* ''Franchise/AceAttorney'':
** The truth will always make itself known.
** ''VisualNovel/PhoenixWrightAceAttorney'': There will be people trapped by circumstances beyond their control, and they need someone on their side.
** ''VisualNovel/ApolloJusticeAceAttorney'': What's better: law based on absolute proof or law based on human evaluation?
** ''VisualNovel/AceAttorneyInvestigations'': When the law is limited or perverted, how can we ensure justice without resorting to simple vigilantism?
* ''VideoGame/AmnesiaTheDarkDescent'': How far one is willing to go for redemption.
* ''VideoGame/AmnesiaAMachineForPigs'': The way an industrialized society views its workers.
* ''Franchise/AssassinsCreed'' has the ArcWords of "Nothing is true, everything is permitted" and examines how this idea evolves and applies to different individuals and contexts.
** The real theme is the struggles of history itself, that our ancestors are humans, and for all our relative progress, people are still the same more or less. Great figures in history have FeetOfClay and are more human and down to earth than expected and that humanity is only the inheritance of all past achievements and that descendants have a responsibility to make "all this suffering worth something".
** The struggle between the Assassins and Templars is about the nature of power and freedom. To what extent do people need leaders to define and direct their lives and to what extent does democracy work, both the Assassins and Templars have a millennia long philosophical debate over this with no real resolution, with the running theme of compromise, failure and HumansAreFlawed.
* ''VideoGame/BatmanArkhamSeries'':
** How far can a man be pushed until he breaks?
** The theme of the second game is specifically a question of whether criminals deserve basic fundamental human rights, to what extent do the worst of humanity command compassion and restraint and what does it say about a society that decides to wash their hands off them and simply corral them to a dustbin where they will eventually be subject to KillEmAll.
* ''VideoGame/BeyondGoodAndEvil'': Question everything. Never take truth for granted.
* ''Franchise/{{Bioshock}}'':
** No philosophy or vision of greatness, however well-intentioned, long survives contact with human flaws.
** Alternatively, it's important to live and rule by a philosophy that accounts for and ''understands'' human flaws.
** When a person devotes their entire life to opposing an evil, it is difficult, if not impossible, to [[HeWhoFightsMonsters avoid becoming like one's enemy]] [[NotSoDifferent in the process.]]
* ''VideoGame/BioShockInfinite'': Constants and variables (some things can be changed, others cannot).
* ''VideoGame/BlazBlue'':
** The struggle of free will versus predestination.
** Summed up by the announcer: "The wheel of fate is turning. Rebel one. Action!"
* ''VideoGame/{{Borderlands}}'': The love of money is the root of all evil.
* ''VideoGame/{{Borderlands 2}}'': In addition to continuing the above theme, "hatred" is important. Over the course of the game, you begin to hate Handsome Jack as a true evil force that needs to die rather than a funny FauxAffablyEvil jackass, and he in turn comes to truly hate you for everything you've done in the course of disrupting his plans.
-->'''Anthony Burch:''' Now, I ''totally acknowledge that this is the creepiest and most negative sounding theme ever'', and I’m not gonna throw out that little tidbit if I'm ever asked to defend videogames as an expressive medium, but there it is.
* ''VideoGame/BravelyDefault'': What takes the most courage of all, is the courage to refuse.
* ''VideoGame/{{Catherine}}'': Part of being an adult is accepting the consequences of your actions.
* ''VideoGame/ChronoTrigger'' - The actions of even a few can change the future in a significant way.
* The ''VideoGame/{{Civilization}}'' series: What does it take to raise a civilization from nothing to greatness?
* ''VideoGame/CommandAndConquerTiberium'': Will you embrace change or resist it?
* ''VideoGame/CommandAndConquerRedAlert'': Is there really a better world than what we have now?
* ''VideoGame/CondemnedCriminalOrigins'': The homeless, and middle/upper-class society's view of them.
* ''VideoGame/DarkSouls'': Fire, death, what beauty means in the CrapsackWorld of Dark Souls, and ultimately, HumansAreGood.
* ''VideoGame/DeusEx'': Worries of the modern age, in particular self-aware AI, governmental conspiracies, the rise of cybernetics, and the loss of [[DeusExMachina an easy way out]].
