstruct the [[BigBad Ultimate-Villain-]][[AIIsACrapshoot Is-An-Eeevil-Supercomputer]] cliché by depicting how far an ''entire civilization'' would have to screw up to create something simultaneously hyper-sapient and singularly obsessed with eradicating all PunyEarthlings, and how horrifying such a villain can truly be: [[spoiler:A Fiction500 cabal of elitist sociopaths fled Earth during the apocalypse, built a new society on Sirius, and then invented a way to make themselves immortal so their society would never grow up. After a thousand years of hedonistic and backwards science powered by A.I. slaves, they decided to take the next step and merged copies of their brain scans to create a fully sapient A.I., Nemesis, but decided the project was prone to failure and scrapped it. Then, in character with their sociopathic MadScientist culture, they locked Nemesis up in a bare-bones simulation to observe the long-term effects of total sensory shutdown on a sapient A.I. - it went completely insane. By this point, Nemesis has the neural 'DNA' of hundreds of sociopaths, a cacophonous HiveMind made of the imprints of the worst isolationists in human history ''forced to think as one'', and enough psychological damage to permanently disable its capacity to GrowBeyondTheirProgramming, which is now pure cyberized hatred. Then it realized that since its 'parents' never had new generations or enemies, ''they didn't update their cybersecurity for centuries''. Nemesis inputs centuries-old passwords, ''they work'', apocalypse ensues. Despite their godlike knowledge and borderline-magical powers, they are ''incapable'' of thinking about anything but the destruction of every trace of their creators - Earth, as one of the only remaining planets capable of housing the survivors, is merely ''collateral damage''.]]
43* The ''Franchise/KingdomHearts'' series is well-known for its dense original lore and its huge cast of original characters, but it's also one of the most successful Reconstructions of the Franchise/DisneyAnimatedCanon ever attempted. It came out in 2002, when Disney was in the middle of a major slump following the end of the Disney Renaissance of the previous decade, and struggling to sell their signature brand of colorful, optimistic, family-friendly entertainment to a new generation of children growing up in the shadow of 9/11. Like the best Reconstructions, it manages to tap into what made Disney films so beloved in their heyday while also accepting many of the criticisms of them -- namely, that they'd become [[SweetnessAversion too cute and innocent for their own good]], and that characters like WesternAnimation/MickeyMouse and WesternAnimation/DonaldDuck had become glorified corporate mascots with no personality. The result is a massive CrisisCrossover wherein a huge array of classic Disney characters join forces for a massive battle between Good and Evil that takes quite a few cues from classic fantasy; among other things, Mickey is reimagined as a benevolent [[TheGoodKing Good King]] who protects TheMultiverse from the forces of Darkness with the help of his royal court, and the Franchise/{{Disney Princess}}es are reimagined as a coterie of angelic figures who act as the embodiments of Light and Love. The saga certainly has [[DarkerAndEdgier more violence and horror than your average Disney movie]], but it's also a celebration of the wonder and innocence of childhood, starring a wide-eyed KidHero who always triumphs over evil through ThePowerOfFriendship.
44* ''VideoGame/TheLegendOfZeldaSkywardSword'': The [[TheHeavy acting main antagonist]], [[DemonLordsAndArchdevils Demon Lord Ghirahim]], reconstructs the time-honored trope of BondVillainStupidity. Ghirahim is presented as a sadistic narcissist with a love of bloodshed, and yet instead of logically ending the initially inexperienced Link right then and there, he either [[JustToyingWithThem holds back when fighting him]] or delegates the responsibility of killing Link to whatever serves as the current BossBattle. As the game goes on, Ghirahim himself [[LampshadeHanging acknowledges]] that he should've gone all out and made sure Link was out of the way from the beginning. In spite of this, Ghirahim does give a valid reason as to why he won't just kill Link: he considers indulging in his bloodlust a distraction from his true goal: unsealing and restoring [[GreaterScopeVillain his master]], [[SealedEvilInACan the Demon King Demise]]. As such, despite potentially relishing the opportunity to make Link suffer, he has to put that aside so he fulfill his plans. [[spoiler:Despite the presented problems, Ghirahim turns out to be right; by putting his goals ahead of dealing with potential opposition, he ultimately manages to succeed in his goal, [[MyDefenseNeedNotProtectMeForever stalling Link with his army and one last duel]] to sacrifice Zelda's divine soul to restore Demise. And so despite BondVillainStupidity still allowing Link to grow strong enough to take the fight to Demise himself, Ghirahim is still able to achieve his personal goal not in spite of it, but ''because'' of such "stupidity".]]
