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* For one of Gamespot's April Fool's Day jokes, they have announced that Capcom has recently announced a new game called ''VideoGame/MegaMan Deconstructed''. See 7:43 of [[http://www.gamespot.com/shows/today-on-the-spot/?event=today_on_the_spot20100401 this video]].

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* For one of Gamespot's April Fool's Day jokes, they have announced that Capcom has recently announced a new game called ''VideoGame/MegaMan ''Franchise/MegaMan Deconstructed''. See 7:43 of [[http://www.gamespot.com/shows/today-on-the-spot/?event=today_on_the_spot20100401 this video]].
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** The series also deconstructs the AntiHero [[UsefulNotes/TheDarkAgeOfComicBooks popular in the 90s]]. If you choose the Renegade path, [[https://www.youtube.com/watch?v=sy-eRfupYbA Shepard is a dick. Just a dick]] who uses stupid logic to justify their decisions and gets called out on it, meaning that the third game will be harder because of it.

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** The series also deconstructs the AntiHero [[UsefulNotes/TheDarkAgeOfComicBooks [[MediaNotes/TheDarkAgeOfComicBooks popular in the 90s]]. If you choose the Renegade path, [[https://www.youtube.com/watch?v=sy-eRfupYbA Shepard is a dick. Just a dick]] who uses stupid logic to justify their decisions and gets called out on it, meaning that the third game will be harder because of it.
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* ''VideoGame/{{Helltaker}}'' serves as a self-aware deconstruction of the HaremGenre that doesn't take itself that seriously. The plot involves the title character journeying into Hell with the goal of assembling a harem of demon girls, and he only succeeds in this endeavor mostly because he uses cheesy pickup lines that get misinterpreted as more innocuous offers (i.e., Malina thinking "I'd sure love to play with you" is an offer to play video games), he gives them {{Comically Small Bribe}}s (offering Lucifer, THE top demon in Hell, [[SweetTooth chocolate pancakes]]), or they join simply because they can (in the case of Zdrada and Justice). By the time of the epilogue a few weeks later, Helltaker has found out the hard way something many fans of the genre have trouble internalizing; that having several beautiful women living with you ''doesn't'' mean they'll instantly be devoted to you, nor does it automatically guarantee they'll even be attracted to you in the first place. And it certainly doesn't stop them from constantly misbehaving, bossing Helltaker around, breaking his stuff, threatening and inflicting bodily harm, and (oftentimes literally) stabbing him in the back, with Cerberus having done ''[[NoodleIncident something]]'' to get the police banging on their door in full SWAT gear. In other words, with the exception of [[HornyDevils Modeus]], they act like rowdy, troublemaking housemates instead of the HotAsHell thirsty demon girlfriends another game might portray them as. The only ones that actually seem romantically interested in Helltaker are Beelzebub in the secret ending and possibly Modeus, given her blushing at the idea of going on a date with him and being the only one who's hugging him in the normal ending. None of the rest apparently even view him as a sexual partner, including Azazel, who's only interested in "studying" the demons and [[WordOfGod confirmed by vanripper]] to be a lesbian who's ''[[ArmoredClosetGay deeply]]'' in the closet due to being an angel. While Helltaker is visibly stressed out by the entire situation, Beelzebub's narration notes that living a life without suffering is impossible, but there's nothing wrong with enjoying yourself whenever you have the chance. The normal ending shows that Helltaker sees things this way too and is simply happy to have made friends.

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* ''VideoGame/{{Helltaker}}'' serves as a self-aware deconstruction of the HaremGenre that doesn't take itself that seriously. The plot involves the title character journeying into Hell with the goal of assembling a harem of demon girls, and he mostly only succeeds in this endeavor mostly because he uses cheesy pickup lines that get misinterpreted as more innocuous offers (i.e., Malina thinking "I'd sure love to play with you" is an offer to play video games), he gives them {{Comically Small Bribe}}s (offering Lucifer, THE top demon in Hell, [[SweetTooth chocolate pancakes]]), or they join simply because they can (in the case of Zdrada and Justice).Justice), or they simply ask to come with him (like Cerberus does). By the time of the epilogue a few weeks later, Helltaker has found out the hard way something many fans of the genre have trouble internalizing; that having several beautiful women living with you ''doesn't'' mean they'll instantly be devoted to you, nor does it automatically guarantee they'll even be attracted to you in the first place. And it certainly doesn't stop them from constantly misbehaving, bossing Helltaker around, breaking his stuff, threatening and inflicting bodily harm, and (oftentimes literally) stabbing him in the back, with Cerberus having done ''[[NoodleIncident something]]'' to get the police banging on their door in full SWAT gear. In other words, with the exception of [[HornyDevils Modeus]], they act like rowdy, the kind of troublemaking housemates you would see in a sitcom instead of the HotAsHell thirsty demon girlfriends HornyDevils another game might portray them as. The only ones that actually seem romantically interested in Helltaker are Beelzebub in the secret ending and possibly Modeus, given her blushing at the idea of going on a date with him and being the only one who's hugging him in the normal ending. None of the rest apparently even view him as a sexual partner, including Azazel, who's only interested in "studying" the demons and [[WordOfGod confirmed by vanripper]] to be a lesbian who's ''[[ArmoredClosetGay deeply]]'' in the closet due to being an angel. While Helltaker is visibly stressed out by the entire situation, Beelzebub's narration notes that living a life without suffering is impossible, but there's nothing wrong with enjoying yourself whenever you have the chance. The normal ending shows that Helltaker sees things this way too and is simply happy to have made friends.
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Seinfeld Is Unfunny is a disambiguation


* ''VideoGame/FinalFantasyVII'' is a deconstruction of Eastern [=RPGs=]. [[SeinfeldIsUnfunny However, because this game introduced many people into [=RPGs=], it was lost on some people]]. To wit, Cloud himself (started) as a deconstruction of your typical anime RPG protagonist. When we first meet him, he seems like the typical empathy lacking badass, being a mercenary former SOLDIER who is mainly taking the mission out of obligation to his childhood friend. However, as the game goes on, it starts to become clear that [[UnreliableNarrator what Cloud says about himself may not be entirely true]], with Tifa obviously being uncomfortable with how he describes past events. It ultimately comes to a head when we learn [[spoiler:Cloud isn't a former SOLDIER like he thinks he is. He was actually a ''generic Shinra mook'' who experienced a TraumaCongaLine that ultimately resulted in him having a psychotic breakdown after he was experimented on by a MadScientist for several months straight. Then his only real friend at the time, the guy Cloud ''thinks'' he is, died, and Cloud ended up taking his persona due to his inability to cope with his trauma. [[LeaningOnTheFourthWall In other words, he is literally roleplaying someone else to escape his own shitty life]]. When Cloud finally manages to reconcile with himself thanks to Tifa's help, he turns out to be something of a socially inept dork.]]