* The ''Franchise/DragonAge'' series as whole: [[PowerOfFriendship Loyalty and friendship]] ''can'' change a CrapsackWorld for the better.
** ''VideoGame/DragonAgeOrigins'':
*** No victory comes without great cost, known or unknown.
*** [[TheNeedsOfTheMany The needs of the many outweigh the needs of the few, or the one.]]
*** Our duty is determined by the circumstances of our lives, but we have a choice in how we fulfill it.
** ''VideoGame/DragonAgeOriginsAwakening'': The justification (or lack thereof) of immoral research that ''may'' save millions of lives in the long run.
** ''VideoGame/DragonAgeII'':
*** Sometimes all sides share the blame for a terrible situation, and there isn't a BigBad.
*** Mistreating people in fear that they are dangerous will [[ThenLetMeBeEvil make them dangerous]], because you've given them good reason to hate you.
*** When ''do'' the needs of the many justify harming the few, and who decides?
* ''VideoGame/{{Fahrenheit}}'': Guilt, murder, and redemption (basically all the words written behind Lucas on the cover art).
** ''VideoGame/HeavyRain'': How far are you willing to go for someone else's sake?
** ''VideoGame/BeyondTwoSouls'': Death and growing up, especially growing up in stressful situations.
* The ''VideoGame/{{Fallout}}'' series: Even AfterTheEnd people will still try to kill one another.
--> War... war never changes.
** Via WordOfGod, the series' other central theme is that you need to let go of the past. In ''New Vegas'' in particular there is a direct correlation between a faction's evilness on the karma meter and how tightly they cling to the values of the past.
** ''VideoGame/FalloutNewVegas'' has a theme beyond that, and a different one for each DLC. In the game overall, it's that all power is a gamble (appropriate for Vegas) and small things can tip huge scales.
*** In ''Dead Money'': Obsession is a cage. ([[ArcWords Begin again, let go.]])
*** In ''Honest Hearts'': We're all tribes in the end and family forgives no matter what, so long as you admit that you went wrong.
*** In ''Old World Blues'': The Wasteland may be harsh, but the Old World was no kinder. Look to the future - not for something better, but to ''make'' it better.
*** In ''Lonesome Road'': One person with one careless action can leave unimaginable scars, and the power of symbols - particularly flags.
*** The theme of letting go of the past plays a key role in each DLC. In ''Dead Money'', [[spoiler:the fall of the Sierra Madre came from its owner's efforts to keep the woman he loved safe forever, and the main plot is driven by each character's inability to let go of the reasons why they originally came to the Sierra Madre]]. In ''Honest Hearts'', [[spoiler:you decide whether Joshua Graham lets go of his past or embraces it]]. In ''Old World Blues'', [[spoiler:the peaceful ending of the DLC has you convincing the Think Tank they need to let go of their mad science and leave the Mojave be]]. Finally, ''Lonesome Road'' centers around [[spoiler:Ulysses' inability to let go of the ideals of Hopeville after the Courier unknowingly caused its destruction]].
--> It's said war - war never changes. Men do, through the roads they walk.
* ''VideoGame/FarCry2'': War for the sake of war, and that eventually the only way to make it end is to save the innocent and kill everyone else, including yourself.
* ''VideoGame/FarCry3'': Insanity, the blurred line between fantasy and reality, and whether or not a normal person can ever be good again if they choose to go down the rabbit hole and embrace their inner warrior.
--> [[ArcWords "Have I ever told you the definition of insanity?"]] [[spoiler:(It's doing the same things over and over and expecting a different result.)]]
* Once ''Franchise/FinalFantasy'' started to develop genuine plots, it began to look at themes:
** ''VideoGame/FinalFantasyII'' - WarIsHell.
** ''VideoGame/FinalFantasyIII'' - LightIsGood and DarkIsEvil are fallacies; instead the world must have a balance of both.
** ''VideoGame/FinalFantasyIV'' - Guilt and redemption.
** ''VideoGame/FinalFantasyV'' - Legacy. The old generation making room for the new one, most visibly by the deaths of the PrecursorHeroes.
