Iji. Killing is bad, even when they're trying to kill you. We get it. Really, we do. Even when it's an almost completely forced boss fight. Well, she never apologises for that kill. It's the only kill in the game which doesn't impact on Iji's behaviour. Given the boss might have killed your brother a stage or so ago, depending on your actions, it's not like anyone would be sorry about his death. Even his own side hates him.
RuneScape has a particularly ludicrous quest about global warming, which exaggerates the consequences to a positively ridiculous level; one character says that Gielinor will be ravaged by climate change because of one coal power plant. It's so horribly stupid it's almost unplayable.
They have a slightly more subdued example in "Quiet Before the Swarm" where a pacifistic researcher studying "pests" decides it'd be a good idea to release them into a civilian population. Could have just as easily been taken the other way with a heroic adventurer saving the noble pests from an evil researcher though.
To explain, the game tells you rather often that you shouldn't run away from reality. However, the world they're running away to is a word that grants the desire of all the kids, including one character being treated well and having his parents care for him, with another finally being able to walk after being disabled from the legs down in the "real" world, and the other having her hair naturally be pink (as she was bullied in the "real" world because her natural hair colour is white). In addition, the world is very much real and full of real people, with the only (known, as the main character doesn't really make an attempt to go back any other way) solution being to destroy the world.
Ace Combat 5, a game focused on air combat with an awesome soundtrack and lots of explosions, features a trio of wingmen for the player character who hate war, often to the point of giving pacifistic rants in the middle of missions where they are assisting the player in killing dozens, if not hundreds, of enemy airmen, sailors, and soldiers.
Eternal Sonata is extremely guilty of this in the ending. All the characters, one at a time, stand in front of a black screen and speak directly to the player and blatantly spell out the ideas and concepts that they struggled with during the entire storyline and spell out some of the more subtle notions like products that make life easier but are quite dangerous and if human beings are the masters of creation or the masters of destruction.
Metal Gear Solid had a character in it whose primary purpose was to lecture the player about how nuclear weapons were bad with her endless list of statistics and Wangsty backstory. Even after beating the game, you'd see a screen giving the number of ICBMs in the world as of the version's release. The player is never forced to talk with her, however, and the anti-nuclear and "science is corrupted by war" messages remain relegated to lengthy cutscenes (that also include character development). The sequel featured a lot of messages about society and the information age, but whether this message was received is up to debate.
Solid Snake smokes in many of the Metal Gear games, and it's frequently observed (by other characters as well as by in-game text) that this is bad and harmful to him. Even in Metal Gear Solid, where you can't advance through the game at one point if you don't smoke your cigarettes, you can watch your Stamina slowly decreasing the longer you keep smoking. In Metal Gear Solid 2: Sons of Liberty Snake gives young agent Raiden cigars but tells him he should not smoke. In Metal Gear Solid 4: Guns of the Patriots Snake persists in his habit in spite of having obvious breathing difficulties; this culminates in a child snatching his cigarette away and lecturing him on how very bad his habit is.
The Patriots in Metal Gear Solid 2: Sons of Liberty seem like an overly anvilicious comment on American foreign and domestic politics, given that the game was released in November 2001, not too long after the announcement of the PATRIOT Act on October 26, 2001.
In Grand Theft Auto IV, Rockstar Games reminds the player that American conservatives are absolutely evil at just about every opportunity possible. It's best summed up by the in-game TV show "Republican Space Rangers". They also give Liberals a going over, portraying them as paranoid conspiracy theorists. All humour in later GTA games is based on campy exaggeration of typical (usually negative) traits of portrayed groups. Most characters in these games are walking, talking caricatures.
Biting (and hilarious) political satire is as much a hallmark of latter day GTA games as blowing things up, and liberals have always taken it as much as conservatives. It started as early as the talk radio station in Grand Theft Auto III, and arguably reached its zenith in Vice City. Alex Shrub, anyone?
Maurice: But since you got elected, Vice City has been characterized by a government who cut aid to the poor, offered tax breaks to the rich and paid people to dump toxic waste near schools.
Persona 3 already gives you the message about three times in the game's first minutes: Memento Mori. Find a reason to live and value your life because you are mortal.