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* ''VideoGame/FinalFantasyVII'' is a deconstruction of Eastern [=RPGs=]. [[SeinfeldIsUnfunny However, because this game introduced many people into [=RPGs=], it was lost on some people]].people. To wit, Cloud himself (started) as a deconstruction of your typical anime RPG protagonist. When we first meet him, he seems like the typical empathy lacking badass, being a mercenary former SOLDIER who is mainly taking the mission out of obligation to his childhood friend. However, as the game goes on, it starts to become clear that [[UnreliableNarrator what Cloud says about himself may not be entirely true]], with Tifa obviously being uncomfortable with how he describes past events. It ultimately comes to a head when we learn [[spoiler:Cloud isn't a former SOLDIER like he thinks he is. He was actually a ''generic Shinra mook'' who experienced a TraumaCongaLine that ultimately resulted in him having a psychotic breakdown after he was experimented on by a MadScientist for several months straight. Then his only real friend at the time, the guy Cloud ''thinks'' he is, died, and Cloud ended up taking his persona due to his inability to cope with his trauma. [[LeaningOnTheFourthWall In other words, he is literally roleplaying someone else to escape his own shitty life]]. When Cloud finally manages to reconcile with himself thanks to Tifa's help, he turns out to be something of a socially inept dork.]]
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* ''VideoGame/FinalFantasyVII'' is a deconstruction of Eastern [=RPGs=]. [[SeinfeldIsUnfunny However, because this game introduced many people into [=RPGs=], it was lost on some people]]. To wit, Cloud himself (started) as a deconstruction of your typical anime RPG protagonist. When we first meet him, he seems like the typical empathy lacking badass, being a mercenary former SOLDIER who is mainly taking the mission out of obligation to his childhood friend. However, as the game goes on, it starts to become clear that [[UnreliableNarrator what Cloud says about himself may not be entirely true]], with Tifa obviously being uncomfortable with how he describes past events. It ultimately comes to a head when we learn [[spoiler:Cloud isn't a former SOLDIER like he thinks he is. He was actually a ''generic Shinra mook'' who experienced a TramaCongaLine that ultimately resulted in him having a psychotic breakdown after he was experimented on by a MadScientist for several months straight. Then his only real friend at the time, the guy Cloud ''thinks'' he is, died, and Cloud ended up taking his persona due to his inability to cope with his trauma. [[LeaningOnTheFourthWall In other words, he is literally roleplaying someone else to escape his own shitty life]]. When Cloud finally manages to reconcile with himself thanks to Tifa's help, he turns out to be something of a socially inept dork.]]

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* ''VideoGame/FinalFantasyVII'' is a deconstruction of Eastern [=RPGs=]. [[SeinfeldIsUnfunny However, because this game introduced many people into [=RPGs=], it was lost on some people]]. To wit, Cloud himself (started) as a deconstruction of your typical anime RPG protagonist. When we first meet him, he seems like the typical empathy lacking badass, being a mercenary former SOLDIER who is mainly taking the mission out of obligation to his childhood friend. However, as the game goes on, it starts to become clear that [[UnreliableNarrator what Cloud says about himself may not be entirely true]], with Tifa obviously being uncomfortable with how he describes past events. It ultimately comes to a head when we learn [[spoiler:Cloud isn't a former SOLDIER like he thinks he is. He was actually a ''generic Shinra mook'' who experienced a TramaCongaLine TraumaCongaLine that ultimately resulted in him having a psychotic breakdown after he was experimented on by a MadScientist for several months straight. Then his only real friend at the time, the guy Cloud ''thinks'' he is, died, and Cloud ended up taking his persona due to his inability to cope with his trauma. [[LeaningOnTheFourthWall In other words, he is literally roleplaying someone else to escape his own shitty life]]. When Cloud finally manages to reconcile with himself thanks to Tifa's help, he turns out to be something of a socially inept dork.]]
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Expanding on a Zero Context Example


* ''VideoGame/FinalFantasyVII'' is a deconstruction of Eastern [=RPGs=]. [[SeinfeldIsUnfunny However, because this game introduced many people into [=RPGs=], it was lost on some people]].

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* ''VideoGame/FinalFantasyVII'' is a deconstruction of Eastern [=RPGs=]. [[SeinfeldIsUnfunny However, because this game introduced many people into [=RPGs=], it was lost on some people]]. To wit, Cloud himself (started) as a deconstruction of your typical anime RPG protagonist. When we first meet him, he seems like the typical empathy lacking badass, being a mercenary former SOLDIER who is mainly taking the mission out of obligation to his childhood friend. However, as the game goes on, it starts to become clear that [[UnreliableNarrator what Cloud says about himself may not be entirely true]], with Tifa obviously being uncomfortable with how he describes past events. It ultimately comes to a head when we learn [[spoiler:Cloud isn't a former SOLDIER like he thinks he is. He was actually a ''generic Shinra mook'' who experienced a TramaCongaLine that ultimately resulted in him having a psychotic breakdown after he was experimented on by a MadScientist for several months straight. Then his only real friend at the time, the guy Cloud ''thinks'' he is, died, and Cloud ended up taking his persona due to his inability to cope with his trauma. [[LeaningOnTheFourthWall In other words, he is literally roleplaying someone else to escape his own shitty life]]. When Cloud finally manages to reconcile with himself thanks to Tifa's help, he turns out to be something of a socially inept dork.]]
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* ''VideoGame/SeraphimSlum'' is a genre deconstruction of visual novels and choice-based stories in general. On a meta-level, how can there be true free player choice when everything is scripted? [[spoiler: The game's fail states reflect this, the "wrong" choices being struck through, railroading the player into a perfect victory state, exposing how there's no real choice at all, because everything goes back to the critical route, the events you must run through. Ironically, it's only after going through all the fail states — choosing all the "wrong" choices — that allows you to free Ezekiel. Illustrating in a meta-sense that, maybe, maybe, there is a kind of free will even if you are predestined to undergo certain events—— predestined to fall—— after all.]]

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* ''VideoGame/SeraphimSlum'' is a genre deconstruction of visual novels and choice-based stories in general. On a meta-level, how can there be true free player choice when everything is scripted? [[spoiler: The game's fail states reflect this, the "wrong" choices being struck through, railroading the player into a perfect victory state, exposing how there's no real choice at all, because everything goes back to the critical route, the events you must run through. Ironically, it's only after going through all the fail states — choosing all the "wrong" choices — that allows you to free Ezekiel. Illustrating in a meta-sense that, maybe, maybe, there is a kind of free will even if you are predestined to undergo certain events—— events (like, in Ezekiel's case, predestined to fall—— fall)— after all.]]
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* ''VideoGame/SeraphimSlum'' is a genre deconstruction of visual novels and choice-based stories in general. On a meta-level, how can there be true free player choice when everything is scripted? [[spoiler: The game's fail states reflect this, the "wrong" choices being struck through, railroading the player into a perfect victory state, exposing how there's no real choice at all, because everything goes back to the critical route, the events you must run through. Ironically, it's only after going through all the fail states — choosing all the "wrong" choices — that allows you to free Ezekiel. Illustrating in a meta-sense that, maybe, maybe, there is a kind of free will even if you are predestined to undergo certain events—— predestined to fall—— after all.]]

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Placed examples in alphabetical order


* ''VideoGame/MafiaII'' deconstructs WideOpenSandbox games such as ''VideoGame/GrandTheftAuto'' [[SurprisinglyRealisticOutcome by showing the consequences of living the gangster life]]. Among these include: [[PrisonEpisode prison time]] for stealing gas stamps in early mission, causing a MobWar to erupt thanks to going on a RoaringRampageOfRevenge, and [[CycleOfRevenge the relatives of the enemies you've killed attempting to get revenge themselves]].