** ''VideoGame/FinalFantasyVI'' - An examination of love, in all its myriad forms: familial (Strago and Relm), parental (Terra), romantic (Locke, Celes), fraternal (Edgar and Sabin), both found and lost.
*** More specifically, that love itself is the meaning of life.
*** There's also taking responsibility for your past deeds and forgiving yourself, which is seen in Terra, Locke, Shadow, Setzer and Cyan.
*** A secondary theme could be said to be power; how far people will go to obtain it, and what they do with it once it is theirs.
** ''VideoGame/FinalFantasyVII'' - Life, Death, and Rebirth.
** ''VideoGame/FinalFantasyVIII'' - Isolating yourself from other people won't stop you from being hurt. It's better to love and be hurt than to not love at all.
** ''VideoGame/FinalFantasyIX'' - The briefness of life, memory, and what makes a person human.
** ''VideoGame/FinalFantasyX'' - Sometimes, tradition and staying the same is not necessarily the best thing.
** ''VideoGame/FinalFantasyX2'' - An exploration of a world's culture and society experiencing significant changes and shift from tradition.
** ''VideoGame/FinalFantasyXII'' - Is power the only way to fight against power?
** ''VideoGame/FinalFantasyXIII'' - [[FateVsFreeWill Free will]], [[BeneathTheMask facing yourself]], forgiveness and redemption
** ''VideoGame/FinalFantasyXIII2'' - [[PowerAtAPrice How far will you go]] to [[ScrewDestiny defy]] fate?
** ''VideoGame/LightningReturnsFinalFantasyXIII'' - It's TheEndOfTheWorldAsWeKnowIt. Are you willing to bring hope, save souls, and work to make world to come a better place, even if it means facing your own demons?
** ''VideoGame/FinalFantasyTactics'' - Prejudice is wrong because in the end we are all human. People are not tools. Fight for what you believe is right. Power does not bring happiness.
** ''VideoGame/FinalFantasyTacticsAdvance'' - Avoiding reality is not healthy.
** ''VideoGame/FinalFantasyTacticsA2'' - You must live life to the fullest, even the painful bits.
** ''VideoGame/FinalFantasyCrystalChronicles'' - Memories are precious things that make us strong.
** ''VideoGame/FinalFantasyCrystalChroniclesEchoesOfTime'' - A loving family can overcome anything.
** ''VideoGame/FinalFantasyThe4HeroesOfLight'' - Evil wins when you let it into your heart. Learn from your mistakes.
* ''Franchise/FireEmblem'' - Teamwork and camaraderie.
** ''VideoGame/FireEmblemTheSacredStones'' - You must accept reality when your loved ones die. Be careful of the unintended consequences of your actions.
** ''VideoGame/FireEmblemPathOfRadiance'' - Discrimination holds us back.
** ''VideoGame/FireEmblemRadiantDawn'' - Stand for what you believe in, no matter what, or who, stands against you.
** ''VideoGame/FireEmblemAwakening'' - [[ScrewDestiny We shape our own destiny]]. It also deals heavily with pacifism and how war is senseless.
* Ever since the jump to 3D, the ''VideoGame/GrandTheftAuto'' series has been about betrayal and revenge. Claude's motivation throughout ''VideoGame/GrandTheftAutoIII'' [[HeroicMime appears]] to be revenge on various people for betraying him, in particular Catalina. The reverse idea - loyalty to your TrueCompanions - figures strongly into the plot of ''VideoGame/GrandTheftAutoSanAndreas''.
** ''VideoGame/GrandTheftAutoIV'': Your past scars your future. Every character has one mistake they regret and try to fix it in some way or another. Most importantly, is the AmericanDream still alive?
** ''VideoGame/GrandTheftAutoV'': In an age where everyone is willing to betray, kill and steal in the pursuit of the almighty dollar, is loyalty still a virtue worth dying for?
* ''VisualNovel/GSenjouNoMaou'': In this world, there are only those who use money and those who get used by money.
* ''VisualNovel/HigurashiNoNakuKoroNi'': PoorCommunicationKills, Sinners must atone for their sins and not blame someone else for them.
* ''VideoGame/{{Killer7}}'': Every nation has its own culture, and one nation forcing its culture onto another will only make the other nation bitter.