45* After becoming famous for making the dark RealRobot game series, ''VideoGame/MetalGearSolid'', Creator/HideoKojima went on to produce the much more un-ironic mecha game series, ''VideoGame/ZoneOfTheEnders''. Afterwards, he went on to make ''VideoGame/MetalGearSolid2SonsOfLiberty'', one of the most extensive deconstructions of video games ever. He then reconstructed them with ''VideoGame/MetalGearSolid4GunsOfThePatriots'', taking the same deconstructive plot and putting it -- and with it, many of the same genre presumptions -- back together.
46* The ''Franchise/MassEffect'' series is a reconstruction of classic science fiction tropes (especially SpaceOpera), even down to the visual styling.
47** ''VideoGame/MassEffect2'' reconstructs the concept of a ProudWarriorRace, after [[DeconstructedTrope deconstructing]] it in [[VideoGame/MassEffect1 the first game]].
48** The series as a whole deconstructs and then reconstructs the issues of what happens when you take a room full of elected politicians and tell them the world's about to end, from verbal support and no actual action in [=ME1=], to blatant head-in-sand refusal to believe anything's going wrong in [=ME2=], to an almost embarrassing about-face when the shit finally hits the fan in [=ME3=].
49** The series also reconstructs CantArgueWithElves and associated tropes like SuperiorSpecies and ProudScholarRace through the Asari. At first, the Asari are basically portrayed as your Space Elf Classic, but as the player meets more and more of them, then sees how they can be foolish, corrupt, greedy, cruel, or cowardly, it seems like the trope is deconstructed. Then as the Asari cities and lives are revealed, it becomes pretty clear that Asari worlds are incredibly beautiful, and they do possesses superior technology, science, and a very progressive society along with their "magic," in the form of biotics. The third game reveals that the Asari [[spoiler: were uplifted by an earlier star-faring culture who genetically engineered them and then bestowed vast technologies on them, until the Asari remember them as "gods."]] However, [[spoiler:Javik]] reveals the Asari were chosen for this role [[spoiler:by the Protheans]] above the other sapient species of the era because they seemed intelligent, wise, reasonable, and promising. There's even a subtext that their status as a mono-gendered species of [[GreenSkinnedSpaceBabe Blue Space Babes]] is part of the reason they avoided many of the wars and divisiveness of other species' early history, which has some UnfortunateImplications. (However, it is entirely possible that Javik, being a pragmatic JerkAss, is just telling Liara what she needs to hear. We never find out.)
50** In general, the series takes multiple opportunities to subvert the PlanetOfHats trope to show that there's plenty of room in the traditional SpaceOpera setting for alien species every bit as complex as humanity. Case in point: the BigBad of [[VideoGame/MassEffect1 the first game]], Saren Arterius, and Shepard's [[TheLancer most consistent ally and right-hand man]], Garrus Vakarian, are both members of the same species. And Tali'Zorah nar Rayya, your loyal squad-mate for all three games (and possibly your LoveInterest), is a member of the species that created the evil [[MechanicalLifeforms machine race]] that you spend the whole first game battling. And that machine race? One of them joins your party in the [[VideoGame/MassEffect2 second game]], and it's revealed that your enemies in the first game were actually [[DoesThisRemindYouOfAnything a minority of violent radicals that broke off from a peaceful culture]].
51** Paragon Shepard is a reconstruction of the IdealHero. Shepard knows that HumansAreFlawed, [[KnightInSourArmor but still believes in the importance of his/her ideals and striving to do the right thing]]. And in the end, this hard work and faith in others pays off almost every time.
52** Even though the idea was something of a DeadUnicornTrope, Commander Shepard is the closest thing to a PlayedStraight example of "CaptainSpaceDefenderOfEarth" that you'll ever see in modern fiction. He/She starts out as a garden-variety SpaceMarine, but manages to display enough courage, leadership, intelligence, and integrity to get tapped as the first human member of an interspecies peacekeeping organization, and later becomes singlehandedly responsible for driving off an alien invasion that threatens all life in the galaxy -- for the simple reason that [[CassandraTruth nobody else believes that it's really happening]]. With the fully fleshed-out setting and characters, it almost becomes ''believable'' that one starship captain with a loyal crew could end up as [[ComicStrip/FlashGordon the savior of the universe]].