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* ''VideoGame/MafiaII'' ''VisualNovel/AirPressure'' deconstructs WideOpenSandbox the "do everything you can to build/improve your relationship with a cute girl" RomanceGame plot. The protagonist actually starts out disillusioned about how much he depends on his girlfriend Leigh and wondering if he should break up with her, and having him ignore his doubts in favor of appeasing Leigh results in a deliberately EsotericHappyEnding where [[spoiler:it's all but outright stated that Leigh is actually a metaphor for drug addiction or abusive relationships in general and that the protagonist's decision that he can't live without her is ''not'' in any way romantic or healthy]]. Not only that, but the game's happiest ending is actually the one in which [[spoiler:the protagonist breaks up with Leigh and feels genuinely happy about being independent from her]].
* [[ArtisticLicense Though not without its usage of artistic license]], ''VideoGame/AssassinsCreedIVBlackFlag'' deconstructs the common pop culture portrayals of the UsefulNotes/TheGoldenAgeOfPiracy:
** Rather than fearsome criminals, pirates are mainly ex-sailors and soldiers who turn to piracy because of poor pay, little chance of meritorious ranking and terrible treatment and poor conditions in the navies of the major nations. They are neither evil nor are they The PiratesWhoDontDoAnything. Rather, they practice a form of democracy reminiscent of Union politics and the Republic of Pirates was technically the first attempt at democracy in the New World. However, because the main form of income is high seas robbery, the economy in the region falters as a result of their actions, leaving them to struggle for basic living supplies like medicine. Most pirates live in wretched slum conditions in Nassau.
** Rather than a fearsome pirate of legend, UsefulNotes/{{Blackbeard}} is simply a desperate sailor who in his own words barely survived four decades and is trying to survive the next one. He also rarely kills people, relying on theatrical effects. Most pirates, with the exception of Charles Vane, rely more on reputation and LargeHam displays to get across the message than actual violence.
** Furthermore, the game places pirates in a larger context of colonialism. The African slave trade is a far more profitable endeavor than piracy, and yet at the time this game is set, slavery is still legal while piracy is persecuted by the same governments who enable these laws and profit from this cruelty.
** The game satirizes how history becomes pop culture fodder with Abstergo Entertainment ComicallyMissingThePoint about the memories of the ancestors they seek to exploit. They are more interested in making ''Franchise/PiratesOfTheCaribbean'' knock-offs than telling true stories.
** The game also deconstructs some of the classic pirate character archetypes popularized by Creator/RobertLouisStevenson's ''Literature/TreasureIsland'' and Creator/ErrolFlynn swashbuckler movies, showing that a reckless LovableRogue WildCard pirate who plays both sides, a la Jack Sparrow, would end up alienating and compromising the people around him, making him TheFriendNobodyLikes at best, and TheMillstone at worst. Furthermore, TheMutiny, which is treated as a great crime in nautical stories, is merely shown as democracy in action in the game, since if the sailors no longer trust their captain to give them good work and keep them from needless danger, they have every right to depose said captain and choose another. By the way, you're playing that guy for most of the game, until some CharacterDevelopment. And even after Edward Kenway retires from piracy [[spoiler:he is murdered and betrayed by Reginald Birch while his daughter Caroline is sold into slavery as a concubine of the UsefulNotes/OttomanEmpire as depicted in the follow-up novel ''[[Literature/AssassinsCreedForsaken Forsaken]]'']].
* ''VideoGame/BaldursGate'' deconstructs the well known idea that most of the world's problems tend to occur just as TheHero arrives on the scene. [[spoiler:Due to CHARNAME's status as a Bhaalspawn, they're a ''literal'' DoomMagnet, so the fact that you seem to stumble upon a lot of trouble isn't coincidence, ''you are literally causing it through your own existence''. Furthermore you are not the ''only'' Bhaalspawn out there causing chaos through existance. It doesn't help things that your father is the God of ''Murder''.]]
* ''VideoGame/{{BioShock|1}}'' deconstructs the more cerebral, RPGElements-gifted and EmergentGameplay style of FirstPersonShooter
games such (such as ''VideoGame/GrandTheftAuto'' [[SurprisinglyRealisticOutcome ''VideoGame/DeusEx'' and ''VideoGame/SystemShock'') by showing you exactly how much choice you actually have. [[spoiler:None. During the consequences of living entire game you are essentially on the gangster life]]. Among these include: [[PrisonEpisode prison time]] for stealing gas stamps in early mission, causing a MobWar to erupt thanks to going on a RoaringRampageOfRevenge, leash of MissionControl and [[CycleOfRevenge the relatives ButThouMust demands it makes of you, and all the choices you can make (ammo types, plasmid loadout, etc) are (with one specific exemption) basically meaningless in terms of the enemies you've killed attempting game's plot.]] It's especially heavy on deconstructing the idea of how players blindly follow the orders they're given, even by someone they've never met, without considering the consequences. In addition, [[DeconstructedTrope several other tropes unrelated to get revenge themselves]].the genre are deconstructed as well]], most famously the concept of "Galt's Gulch" from Creator/AynRand's novel ''Literature/AtlasShrugged''.
** WordOfGod is that they weren't trying to deconstruct Objectivism ''per se'', more that they were trying to deconstruct the idea of Utopian fiction (showing that human nature always gets in the way of any so-called "perfect society") as well as the idea of the {{Ubermensch}} with the antagonists Andrew Ryan and Sofia Lamb (who runs a collectivist society in ''VideoGame/{{Bioshock 2}}'').