* ''KingdomHearts: Chain of Memories'': The nature of memory seems to be observed in this game. All kinds of memories are observed, from Sora's true memories to [[spoiler: the fake memories of the Riku Replica]]. The game even seems to suggest that even false memories can be of importance.
* ''VideoGame/KnightsOfTheOldRepublic'': Is redemption truly possible for everyone?
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'': Even seemingly innocuous actions can have unforseen long-term consequences.
* ''VideoGame/TheLastOfUs'':
** Partnership. Just about every named character has or had some sort of partner or companion.
** Selfishness comes in at a close second. There's rare exceptions but the motivations of almost all the characters have some degree of selfishness to them.
* ''VideoGame/Left4Dead'' is interesting in that the theme - ThePowerOfFriendship - is almost entirely told through gameplay, e.g. committing traitorous acts such as running away from your team will draw a tank or hunter to you, getting you and probably everybody else killed.
* ''VideoGame/LegacyOfKain'': TakeAThirdOption. There's always one somewhere.
** The developers of the first game in the series described its core motif as "What is evil? Perhaps it is only a perspective." This theme has coloured every game in the series to a greater or lesser extent, with its extensive use of GreyAndGreyMorality.
* ''VideoGame/LegendOfHeroesVI'': No one person, no matter what they've done in the past, no matter what they've done with their lives, is completely beyond love and redemption. Any life can be given meaning so long as you're willing to reach out to a person.
* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': Time changes everything.
* ''VideoGame/TheLegendOfZeldaMajorasMask'': ThePowerOfFriendship heals all. It's also about dealing with despair.
* ''VideoGame/TheLegendOfZeldaTheWindWaker'': Nothing lasts forever. Growth is another major element.
* ''VideoGame/TheLegendOfZeldaTwilightPrincess'': Power corrupts.
* ''VideoGame/TheLegendOfZeldaSkywardSword'': Destiny, weaponry, and the role of a hero as a weapon wielded by fate.
* ''VideoGame/LollipopChainsaw'': Love always finds a way.
* ''VideoGame/MadWorld'': HumansAreBastards, and this isn't about to change any time soon. All you can really do is is stiffen your spine and keep going.
** ''VideoGame/AnarchyReigns'': When, if ever, is it right to take the law into your own hands?
* ''Franchise/MassEffect:'' Can a single person change the fate of the galaxy?
** Also the fact that sometimes, no matter how hard you try or how well you think you're doing, you can never get a flawless victory. Sacrifices must be made, and you can't save everyone. [[AWorldHalfFull Despite this, things can always get better.]]
** And actions that you take, no matter how small or insignificant, can come back to haunt (or help) you later. We are the summation of our choices.
** Centrally, the story of all three games seems to have a great deal to do with the emergence of AI and the way the inevitable conflict with organics will be played out or resolved. This itself can be tied into the greater theme of parenthood and creators-verus-creations. We dare you to find a single main character in the game who doesn't have some sort of family issue. If you actually do, they'll probably instead have issues with their mentors, trainers, employees/employers, oldest friends, or someone else who could be said to have created or been created by them.
** The risks of cultures and societies achieving things they haven't earned are presented multiple times throughout the series, and are central to the choices at the end of all three games.
** No matter how impossible it may seem, a ThirdOption can be there when you need it most.
** [[TheChainsOfCommanding Being the person in charge is not always fun or glamourous,]] [[HopelessWar especially in this case.]]
* ''VideoGame/MetalGearSolid'' has several themes interwoven through the series:
** Pacifism is good and WarIsHell.
** There is a large difference between reality and fiction.
** [[UsefulNotes/{{Existentialism}} Though you are influenced by your situation, it's your choices that determine who you are.]]