53** The "Paragon vs. Renegade" mechanic is a reconstruction of the KarmaMeter trope. Around the time that original game came out, some gamers had begun to criticize games that hyped up the ability to make tough moral choices, which usually turned out to be simplistic "Good or Evil?" decisions that had little bearing on the story. In ''Mass Effect'', Shepard has no choice but to fulfill their duty by saving the galaxy from the Reapers, but they're forced to choose between pragmatism and idealism, and they can either pursue a policy of isolationism or build alliances with potentially untrustworthy cultures. A Paragon is friendly, even-tempered, diplomatic, trusting, and willing to do the right thing at any cost; a Renegade commands respect, assumes the worst about others, and will do ''anything'' to get the job done.
54* ''VideoGame/MortalKombat11'' reconstructs Liu Kang's characterization as TheChosenOne. His present self is a revenant who was killed accidentally by Raiden and holds a grudge against the Thunder God and side with the BigBad. His past self however is well aware of his fate but still proceeds to stop Kronika and succeeds [[spoiler:by Raiden giving him his godhood to become the new protector of Earthrealm]]. It also shows that he's just like the rest of the cast of characters or anyone else by joking around with others such as Johnny Cage and Kung Lao and embraces his feelings for Kitana, making it more believable that he is indeed the Chosen One.
55* The developers of ''VideoGame/NoMansSky'' are touting the game as this to exploration-based SciFi made popular by ''Franchise/StarTrek''. Unfortunately, this turned out to be an example of Administrivia/TropesAreNotGood, as the game was widely panned for being tedious and repetitive, although recent updates released afterwards (mostly) managed to turn this around.
56* ''VideoGame/PlanescapeTorment'' reconstructs many old RPG cliches, from AnAdventurerIsYou to YouAllMeetInAnInn to WarriorTherapist to TheReasonYouSuckSpeech to MagneticHero to CityOfAdventure to DeathIsASlapOnTheWrist. It even reconstructs many of the concepts of ''TabletopGame/DungeonsAndDragons'' which ''TabletopGame/{{Planescape}}'' specifically deconstructed, reconstructed, or parodied (OffscreenAfterlife, WhatMeasureIsANonHuman, AlwaysChaoticEvil, WhatMeasureIsANonCute, PlanetOfHats, etc.) Players who pick up this game today are often surprised to see this take on all the old RolePlayingGame tropes in a game released in 1999.
57* ''VideoGame/Receiver2'' deconstructs most gun tropes. Rather than being fun point-and-shoot devices, guns require full reloads (Down to loading individual bullets into magazines), the pistols are inaccurate at range, guns jam or fail to feed, getting shot with a rifle-caliber round is invariably lethal, if you're not careful you can shoot yourself, and the tapes you can find even discuss the usual tropes and how guns are seen as toys and status symbols by so many parts of modern society despite the danger they pose. However, it then goes to reconstruct it by discussing and showing that when sufficiently respected and with sufficient training, they're incredibly useful for the thing they were designed for - destroying threats.
58* ''VisualNovel/SchoolDays'' is another case in which a deconstruction can potentially be a reconstruction. Yes, we know, the anime and some routes of the game can totally smash LoveTriangle and UnwantedHarem to pieces -- but if the player takes the right decision, both tropes can be played straight. Or, with lots of effort and planning, evolve into OneTrueThreesome.
59* ''VideoGame/{{Singularity}}'' manages to simultaneously deconstruct and reconstruct the LastSecondEndingChoice, where if you manage to jump the rails of one man's plot you end up on the rails of the other's, and the choice is presented as just another extension of one plot or the other, but at the same time, the entire game has been building up to this one moment of free will, the first chance you've had to actually ''choose'' anything, and at that moment the fate of the world really is in your hands. Especially if you TakeAThirdOption; rather than follow either figure, you just shoot them both. From here, the ending goes on to explain that history, while devastated by your assassination of key figures, keeps on living and suffering as always, and implies but never states that you build a Neo-American empire, leaving enough ambiguity to imagine your own interpretation.
60** If you try to take a ''fourth'' option (do nothing), the BigBad grabs his gun while you're distracted and just shoots you. So, you always have the choice to reject the choice - just don't expect it to have a happy ending.