* ''VideoGame/MetalGear'':
** While the first two games played everything relatively straight, the ''VideoGame/MetalGearSolid'' sub-series is intended as a deconstruction of action movies (and, to a lesser extent, video games), twisting tropes common to them around in extremely horrible ways to establish how damaged everything and everyone would have to be for an action movie scenario to work in the real world. By the second game it's way out into the nastiest parts of the DeconstructorFleet territory, shamelessly attacking fandom, the video game industry, the expectations of fans and even its own prequel and characters. Some would argue it goes a bit too far, to the point where it feels very painful to play a game which clearly hates you so much.
** The setup of the first ''VideoGame/MetalGearSolid'' is simple; a terrorist attack on a government nuclear warhead disposal facility occurs and a legendary mercenary is brought back to stop it. However, all the characters are unbelievably screwed up, ''precisely by the character traits that they'd plausibly need in order to do what they do'', and the plot gets very complicated very quickly.
** ''VideoGame/MetalGearSolid2SonsOfLiberty'' deconstructed the way people related to the first game. So, [[IJustWantToBeBadass you want to be just like Solid Snake, huh?]] You get to play as a [[ThisLoserIsYou player proxy character]] that, like Snake, is an emotionally crippled badass with buckets of blood on his hands and [[BloodKnight a killer instinct]]. Unfortunately, your girlfriend [[NeverLiveItDown is deep-down scared of you and calls you in the middle of your mission to discuss your lack of emotional warmth]], the only way you could've acquired these oh-so-badass skills is TrainingFromHell that you have repressed the memory of, and indeed your desire to be just like Snake is going to be granted [[spoiler: via a mind-control experiment that the entire game's sequence of events is]].
** ''VideoGame/MetalGearSolid3SnakeEater'' deconstructed {{spy|Fiction}} films such as ''Film/JamesBond'' and (to a lesser extent) action films like ''Franchise/{{Rambo}}''. Most of the usual tropes are there -- beautiful BondGirl [[spoiler:[[DoubleAgent who is actually a spy for the enemy]]]], the FakeDefector, the Soviet scientist defecting to the U.S. and so on. Most are unexpected plot twists, all are horribly tragic, and all combine to make the protagonist into the biggest villain in the series.
** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' raises the question of what exactly happens to {{action hero}}es after the action movie ends. The choices that are presented are dying in a blaze of glory, suicide, or falling into obscurity. [=MGS4=] also explores the concept of the OldSoldier: Snake's willingness to fight in spite of his advanced physical age isn't solely depicted as being admirable but also as being foolish and suicidal, people who idolized Snake back in the day patronize him and treat him as a burden, and in general Snake's age is the subject of cruel jokes. In fact, Snake's lifebar is changed to ''Old Snake'' to emphasize this.
** ''VideoGame/MetalGearSolidVThePhantomPain'' explores the revenge story, with all the major characters wanting revenge against someone in some way or form. However, it also explores the lengths that some are willing to go for it, like the antagonist wanting to [[spoiler: wipe out ''language'' for revenge against Zero and those who subjugate others through language]]. The ending also critiques revenge by [[spoiler: showing the effects of trying to get revenge on behalf of someone else]] - in this case, [[spoiler: Venom Snake willing to do horrific things for Big Boss]]. [[DownerEnding It really doesn't end well for the former]]. It also subtly deconstructs tropes in modern military shooters, although not nearly as much as [[VideoGame/SpecOpsTheLine other]] [[VideoGame/ModernWarfare games]].
* If ''Metal Gear Solid'' and later games in the series dealt with action and spy movies, then ''VisualNovel/{{Policenauts}}'' tackled fiction that involved space travel and space colonization such as ''Franchise/{{Gundam}}''. It is shown, said, or suggested in the game that there are issues with overcrowding, assorted denizens are on medications that are of dubious legality, said denizens need to be careful when it comes to their calcium intake, and that humans born and raised on Beyond Coast are taught to act differently from earth born humans to the point there are accents for both of them. And there's even more than all of that, such as how living in a space colony affects sex working. Ultimately, the BigBad basically says in the MotiveRant that humanity in the universe of ''Policenauts'' was not ready to leave Earth, especially seeing as how the Earth's problems still hadn't been properly dealt with, and the player might very well agree with that. As an article on Website/HardcoreGaming101 [[http://www.hardcoregaming101.net/policenauts/policenauts.htm puts it]]:
-->"Of course, just as ''Metal Gear Solid'' was screaming "[[NuclearWeaponsTaboo NUKES ARE BAD]]" at the top of its lungs, the prevailing theme in ''Policenauts'' is "[[{{Anvilicious}} SPACE IS BAD]]", which is pounded into your head on several occasions."
* It is quite plausible to read ''VideoGame/HalfLife1'' as a deconstruction of the [[TropeCodifier archetypal]] FirstPersonShooter ''VideoGame/{{Doom}}''. The basic premise is essentially the same; an experiment into teleportation technology [[GoneHorriblyWrong goes horribly wrong]] and creates a dimensional rift through which monstrosities invade our world. Additionally, there is very little plot exposition (just like the original ''Doom''!). But whereas ''Doom'' played this incident as [[IJustWantToBeBadass a wonderful way to demonstrate one's masculine virility by filling demons full of lead]], ''Half-Life'' shows you exactly how frightening this kind of situation would be in the real world. You must scramble to stay alive, think and ''not'' act like a stereotypical SpaceMarine in order to remain breathing. Additionally, while ''Doom'' had almost no plot exposition whatsoever, ''Half-Life'' frustrates the player with its ''lack'' of explicit exposition, demonstrating just how terrifying it would be to be stuck in a life-threatening situation with absolutely no information about it.
* ''VideoGame/{{BioShock|1}}'' deconstructs the more cerebral, RPGElements-gifted and EmergentGameplay style of FirstPersonShooter games (such as ''VideoGame/DeusEx'' and ''VideoGame/SystemShock'') by showing you exactly how much choice you actually have. [[spoiler:None. During the entire game you are essentially on the leash of MissionControl and the ButThouMust demands it makes of you, and all the choices you can make (ammo types, plasmid loadout, etc) are (with one specific exemption) basically meaningless in terms of the game's plot.]] It's especially heavy on deconstructing the idea of how players blindly follow the orders they're given, even by someone they've never met, without considering the consequences. In addition, [[DeconstructedTrope several other tropes unrelated to the genre are deconstructed as well]], most famously the concept of "Galt's Gulch" from Creator/AynRand's novel ''Literature/AtlasShrugged''.
** WordOfGod is that they weren't trying to deconstruct Objectivism ''per se'', more that they were trying to deconstruct the idea of Utopian fiction (showing that human nature always gets in the way of any so-called "perfect society") as well as the idea of the {{Ubermensch}} with the antagonists Andrew Ryan and Sofia Lamb (who runs a collectivist society in ''VideoGame/{{Bioshock 2}}'').
* ''VideoGame/{{Portal}}'' starts with a fairly common [[ExcusePlot paper-thin puzzle game plot]] -- make it through all nineteen Test Chambers of [[DeathCourse the Enrichment Center]], and ThereWillBeCake. However, as the danger level climbs, the explanations you're given for why you're facing such dangers go from slightly unusual to downright insane -- then stop altogether. The entire set looks like you're a subject in a deranged Skinner Box experiment. And you start seeing evidence that previous test subjects have suffered nervous breakdowns, been driven to madness, or tried to break out of the test chambers. And then comes TheReveal at the end of Test Chamber 19. You've got an ExcusePlot played for horror. And [[PlayedForLaughs for]] [[BlackComedy laughs.]]
** Worth noting that it takes place in the same universe as the aforementioned ''Half-Life''.
* ''Franchise/StarWars: VideoGame/KnightsOfTheOldRepublicIITheSithLords'' has all of the standard RPG conventions; you recruit party members who follow you forevermore, an Obi-Wan equivalent who explains everything, and you gain XP, levels and new abilities through combat. [[spoiler: And then several important characters ''call you out on all of this,'' saying, "Have you ever stopped to ''think'' about how you get stronger by killing everything? Don't you ''wonder'' why these people follow you without question? Has it ''occurred'' to you that your Obi-Wan only knows so much about both us and the villains because she's ''worked for both?''" It turns out that these standard RPG conventions aren't GameplayAndStorySegregation at all, but rather, things that actually happen in the plot, caused by the plot's AwfulTruth. The standard aspects of the genre we as the player take for granted are seen by the people involved not because [[BreakingTheFourthWall they can see through the fourth wall,]] but because any sane person would look at this behavior and realize that it's not the way reality should work, even the reality of ''Star Wars''.]] Light or darksided, it says something about the Exile that she doesn't even notice it.
** Not to mention the way it subverts the KarmaMeter, by making what seems like the right thing to do end up being exactly the wrong thing to do, as is often the case in real life. For example giving to a beggar could lead to a worse outcome than if you had left him alone, as it makes him a target for armed robbery, and thus getting him killed. This example is the most obvious one in the game, as Kreia will bitch out the Exile ''regardless'' of the player's choice, not because she disagrees with the morality involved, but because the Exile (and very likely the player) does not consider the fact that following one's moral code does not exempt decisions from having consequences.
** This includes deconstructing the idea of the RPG party and battle system, and at one point a companion tells you it frightens her how she follows you unthinkingly into battle, shoots when you say to shoot, kills when you say to kill etc. [[spoiler:As in the above XP Point example, this is framed as a disturbing and unique characteristic of the main character, and treated as a plot point.]]
** It also deconstructs the Jedi and the Sith -- Force users in general can often be compared to deities, able to accomplish great feats that a mere mortal would declare impossible. A recurring theme in the game is that there are often times where a {{Muggle}} can do things that a Jedi would never be able to do.
** Finally, it deconstructs Lucas's presentation of the Force, in that the BigBad, having sampled from both the Jedi and Sith wells, ultimately rejects both because they're completely opposed ''yet they both work''. Obviously the Force is far greater than they realized and is hoping to destroy the Force itself using the Exile to free life from its influence.
** Creator/ObsidianEntertainment then went and did much the same thing with ''VideoGame/NeverwinterNights2'', which deconstructs D&D and heroic fantasy in general. Only difference is, they took the DeconstructiveParody route that time.

to:

* ''VideoGame/MetalGear'':
** While the first two games played everything relatively straight, the ''VideoGame/MetalGearSolid'' sub-series is intended as a deconstruction of action movies (and, to a lesser extent, video games), twisting tropes common to them around in extremely horrible ways to establish how damaged everything
''VideoGame/CityShroudedInShadow'' by Creator/BandaiNamcoEntertainment and everyone would have to be for an action movie scenario to work in the real world. By the second Granzella, is a action/survival game it's way out into the nastiest parts of the DeconstructorFleet territory, shamelessly attacking fandom, the video game industry, the expectations of fans and even its own prequel and characters. Some would argue it goes a bit too far, citizen trying to the point where it feels very painful to play survive a game which clearly hates you so much.
** The setup of the first ''VideoGame/MetalGearSolid'' is simple; a terrorist
{{Kaiju}} attack on a government nuclear warhead disposal facility occurs and a legendary mercenary is brought back to stop it. However, all the characters are unbelievably screwed up, ''precisely by the character traits that they'd plausibly need city. Where as in order to do what they do'', and the plot gets very complicated very quickly.
** ''VideoGame/MetalGearSolid2SonsOfLiberty'' deconstructed the way people related to the first game. So, [[IJustWantToBeBadass you want to be just like Solid Snake, huh?]] You get to play as a [[ThisLoserIsYou player proxy character]] that, like Snake, is an emotionally crippled badass with buckets of blood on his hands and [[BloodKnight a killer instinct]]. Unfortunately, your girlfriend [[NeverLiveItDown is deep-down scared of you and calls you in the middle of your mission to discuss your lack of emotional warmth]], the only way you could've acquired these oh-so-badass skills is TrainingFromHell that you have repressed the memory of, and indeed your desire to be just like Snake is going to be granted [[spoiler: via a mind-control experiment that the entire game's sequence of events is]].
** ''VideoGame/MetalGearSolid3SnakeEater'' deconstructed {{spy|Fiction}} films such as ''Film/JamesBond'' and (to a lesser extent) action films like ''Franchise/{{Rambo}}''. Most of the usual tropes are there -- beautiful BondGirl [[spoiler:[[DoubleAgent who is actually a spy
[[Franchise/UltraSeries Ultraman]] we root for the enemy]]]], hero to beat the FakeDefector, the Soviet scientist defecting to the U.S. and so on. Most are unexpected plot twists, all are horribly tragic, and all combine to make the protagonist into the biggest villain in the series.
** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' raises the question of what exactly happens to {{action hero}}es after the action movie ends. The choices that are presented are dying in a blaze of glory, suicide, or falling into obscurity. [=MGS4=] also explores the concept of the OldSoldier: Snake's willingness to fight in spite of his advanced physical age isn't solely depicted as being admirable but also as being foolish and suicidal, people who idolized Snake back in the day patronize him and treat him as a burden, and in general Snake's age is the subject of cruel jokes. In fact, Snake's lifebar is changed to ''Old Snake'' to emphasize this.
** ''VideoGame/MetalGearSolidVThePhantomPain'' explores the revenge story, with all the major characters wanting revenge against someone in some way or form. However, it also explores the lengths that some are willing to go for it, like the antagonist wanting to [[spoiler: wipe out ''language'' for revenge against Zero and those who subjugate others through language]]. The ending also critiques revenge by [[spoiler: showing the effects of trying to get revenge on behalf of someone else]] - in this case, [[spoiler: Venom Snake willing to do horrific things for Big Boss]]. [[DownerEnding It really doesn't end well for the former]]. It also subtly deconstructs tropes in modern military shooters, although not nearly as much as [[VideoGame/SpecOpsTheLine other]] [[VideoGame/ModernWarfare games]].
* If ''Metal Gear Solid'' and later games in the series dealt with action and spy movies, then ''VisualNovel/{{Policenauts}}'' tackled fiction that involved space travel and space colonization such as ''Franchise/{{Gundam}}''. It is shown, said, or suggested in
monster, here the game that there are issues with overcrowding, assorted denizens are on medications that are of dubious legality, said denizens need to be careful when it comes to their calcium intake, and that humans born and raised on Beyond Coast are taught to act differently from earth born humans to the point there are accents for both of them. And there's even more than all of that, such as how living in a space colony affects sex working. Ultimately, the BigBad basically says in the MotiveRant that humanity in the universe of ''Policenauts'' was not ready to leave Earth, especially seeing as how the Earth's problems still hadn't been properly dealt with, and the player might very well agree with that. As an article on Website/HardcoreGaming101 [[http://www.hardcoregaming101.net/policenauts/policenauts.htm puts it]]:
-->"Of course, just as ''Metal Gear Solid'' was screaming "[[NuclearWeaponsTaboo NUKES ARE BAD]]" at the top of its lungs, the prevailing theme in ''Policenauts'' is "[[{{Anvilicious}} SPACE IS BAD]]", which is pounded into your head on several occasions."
* It is quite plausible to read ''VideoGame/HalfLife1'' as a deconstruction of the [[TropeCodifier archetypal]] FirstPersonShooter ''VideoGame/{{Doom}}''. The basic premise is essentially the same; an experiment into teleportation technology [[GoneHorriblyWrong goes horribly wrong]] and creates a dimensional rift through which monstrosities invade our world. Additionally, there is very little plot exposition (just like the original ''Doom''!). But whereas ''Doom'' played this incident as [[IJustWantToBeBadass a wonderful way to demonstrate one's masculine virility by filling demons full of lead]], ''Half-Life'' shows you exactly how frightening this kind of situation would be in the real world. You must scramble to stay alive, think and ''not'' act like a stereotypical SpaceMarine in order to remain breathing. Additionally, while ''Doom'' had almost no plot exposition whatsoever, ''Half-Life'' frustrates the player with its ''lack'' of explicit exposition, demonstrating just how terrifying it would be to be stuck in a life-threatening situation with absolutely no information about it.
* ''VideoGame/{{BioShock|1}}''
deconstructs the more cerebral, RPGElements-gifted common genre tropes and EmergentGameplay style of FirstPersonShooter games (such plays them for drama as ''VideoGame/DeusEx'' you try to not get caught in the crossfire and ''VideoGame/SystemShock'') be accidentally killed by showing you exactly how much choice you actually have. [[spoiler:None. During the entire game you are essentially on the leash of MissionControl both him and the ButThouMust demands it makes of you, and all the choices you can make (ammo types, plasmid loadout, etc) are (with one specific exemption) basically meaningless in terms of the game's plot.]] It's especially heavy on deconstructing the idea of how players blindly follow the orders they're given, even by someone they've never met, without considering the consequences. In addition, [[DeconstructedTrope several other tropes unrelated to the genre are deconstructed as well]], most famously the concept of "Galt's Gulch" from Creator/AynRand's novel ''Literature/AtlasShrugged''.
** WordOfGod is that they weren't trying to deconstruct Objectivism ''per se'', more that they were trying to deconstruct the idea of Utopian fiction (showing that human nature always gets in the way of any so-called "perfect society") as well as the idea of the {{Ubermensch}} with the antagonists Andrew Ryan and Sofia Lamb (who runs a collectivist society in ''VideoGame/{{Bioshock 2}}'').
* ''VideoGame/{{Portal}}'' starts with a fairly common [[ExcusePlot paper-thin puzzle game plot]] -- make it through all nineteen Test Chambers of [[DeathCourse the Enrichment Center]], and ThereWillBeCake. However, as the danger level climbs, the explanations you're given for why you're facing such dangers go from slightly unusual to downright insane -- then stop altogether. The entire set looks like you're a subject in a deranged Skinner Box experiment. And you start seeing evidence that previous test subjects have suffered nervous breakdowns, been driven to madness, or tried to break out of the test chambers. And then comes TheReveal at the end of Test Chamber 19. You've got an ExcusePlot played for horror. And [[PlayedForLaughs for]] [[BlackComedy laughs.]]
** Worth noting that it takes place in the same universe as the aforementioned ''Half-Life''.
* ''Franchise/StarWars: VideoGame/KnightsOfTheOldRepublicIITheSithLords'' has all of the standard RPG conventions; you recruit party members who follow you forevermore, an Obi-Wan equivalent who explains everything, and you gain XP, levels and new abilities through combat. [[spoiler: And then several important characters ''call you out on all of this,'' saying, "Have you ever stopped to ''think'' about how you get stronger by killing everything? Don't you ''wonder'' why these people follow you without question? Has it ''occurred'' to you that your Obi-Wan only knows so much about both us and the villains because she's ''worked for both?''" It turns out that these standard RPG conventions aren't GameplayAndStorySegregation at all, but rather, things that actually happen in the plot, caused by the plot's AwfulTruth. The standard aspects of the genre we as the player take for granted are seen by the people involved not because [[BreakingTheFourthWall they can see through the fourth wall,]] but because any sane person would look at this behavior and realize that it's not the way reality should work, even the reality of ''Star Wars''.]] Light or darksided, it says something about the Exile that she doesn't even notice it.
** Not to mention the way it subverts the KarmaMeter, by making what seems like the right thing to do end up being exactly the wrong thing to do, as is often the case in real life. For example giving to a beggar could lead to a worse outcome than if you had left him alone, as it makes him a target for armed robbery, and thus getting him killed. This example is the most obvious one in the game, as Kreia will bitch out the Exile ''regardless'' of the player's choice, not because she disagrees with the morality involved, but because the Exile (and very likely the player) does not consider the fact that following one's moral code does not exempt decisions from having consequences.
** This includes deconstructing the idea of the RPG party and battle system, and at one point a companion tells you it frightens her how she follows you unthinkingly into battle, shoots when you say to shoot, kills when you say to kill etc. [[spoiler:As in the above XP Point example, this is framed as a disturbing and unique characteristic of the main character, and treated as a plot point.]]
** It also deconstructs the Jedi and the Sith -- Force users in general can often be compared to deities, able to accomplish great feats that a mere mortal would declare impossible. A recurring theme in the game is that there are often times where a {{Muggle}} can do things that a Jedi would never be able to do.
** Finally, it deconstructs Lucas's presentation of the Force, in that the BigBad, having sampled from both the Jedi and Sith wells, ultimately rejects both because they're completely opposed ''yet they both work''. Obviously the Force is far greater than they realized and is hoping to destroy the Force itself using the Exile to free life from its influence.
** Creator/ObsidianEntertainment then went and did much the same thing with ''VideoGame/NeverwinterNights2'', which deconstructs D&D and heroic fantasy in general. Only difference is, they took the DeconstructiveParody route that time.
monster.