** Your past will haunt you for the rest of your life.
** On another note, the games also have themes that are often summed up in a single word. The first VideoGame/MetalGearSolid had the theme of "GENE". The theme of [=MGS2=] was "MEME". The theme of [=MGS3=] was "SCENE". The theme of [=MGS4=] was "SENSE". The theme of ''[[VideoGame/MetalGearSolidPeaceWalker Peace Walker]]'' was "PEACE". And the theme of ''[[VideoGame/MetalGearRisingRevengeance Revengeance]]'' is "REVENGE". For [[VideoGame/MetalGearSolidVThePhantomPain Metal Gear Solid V]], the themes are pain and loss. Or, more accurately, the pain that comes ''from'' a loss. These themes tend to crop up a lot in the game that they describe, although they are often referenced in other games. To the extent that mission packs for the multiplayer of 4 were named the "GENE" "MEME" and "SCENE" expansions, and all included elements from [=MGS1=], [=MGS2=], and [=MGS3=] respectively.
* ''Franchise/{{Metroid}}'' - Isolation and self-reliance.
** ''[[VideoGame/MetroidPrime Metroid Prime Trilogy]]'' - The physical and psychological costs of pursuing [[TheCorruption power.]]
** ''VideoGame/MetroidOtherM'': Family and parenthood.
* ''Franchise/MortalKombat'': How the world is worth fighting, killing and dying for.
* ''VidoeGame/NieR'': Futility and the true meaning of a sacrifice.
* ''VideoGame/NoMoreHeroes'': Violence and revenge both have consequences and are more than "just a game".
* ''VideoGame/{{Persona}}'': You can't run from yourself. Doubles as the core theme to the ''Persona'' series as a whole.
** ''VideoGame/{{Persona 2}}'': How rumors affect reality. Personal responsibility for making the world what it is and what we want it to be, and the consequences of failing to take responsibility.
** ''VideoGame/{{Persona 3}}'': No matter what, hope for the future. Nothing is ever truly hopeless.
*** Also: Remember that you will die one day ([[ArcWords Memento Mori]]), but do not long for death and instead live your life to the fullest.
*** For The Answer it seems to be: Remember those who have died and cherish their lives instead of regretting their deaths.
** ''VideoGame/{{Persona 4}}'': Is the truth attainable? Can one successfully dispel the fog of deception?
* ''{{Pikmin}}'' - Teamwork. Alone we are weak. Together we can do anything.
* ''VideoGame/PlanescapeTorment'' - YouCantFightFate. The Nameless One may save and redeem his companions, civilizations and his enemies, but in the end he simply can't save himself.
** Most themes in the game (including whether it errs on the side of ScrewDestiny or YouCantFightFate) depends on how you play it and personal interpretation of the ending. However, one of the larger ones, one that links in with the ArcWords ("What can change the nature of a man?") is that of Change. What changes, what doesn't, and whether anything can't.
* ''Franchise/{{Pokemon}}'':
** If you are part of, or leading, a team, see your partners as TrueCompanions and draw strength from one another, rather than as a means to an end. Pokémon are not tools of war. On a meta level this is important because the series already draws enough [[UnfortunateImplications unfortunate parallels to essentially legalized animal fighting.]]
** ''VideoGame/PokemonRedAndBlue'' - The consequences of using science to manipulate nature.
** ''VideoGame/PokemonGoldAndSilver'' - Traditions and values of old. Another major thread appears through the Sprout Tower sage's lesson, the ambitions of Team Rocket, the true answer to the trial in the Dragon's Den, Karen's words before the FinalBoss battle, and [[TheRival Silver's]] CharacterDevelopment: the truly strong are those who do not pursue strength.
** ''VideoGame/PokemonRubyAndSapphire'' - Balance in the environment.
** ''VideoGame/PokemonDiamondAndPearl'' - Is it worth to strip humanity of the characteristics that make them essentially human for the sake of a better world?
** ''VideoGame/PokemonBlackAndWhite'' - The conflict between truth and the ideals that justify them.
** ''VideoGame/PokemonXAndY'' - Beauty, and the cost of it.
* ''VideoGame/PrinceOfPersia'' (at least the ''Sands of Time'' sub-series): Every action has consequences. You can't evade them forever.
* ''VideoGame/RedDeadRedemption'': Everyone eventually pays for what they've done.
** Progress always wins out over raw savagery.
* ''VideoGame/TheReconstruction'': Scope; the necessity to understand all sides of the story and the full truth before one can make the correct decision, and the danger of jumping to conclusions. However, you must acquire the necessary knowledge without also losing sight of what is truly important.