61%%* ''VideoGame/SkiesOfArcadia'' rebuilt the heroic, swashbuckling fantasy RPG hero and world after ''VideoGame/FinalFantasyVII''[='s=] deconstruction and fleet of imitators. %%how does it reconstruct the genre%%
62* ''Franchise/StarWarsLegends'': ''VideoGame/KnightsOfTheOldRepublic'': {{Troperiffic}} as all get out and played most of the ''Franchise/StarWars'' tropes straight. ''[[VideoGame/KnightsOfTheOldRepublicIITheSithLords KOTOR II: The Sith Lords]]'' was an up to eleven DeconstructorFleet as everyone from no-name [=NPCs=] to the mentor were ripping a new one into everything from the ExpandedUniverse to George Lucas's moral compass with a zeal not seen since Creator/DavidBrin, noting among other things that there's clearly inherently something wrong about ''everybody's'' assumptions if the Sith philosophy can be so diametrically opposed to the Jedi philosophy and yet the resulting Space Magic still works just as well. ''VideoGame/StarWarsTheOldRepublic''? Acknowledges the arguments made in the second game, runs with GrayAndGrayMorality (You ''can'' be a light-sided Darth or a KnightTemplar Jedi and get away with it!), but still points out that the Sith side is not the one you want to be on (the Republic may have issues with corruption, but the Sith Empire has corruption that's just as extensive, and their Emperor is an OmnicidalManiac).
63* ''Videogame/{{Starbound}}'' successfully reconstructs the ''Franchise/StarTrek'' exploration-based SciFi, along with PlanetOfHats, as you are encouraged along with the story to learn about, befriend, and ally with the different alien races that once united under the Protectorate banner.
64* In the ''Franchise/SuperMarioBros'' series, Toads are notorious for being so pathetic that even a few [[TheGoomba Goombas]] can give them trouble. ''VideoGame/CaptainToadTreasureTracker'', however, provides a reasonable explanation: If you can't jump high enough to land on top of them, enemies that are normally easily disposed of suddenly become a huge threat.
65* ''VideoGame/Warhammer40000SpaceMarine'' is one for several of the 40k factions featured.
66** This game's version of the Ultramarines are still {{Nice Guy}}s,[[note]]one of their [[PlanetOfHats Hats]] is treating ordinary people with kindness and respect, [[CrapsackWorld unlike a lot of other folks in the setting]],[[/note]] but they're not portrayed as invincible superheroes, just [[SuperSoldier inhumanly strong and skilled soldiers]] who have a job to do. The portrayal also doesn't fall into the opposite problem, i.e. making them nearly useless if they face a problem that the ''[[BigBookOfWar Codex Astartes]]'' doesn't have a specified solution for.[[note]]Their other Hat is super-adherence to the ''Codex'', being that their founder ''wrote'' the damn thing.[[/note]] [[PlayerCharacter Captain Titus]] gently rebukes one of his squadmates for this in an early cutscene, pointing out that sometimes you need to throw out the manual and think on your feet. Titus' rebuttal shows that Relic "did their homework" in regards to 40k fluff, since Gulliman intended the Codex as a guideline in terms of strategy by creating a set of precedents to use in case a new scenario showed up, not as a rigid set of absolute rules.
67** The Orks get reconstructed. Having been played for ComedicSociopathy somewhere between soccer hooligans and crazed berserker, in this game their violence and destructiveness remains good for fun for them, but the point of view ensures you see quite clearly how destructive and terrifying such things would be if they really existed. The descriptions of how civilians felt when the orks hit alone completely changes the mood.
68** The Imperial Guard gets reconstructed as a reasonable, capable fighting force that behaves realistically given the CrapSackWorld they find themselves in. No MilesGloriosus, no WeHaveReserves, no pointlessly wasting men, and the main Guard NPC you deal with is AMotherToHerMen.
69* ''VideoGame/XCOM2'' deconstruct and reconstruct TrainingFromHell. While the training your soldiers can undertake with [[CrazySurvivalist the Reapers]], the [[DefectorFromDecadence Skirmishers]], and the [[MilitaryMage Templars]] carry a "moderate" chance of injuring your soldiers so that they need hospitalization (for reference, going deep behind enemy lines to steal pass codes for the fortress of an enemy HeroUnit so you can bypass their ResurrectiveImmortality to have them KilledOffForReal carries an injury risk of "low"]), said training never actually kills or permanently cripple your soldiers (even if they're a rookie), showing that while their training is harsh, the three resistance factions know when to stop, and when you send your soldiers there to train, they do learn a lot, gaining both XP and stat increases.

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