To recruit party members in Persona 4, said party members must confront their Shadows. A person's Shadow is the physical manifestation of his/her Id and all of his/her dark and hidden thoughts. Party member in question listens to his/her Shadow spill all their secrets, party member says, "You're not me", and then the boss fight ensues. Then, the party member gains his/her Persona once they accept that the Shadow is a part of himself/herself. So don't lie to yourself, kids.
Earlier in the series, we have the "rescue the Japanese gods" sidequest from Shin Megami Tensei II, which is really an extended beating-over-the-head with "Shinto good, Abrahamic religions bad." At least the freed gods join your party for putting up with it.
The Pajama Sam series has a very clear Aesop for each one, such as the healthy eating Aesop in You Are What You Eat From Your Head To Your Feet. At least they didn't say that eating sugary things was bad, it just had to be done in moderation.
Yes, Lost Odyssey, we get it: immortality sucks and Kaim hates it. Except in the end, that wasn't the point at all. The immortals decide eternity isn't so bad after all, just a matter of taking the sour with the sweet.Though the message might also be "Be grateful for what you have, and make the best of it. Some people are in the grip of despair, and if you meet them, you can help by giving them perspective". It's so indefinite it takes reading the end credits to make sense of it as you realize the text (and sound effects)-only flashbacks were written by a different person than the main plot writer.
Blue Dragon will never stop telling you "Don't give up!" The main character is obsessed with that message from the beginning, and although he does learn a different lesson (It's okay to retreat for the bigger plan), the message of "Don't give up" isn't going anywhere.
Zone of the Enders fits the bill with the kid pilot main character constantly complaining that killing is wrong and refusing to kill.
It is more complicated than that. While the kid often complains about killing, in the end he lets an enemy die. In the sequel the new hero also kills at least one character. The series do tell the players to value life but also take responsibily for their actions.
From Tales of Symphonia: Dawn of the New World: Courage is the magic that turns dreams into reality. Courage is the magic that turns dreams into reality.Courage is the magic that turns dreams into reality. Alright, we get it already.
Agent USA: Television is brainwashing our population and turning them into zombies.
In Civilization III, the minute you hit industrial and start building factories, orange pollution gets dumped all over, necessitating extra workers just to keep it cleaned up. And there's no way to stop it, even if the factories are destroyed somehow, until the 'green' constructions become available. Yes, pollution is bad and annoying. Thank you.
Thankfully they pulled this back a great deal in Civ 4, where industrialized society is more unhealthy than previous, but not destructively so. The only real anvils are in the in-game encyclopedia, and even then they're aimed only at a handful of targets (notably, the Caste System is the only form of social organization not to have positives listed).
Civilization V seems to have pulled back on the anvils, and taken a more neutral stance on all things. In fact, Civ V seems to be more about all the good humanity can do when united, if the opening cinematics are any indication.
Unlike most racing games, Konami's Thrill Drive (not to mention its sequels) always reminds its players to drive safely in real life, from its marquees to even its loading screens and attract modes, over and over again. Some Anvils Need to Be Dropped, and granted, the Attract Mode is pure Nightmare Fuel, but still.
Castlevania Dawn of Sorrow and Aria of sorrow are pretty much screaming "Fate can be altered" with the whole Soma fighting with the whole idea he is the reincarnation of the "Dark Lord Dracula". Bonus points to the good end of Dawn Sorrow where Arikado (Alucard) blatently states "Don't worry Soma if the world needs a Dark Lord they'll come, you needn't be the one" speech...
Scribblenauts Unlimited, the whole "plot" turns out to be something like: "Bad things are bad. Good things are good. Now, in order to teach you to do good things, I will turn your little sister into stone and only free her when you have done enough good things."
The "Fake Geek Guy" sidequest in Borderlands 2's "Tiny Tina" DLC is very unsubtle jab at the "fake geek" issues note The idea that some people only take an interest in stereotypically "geeky" pastimes because it's currently cool to do so, and are therefore looked down upon by "real geeks" who were interested in them even when they were unpopular because they have no right to enjoy those things, basically saying that if somebody enjoys a certain pastime, it shouldn't matter whether they got into it before or after it was popular. The writer even admits that his writing was "about as subtle as a sledgehammer".
A Mind Forever Voyaging: Enacting the villain's agenda (which consists largely, though not exclusively, of Reagan-era policies) will result in the country entering a steady decline ultimately leading to it turning into a wasteland where you are devoured by ravenous bands of roaming dogs moments after entering the simulation.