-->"How far back must we stand before we can see everything ahead? And...does that mean we must lose sight of what was closest to begin with?"
** This is strongly represented by the MultipleEndings; [[spoiler:if you get the normal ending, your scope stays in place, and does not expand. In the GoldenEnding, your scope explodes, as you realize the story was ScienceFiction all along, not {{Fantasy}}.]]
** ''VideoGame/IMissTheSunrise'' is the inverse of this; whereas ''The Reconstruction'''s scope went from small to big, here the focus is on big to small.
* ''VideoGame/RiseOfLegends:'' In the end, is there any difference between magic and technology?
* Quite unusually for an over-the-top, uber-silly action game, ''VideoGame/SengokuBasara 3'' has a fairly downbeat one, seeming to be about how all the fun times and glory days are either over and done with or coming to an end. Instances include Mitsunari's total anguish over the death of UsefulNotes/ToyotomiHideyoshi, Motochika constantly muttering "those days are long gone", Oichi degenerating into a [[PsychopathicManChild Psychopathic Woman Child]], Yoshihiro still fighting despite knowing his generation's practically over, the lack of well-known characters from previous games due to plot purposes... oh, and being set at the very tail-end of the UsefulNotes/SengokuJidai is a fair indicator. Still, considering the plotline about [[UsefulNotes/AkechiMitsuhide Tenkai]] attempting to resurrect DemonKingNobunaga [[spoiler:and succeeding]], maybe it is telling us that it's better to move on.
* ''VideoGame/RuleOfRose'': The difference between an adult and a child's mentality, the difference between fairy tales and reality (and how the two combine), and the different forms of love.
* ''VideoGame/SaintsRow'': Power can be lost as easily as it can be gained.
* ''VideoGame/SidMeiersAlphaCentauri:'' Even on other worlds, humanity is still human... but can it become something more?
* All of the ''Franchise/SilentHill'' games have one (with the possible exception of ''Origins'').
** ''VideoGame/SilentHill1'': Religious fervor, family devotion, and how the two conflict.
** ''VideoGame/SilentHill2'': Sexual frustration, guilt, and insanity.
** ''VideoGame/SilentHill3'': Teenage fears, responsibilities, and salvation.
** ''VideoGame/SilentHill4'': {{Hikikomori}}.
** ''VideoGame/SilentHillHomecoming'': The same as the first one, except more prominent.
** ''VideoGame/SilentHillShatteredMemories'': AdultFear and psychological issues.
** ''VideoGame/SilentHillDownpour'': Guilt, crime, and pedophilia.
* ''Franchise/ShinMegamiTensei'':
** ''VideoGame/ShinMegamiTenseiI'': The conflict between the Old Ways and the modern world.
** ''VideoGame/ShinMegamiTenseiII'': What do you do when the ones in power are insane?
** ''VideoGame/ShinMegamiTenseiIIINocturne'': If you were given the chance to make the world over, how would you do it?
** ''VideoGame/ShinMegamiTenseiStrangeJourney'': The thin line between man and monster.
** ''VideoGame/ShinMegamiTenseiDigitalDevilSaga'': If the person you used to be isn't what you are now, is it still "you"?
** ''VideoGame/ShinMegamiTenseiIV'': If you want to change the world, you're going to need to work hard, and not everyone will be happy with the results. There's no easy way around this fact.
* ''VideoGame/SimCity'': What it takes to run a city efficiently ([[VideoGameCrueltyPotential ...or inefficiently]]).
* ''VideoGame/TheSims'': Even [[SliceOfLife everyday life]] can be exciting!
** Life goes on.
* ''Franchise/SlyCooper'': [[GreenEyedMonster Envy]] gets one no where. All the BigBad[=s=] in the series have been driven by jealousy, primarly of the Cooper Clan.
* ''Franchise/SonicTheHedgehog'':
** ''VideoGame/SonicTheHedgehogCD'' - Technology is not inherently evil as long as mankind does not misuse it. The Bad Future shows us a portrait of a world overrun completely by technology but Good Futures illustrate technology and nature co-existing in harmony, making for a better Little Planet.