* Even though ''VideoGame/HalfMinuteHero''[='s=] role-playing-game parts mostly ridicule many cliches found in role-playing games, it deconstructs RPG [[DepartmentOfRedundancyDepartment game]] concept as a whole. Makes you wonder why almost all other role-playing games include hours of ForcedLevelGrinding and other tedious activities.
* The ''Franchise/ShinMegamiTensei'' franchise often plays around with tropes and expectations, but one of the main thrusts of the ''VideoGame/DevilSurvivor'' title is an ''unrelentingly vicious'' deconstruction of "{{Mons}}" games in the vein of ''Pokémon''. During the course of the game, many people obtain small handheld devices that allow them to summon various kinds of demons which essentially work like the Mons do in other games. Needless to say, it doesn't take very long before many start using them for power, or "justice", or the like, resulting in chaos and death on the streets of a locked-down Tokyo.
** One event in particular even plays out just like a Pokémon fight -- the two combatants face each other, their Mons in between them, verbal orders and all... and then one Mon is beaten, and its "Demon Tamer" is ''graphically murdered'' by the other's demon, by order of that very tamer. [[NightmareFuel Yes, kids, this is how most of the situations Ash finds himself in would]] ''[[NightmareFuel really]]'' [[NightmareFuel end.]]
* Fitting for a game inspired by ''VideoGame/EarthBound1994'', ''VideoGame/{{Undertale}}'' deconstructs ''many'' [=RPG=] tropes, but perhaps the most prominent and unique version of this is [[spoiler:what they did to a simple [[SavePoint game mechanic]]]]. It was transformed into a CosmicHorrorStory of [[spoiler:an outside entity that can reset time at will, and is able to control a potentially all-powerful avatar -- i.e. the Human Child -- and operates on a different morality than the characters.]] Furthermore, the game discourages you from playing it like a typical RPG by deconstructing experience points and levels. [[spoiler:EXP and LV in Undertale stands for Execution Points and LOVE; Levels of Violence. Your character doesn't get stronger when they kill. It simply becomes easier to hurt people the more you do it.]] Attempting to follow traditional gameplay styles anyway will lead to the ''characters'' discouraging you through [[YouBastard speech]], [[SNKBoss frustration]], or [[LevelGrinding sheer mundanity.]]
* The ExpandedUniverse of ''VideoGame/EveOnline'' tends to do this to {{MMORPG}}s. It thoroughly explores the consequences of [[AGodAmI law-unto-themselves immortal demigods]] waging perpetual war both between themselves and with the [[{{NPC}} other, less gifted denizens of the universe]]. The mere existence of the player capsuleers ups the average daily death rate in New Eden by many thousands, and contributes in large part to the CrapsackWorld New Eden now is.
* ''VisualNovel/UminekoWhenTheyCry'' is a deconstruction of literally the whole [[MysteryFiction Murder Mystery]] genre. [[spoiler:Despite that, it's supposed to be FairPlayWhodunnit, though one could argue about the amount of fair.]]
** [[spoiler:The OPENING SEQUENCE of the second game states quite clearly "No Dine, no Knox, [[CluelessMystery no Fair]]. In other words it is not mystery. But it happens, all it happens, let it happens." The author actually goes out of the way to inform us that he's not following Van Dine or Knox's rules of "fair" detective fiction and that... well, it's not a mystery that can be solved by us.]]
*** Then again, in said opening sequence, under said sentence, it is signed by "Witch in gold, Beatrice" herself, who is the very person trying to make you submit and accept that no, this is not a mystery. Which cast doubt upon how meta and how reliable this sentence is.
** [[spoiler:And then in the Chiru arcs the writer introduces first a personification of the Knox rules, and then later a personification of the Van Dine rules.]]
** At the end of the series, the answer becomes clear: [[spoiler: the mysteries that Meta-Beatrice purposely set up (the first four arcs) are quite solvable, and for the most part follow Fair Play. The reason that the author said that he didn't want to give a straight answer is because we are never told what ''[[TheUnreveal really happened]]'' on Rokkenjima.]]
* ''VideoGame/MegaManX'' can be seen as a deconstruction of ''VideoGame/MegaManClassic''. Like the Classic series, we have good robots and evil robots fighting each other. Unlike its predecessor though, the robots are fully sentient now. [[note]]Robots in the Classic series have personality but are not truly sentient as X is explicitly stated to be the first robot with true sentience.[[/note]] As a result, there is a major war going on between the Mavericks and Maverick Hunters with the stated goal of the Mavericks being to KillAllHumans; and many people, reploids and humans (who are mainly off-screen) alike, die. It's later revealed that many of the Mavericks, including the BigBad, may not have been evil by choice as they were infected with a virus that drove them insane; muddying the waters in terms of how right the Hunters' actions are. ''X4'' is probably the biggest deconstruction of the series. The war between the Maverick Hunters and the Repliforce happened not because of the virus, but because the Repliforce were mistakenly labeled as Mavericks by the Hunters and rebelled out of pride- the whole conflict could have been avoided had both sides simply been willing to talk it out. Zero, one of the main heroes, [[spoiler: is not only revealed to have been created by Wily, the BigBad of the previous series, but is also revealed to have been the original source of the Maverick Virus and the cause of Sigma's StartOfDarkness; making Zero's existance responsible for the entire Maverick Wars.]] Finally, the game implies that reploids are not on an equal standing to humans despite being sentient beings and that reploids that don't obey humans are deemed Maverick (viral or not) and eliminated, a troubling implication that will be horrifically realized in the following series- further implying that Sigma may have had a point all along. [[note]]Though it's important to note that Sigma's goal is reploid ''supremacy'', not equality; and his actions throughout the X series are largely responsible for creating the atmosphere of distrust towards reploids that will result in the oppression they face in the Zero series, making this more of a SelfFulfillingProphecy.[[/note]]
** Then the ''VideoGame/MegaManZero'' series comes along and deconstructs the ''X ''series. None of the fighting in the ''X'' series lead to peace, as we still have reploids that protect humanity fighting against "Maverick" reploids. Only this time though, the reploids fighting for humanity are the ''antagonists'' while the "Maverick" repolids aren't dangerous psychopaths trying to overthrow humanity, but harmless civilian reploids that formed a resistance after being falsely branded as Mavericks and targeted for execution. Not only were X and Zero's efforts throughout the Maverick Wars all for nothing, this situation came about as a direct consequence of the Maverick Wars: Though the Maverick Virus was eventually destroyed, by the time the Maverick Wars ended the planet had been thoroughly devastated; resulting in humans [[FantasticRacism developing a deep distrust of reploids]]. [[note]]Ironically, it was a rogue human scientist that instigated the final and most destructive conflict of the Maverick Wars; in part because he wanted the reploids to be punished for all the devastation their wars caused.[[/note]] This leaves the reploids in a position to be exploited as a scapegoat when an energy crisis breaks out: The government ''deliberately'' misuses the Maverick label to brand harmless reploids as Mavericks then [[DeadlyEuphemism "retires"]] them in what amounts to a ''mass genocide''. Even when true peace is finally achieved, [[VideoGame/MegaManZX it takes another 200 years for the world to fully recover and new laws have to be passed making humans and repolids indistinguishable so they can coexist as equals.]]
** The fact that Zero is the cause of [[spoiler:both the Maverick and Elf Wars]] can be seen as a deconstruction of JokerImmunity and ThouShallNotKill. If Dr. Wily was executed when he was arrested in ''VideoGame/MegaMan6'', Zero would never exist and so ''much'' death and destruction could've been avoided. But he wasn't, and some of his leftover projects came back and screwed things up for everybody. This goes for Dr. Weil in the Zero series as well. Had Weil been executed instead of banished after the Elf Wars, he wouldn't have been able to return as a threat later in the series, a threat that [[spoiler:Zero eventually had to sacrifice himself to stop.]]
** Likewise, X's fate shows what happens when said hero finally decides to quit ([[VideoGame/MegaManX7 for good this time]]). X realized his compassion had been worn away by the years of endless fighting and abandoned his position as the leader of post-apocalypse Earth to become the living seal for the {{Macguffin}} that had destroyed most the world. Unfortunately, his disappearance necessitated the creation of a Copy X that lacked the original's 100-year morality testing, resulting in this Copy X becoming a genocidal dictator that strives to protect humanity by exterminating innocent reploids (and the original plan was for ''X himself'' [[FaceHeelTurn to become this genocidal dictator]]). X may have needed to quit to preserve his sanity, but because he was such an important figure, his departure wound up having dire consequences.
* The first half of ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' deconstructs the main conventions of the ''Franchise/FireEmblem'' series. Like most ''Fire Emblem'' games, the main hero, Sigurd, leads a BadassArmy to invade "evil" countries and kill their tyrannical kings and nobles. ''Unlike'' most ''Fire Emblem'' games though, said countries end up ''worse'' off from the invasions rather than better, as the massive power vacuum left after the removal of their rulers leads to them being royally screwed up, which Sigurd's friend Eldigan calls him out on early on. Said friend also examines the realistic consequences of MyMasterRightOrWrong and DefectorFromDecadence that are often used in the series, as expressing his doubts to his corrupt king causes said king to immediately have him executed before he can defect to your army. In the end, Sigurd is involved in a massive political conspiracy he had no idea about, and becomes the UnwittingPawn to ''his'' nation's corrupt nobles as a result. The game also deconstructs HeroicLineage by showing how ensuring the continuation of such a bloodline involves a lot of incest, as was the case with real life royalty.
** [[DeconReconSwitch The second half of the game is a Reconstruction, however]]. Though the problems caused by Sigurd aren't fully fixed even in the ending, which notes that it will take a long time for countries like Verdane and Augustria to truly recover.
* ''VideoGame/PlanescapeTorment'' is a deconstruction of {{Role Playing Game}}s. Characters in the gameworld comment on how adventurers are unwelcome in Sigil and how bad the main character looks and smells. It features a dungeon that deconstructs and ridicules the concept of dungeon hacking, the side-quests are... unusual to say the least. (Tired of these "Romeo and Juliet" quests that have you uniting annoying lovers? ''Planescape: Torment'' has a quest where you have to ''destroy'' a relationship.) ProtagonistWithoutAPast is subverted because [=NPCs=] remember your character while you don't (because he has ''[[spoiler: several past lives' worth of]]'' amnesia). Experience is gained by remembering and regaining skills you already had, but forgot. The main quest is mainly about people ''you'' gave quests in the past, rats are powerful enemies, there are none of the typical ''D&D'' races, and an [[LightIsNotGood ANGEL is one of the antagonists!]] Oh, and there are only two swords in the whole game. (Your character can only use one.)
** It also scoffs at the prevalence of how lowering one's KarmaMeter in {{Western RPG}}s just tends to revolve around StupidEvil actions. In this game, wantonly killing everyone in sight will just invoke the wrath of [[NamesToRunAwayFromReallyFast the Lady of Pain]] (which you ''[[HeroKiller absolutely do not want]]''.) You want to be evil? Be prepared to commit some actual, non-juvenile, cringe-worthy acts of cruelty and psychological torture, often against your own party members, and then [[YouBastard be prepared to feel bad about it afterwards.]]
* The ''VideoGame/TalesSeries'' in general enjoys taking various [=RPG=] tropes [[DeconstructorFleet and then brutally deconstructing them]].
** ''VideoGame/TalesOfSymphonia'' wants to make absolutely sure you know how much ItSucksToBeTheChosenOne. The two "Chosen Ones," one from each world, save their world at the expense of destroying the other. There's an enormous amount of pressure on them to not screw it up, and any other issues or problems they might have are [[ApatheticCitizens ignored by the citizens]] or [[StepfordSmiler the Chosen One pretends they don't exist]]. The journey slowly strips away parts of their humanity, removing everything from the ability to taste food to their ability to speak, until they're nothing but an empty shell. Even after all of that, the whole thing is rigged against them anyway. All the Journey of Regeneration is really for is the BigBad wanting to find a new vessel for his sister's soul, and said BigBad couldn't give a damn what happens to the two worlds.
** ''VideoGame/TalesOfTheAbyss'' takes a deconstructor chainsaw to every fantasy story revolving around destiny, [[ScrewDestiny screwing it]] and everything else that falls into the "[[TheChosenOne Chosen One Fantasy]]" genre. Turns out that everyone in the world is assigned some role by a prophecy, but the "Chosen One" is actually a clone of the real one. This event threw the entire world's fate off-course, starting out with subtle alterations (like the Chosen One not dying like he was supposed to) and eventually winding up with most of the known world sunk beneath a poisonous miasma ''and'' a good portion of the world's population killed off and replicated. Even though the BigBad says that "deviations are as nothing" in the eyes of this prophecy, [[BlatantLies we know better]]. Heck, towards the end of the game, the party actually winds up ''intentionally'' fulfilling part of the prophecy because they realise that there's no other way to save the world, but not long after the whole planet goes to hell. Basically, ''don't mess with fate''.
** It also deconstructs the BecauseDestinySaysSo trope by showing just what a society ruled by prophecy would be like and just how many sociological problems it eventually causes, especially when the entire thing begins to break down.