** ''VideoGame/SonicAdventure2'':
*** A common motif in this game seems to be misunderstanding. For example, Sonic is mistaken for Shadow and wrongly arrested. Shadow misunderstands Maria's final request and nearly destroys humanity instead of protecting it as she wanted him to.
*** Are people good, or evil?
** ''VideoGame/SonicHeroes'' - The supah awesome power of TEAMWORK!
** ''[[VideoGame/SonicStorybookSeries Sonic and the Black Knight]]'' - WhoWantsToLiveForever
** ''VideoGame/SonicTheHedgehog2006'' - A question often asked in this game is whether or not one person should suffer for the good of the world. Since Elise is used as [[BarrierMaiden a living seal for Iblis]] the world is safe from destruction, but she obviously suffers from it and has to force herself not to cry so as to not release the god through her tears. After being confronted about it by Amy, Silver wonders whether or not it's right to kill Sonic to save the future and later on in the story [[spoiler: Silver is reluctant to seal Iblis inside of Blaze thus sending her into another dimension and out of his life]] even though doing so will keep the world safe. At the end of the game, [[spoiler: when Elise has to blow out the Iblis Flame to stop it from ever existing, she is hesitant to do so since that will erase the meeting between her and Sonic. She even cries, "I don't care what happens to the world!" She has to choose between herself and everyone else.]]
* ''VideoGame/{{Starcraft}}'':
** The destructive quest [[GoneHorriblyRight for perfection]].
** [[OrderVsChaos Collectivism vs individualism]] - shown of by both the Protoss (Khala and Dark Templar) and the Zerg (Overmind/Kerigan and [[HeartOfTheSwarm primal]])
* ''VideoGame/SuperPaperMario'' - ThePowerOfLove, any and all love. All the bosses represent some form of perverted love, and all the characters showing genuine love end up redeemed. Almost every NPC talks about or shows some form of love, whether it be romantic love, friendship, familial, even love for the environment.
* ''VideoGame/TalesOfSymphonia'': It's never too late to atone for one's sins. Every life has value, and everyone deserves the right to live happily.
** ''VideoGame/TalesOfVesperia'': Making your own choices. It's better to choose what you want to do or what you feel is right, rather than resign yourself to what others expect of you or what you think you have to do.
** ''VideoGame/TalesOfXillia'': It is better to work together to forge a better future for everyone instead of mindlessly devoting yourself to a single cause.
** ''VideoGame/TalesOfTheAbyss'': Don't let prophecy or fatalism decide your actions. Your family, your nation, or the circumstances of your birth don't define who you are; only you can do that.
* ''VideoGame/{{Tekken}}'': The conflict between [[BigScrewedUpFamily succeeding generations]].
* ''VideoGame/{{Tenchu}}'': The need to exercise power wisely and responsibly.
* ''VideoGame/{{Thief}}'': [[RefusalOfTheCall You can only run from your responsibilities for so long]].
** In addition: At some point, all causes, movements and systems ''will'' fall prey to corruption. The greatest danger any of them face is always, ''always'' from within.
* ''VideoGame/TwistedMetal'': Pursuing your dream at any cost.
* ''VisualNovel/UminekoNoNakuKoroNi'': Because of love, we are able to see things that we could not see before. But because of love, we also see things that shouldn't exist.
** The difference between ''facts'' and ''truth'' and that truth is, in most cases, entirely subjective.
* ''VideoGame/{{Uncharted}}'': Luck, Honor (or lack thereof), and Deception, respectively.
* ''VideoGame/WarcraftIII'': The evils of FantasticRacism.
* ''VideoGame/TheWorldEndsWithYou'': To truly live, you have to reach out to the world.
* ''VideoGame/{{Wizardry}} VII: Crusaders of the Dark Savant:'' Do you have free will? Does anyone? Does mankind? Or is it all destiny, preordained long ago?
* ''Videogame/{{Xenoblade}}'': ScrewDestiny. Humanity should the one to decide its own fate.
* ''VideoGame/{{Xenogears}}'': Everyone is broken and trying to become whole--often at any cost.
* ''Videogame/{{Xenosaga}}'': Clinging to the past perpetuates suffering; progress comes about by letting go.
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