* ''VideoGame/DarkestDungeon'' serves as a Genre Deconstruction of the dungeon crawler. Skulking through a dungeon while knowing this could be your last day on Earth would drive anybody to madness, and doing badly in combat, seeing others die, or experiencing horrifying events would definitely speed up the process. Obviously the only people who would ever risk death or insanity in this place of madness and morbidity would have a huge host of personal problems.
** The Abomination frequently alludes to the fact that his beast form [[TheKillerInMe has a mind of its own.]]
** The Arbalest watched her own family get killed as a child.
** The Antiquarian murdered her own master during a ritual involving a human sacrifice.
** The Crusader is a zealot broken by the church to be a skilled soldier that after his successful crusade he chose to abandoned his family even after he was allowed to return
** The Hellion is TheBerserker and a BloodKnight.
** The Highwayman is [[ItsAllMyFault haunted by guilt over the murder he committed]].
** The Jester is LaughingMad.
** The Leper has leprosy and is implied to spend his entire life in constant pain.
** The Man-At-Arms is a ShellShockedVeteran.
** The Occultist occasionally yells phrases in an eldritch language and is implied to channel the energies of {{Eldritch Abomination}}s.
** The Plague Doctor seemingly goes on these missions to conduct research on the effect of various toxins and plagues on the various monsters that populate the estate and was rightfully expelled for experimenting on her teacher
** The Vestal is a healer tasked with healing others through the power of light yet denied genuine love from even her own church.
* ''VideoGame/DiscoElysium'' is a thorough deconstruction of the DetectiveDrama and FairPlayWhodunnit genres, and many of its associated tropes, which are mocked, played with, and taken apart, especially through the PlayerCharacter, the Detective, and how the player chooses to play him. Though is clear that some it does come from the developer's love of the genre.
** A DefectiveDetective, no matter how good at their job they are, is going to find it difficult to be taken seriously when their malfuctioning private life spills out in front of the public they are meant to protect. A good part of the game's sidequests involve trying to recover the PlayerCharacter's lost belongings and rebuilding a sense of trust with certain characters after a wild bender resulted in the detective trashing the local hotel and making a fool of himself across the town.
** Regardless how you choose to play the Detective, you'll have a ton of serious flaws. The emotionally sensitive [[Series/TwinPeaks Cooper-type]] cop is also someone with serious emotional instability, and while your constant hallucinatory insights are sometimes scarily accurate, they can also turn out to be completely meaningless and make a laughingstock if you speak about them openly. The shoot-first-ask-questions-later CowboyCop is also someone who tramples over evidence and completely ignores real detective work, resulting in missing a ton of emotional and logical insight. And the analytical ByTheBookCop will ultimately ignore context clues (causing them to misinterpret evidence) and be useless in a conflict where bending the rules matters.

* ''VideoGame/DragonQuestBuilders'' deconstructs tropes surrounding your typical JRPG protagonist. As the Builder, you are the Goddess-ordained ChosenOne who is tasked with rebuilding Alefgard. At the same time, however, it is reinforced that "[[ArcWords You are not a Hero]]". As such, you do not gain experience and grow stronger from fighting monsters like a Hero would: the only way for you to get stronger is to craft better armor and weapons. [[spoiler:This comes to a head in the last chapter of the game, where it is revealed that your mission was essentially to set the stage for the arrival of a new Hero who will defeat the Dragonlord and save the realm. When will this new Hero arrive? "Eventually". The PlayerCharacter ultimately decides that "eventually" is too long to wait and [[TheUnchosenOne takes matters into their own hands.]]]]
* ''VideoGame/{{Drakengard}}'' is a GenreDeconstruction of {{Action RPG}}s reminiscent of ''[[Anime/NeonGenesisEvangelion Evangelion]]''. TheHero, deconstructing LevelGrinding and WhatMeasureIsAMook, is an AxeCrazy psychopath who kills anything that gets in his way. His dragon partner, deconstructing [[ABoyAndHisX A Boy and His Dragon]], is a proud immortal who views humans as being little better than dirt. His sister, the local DamselInDistress, is completely useless, but is [[BarrierMaiden the only thing]] holding an army of {{Eldritch Abomination}}s from [[TheEndOfTheWorldAsWeKnowIt destroying the world]].
* Fitting for a game inspired by ''VideoGame/EarthBound1994'', ''VideoGame/{{Undertale}}'' deconstructs ''many'' [=RPG=] tropes, but perhaps the most prominent and unique version of this is [[spoiler:what they did to a simple [[SavePoint game mechanic]]]]. It was transformed into a CosmicHorrorStory of [[spoiler:an outside entity that can reset time at will, and is able to control a potentially all-powerful avatar -- i.e. the Human Child -- and operates on a different morality than the characters.]] Furthermore, the game discourages you from playing it like a typical RPG by deconstructing experience points and levels. [[spoiler:EXP and LV in Undertale stands for Execution Points and LOVE; Levels of Violence. Your character doesn't get stronger when they kill. It simply becomes easier to hurt people the more you do it.]] Attempting to follow traditional gameplay styles anyway will lead to the ''characters'' discouraging you through [[YouBastard speech]], [[SNKBoss frustration]], or [[LevelGrinding sheer mundanity.]]
* ''VideoGame/EternalDarkness'' is a highly effective deconstruction of the SurvivalHorror genre in the way that it goes about BreakingTheFourthWall. The story is fairly standard for most horror titles: stop a centuries old EldritchAbomination from completely destroying the world and wiping out humanity while also facing off against its demonic undead minions. The game, however, takes this a step further by actually demonstrating just how damaging the constant confrontations with nightmarish creatures would be on the protagonist's psyche. The game gives each playable character a sanity meter, which decreases every time they encounter a horror. If the meter is drained, then both the character and the player would be subjected to a serious MindScrew. Examples include blood dripping from the walls, statue busts coming to life and watching you, and even the console itself pretending to break down, lower the television's volume, switch it off etc. By the end, the players themselves won't even be quite sure what's real.
* The ExpandedUniverse of ''VideoGame/EveOnline'' tends to do this to {{MMORPG}}s. It thoroughly explores the consequences of [[AGodAmI law-unto-themselves immortal demigods]] waging perpetual war both between themselves and with the [[{{NPC}} other, less gifted denizens of the universe]]. The mere existence of the player capsuleers ups the average daily death rate in New Eden by many thousands, and contributes in large part to the CrapsackWorld New Eden now is.



* ''VideoGame/NoMoreHeroes'' is a deconstruction of the PowerFantasy. The borderline VillainProtagonist is a psychopath who treats real life like a video game, and this might work out for him when he's killing other like-minded individuals, but in-between the intense fights he has to earn enough money to enter the next fight by doing menial jobs. In the action stages he's powerful, but in his day-to-day life he's just an otaku creep - [[ThisLoserIsYou exactly the kind of person who would be playing the game]]. Even his motivation for killing is initially just money to buy videogames and a half-promise of sex, and his enemies commonly have much more sympathetic backstories than he does - and when he gets attached to them, he has to live with the fact that because of the structure of the game, they must die anyway. WideOpenSandbox gets some jabs too, with a open-world city in which there's barely anything to do because no matter how much freedom he has, Travis can't really affect anything in his life.
* ''VideoGame/NoMoreHeroes2DesperateStruggle'' relatively light on this due to not having as much input from Suda, but it's still there. Several characters in it [[MisaimedFandom were inspired by Travis' actions in the first game and idolize him]], and the main villain is getting revenge for what [[AscendedExtra seemed like minor throwaway side missions in the first game]] [[HarsherInHindsight in which Travis killed CEOs of a random corporation]]. This time, Travis experiences CharacterDevelopment as he's three years older than he was in the original, and while he doesn't exactly become a good guy, he does express disgust at it all and only reluctantly returns to the assassin job.
* ''VideoGame/TravisStrikesAgainNoMoreHeroes'' can both be seen as a deconstruction of series that insist on bringing series back to life long after their cultural relevance has ended as well as the relationship between a game developer and the game they make. The former due to most of Travis not actually making any dramatic return to form with most of the game about how his past actions haunting him and how the spotlight has made him tired of the life of a celebrity, and thus resists making that 'grand return' until the end of the game when he finds meaning in his life again. The latter can also be seen if put Travis as an analogue for the series director Suda 51. He hasn't been in the director position in the games his company produced since the first ''No More Heroes'' and the game can be a metaphor for his struggling with returning to that position. It's further evidenced by the character Dr. Juvenile, whose vision for their games were twisted beyond their original ideas and the regrets that came from that, with a lot of her frustration seemingly eerily similar to Suda's own he expressed in The Art of Grashopper Manufacture released a few years earlier.
* ''VideoGame/NoMoreHeroesIII'': Interestingly, while the game still deconstructs many tropes, genre-wise it's more of a reconstruction as it pays homage to all the things Suda likes. The game's WideOpenSandbox, while still far from perfect, has more meaningful content than in the first game; Travis, having outgrown his insecurities and immaturity, is a more likable AntiHero; and the series' HackAndSlash genre, despite its ups and downs, is preferred by Travis over the clumsier turn-based RPG gameplay (as proven in the boss battle against Sonic Juice).
* For one of Gamespot's April Fool's Day jokes, they have announced that Capcom has recently announced a new game called ''VideoGame/MegaMan Deconstructed''. See 7:43 of [[http://www.gamespot.com/shows/today-on-the-spot/?event=today_on_the_spot20100401 this video]].
* ''VideoGame/BaldursGate'' deconstructs the well known idea that most of the world's problems tend to occur just as TheHero arrives on the scene. [[spoiler:Due to CHARNAME's status as a Bhaalspawn, they're a ''literal'' DoomMagnet, so the fact that you seem to stumble upon a lot of trouble isn't coincidence, ''you are literally causing it through your own existence''. Furthermore you are not the ''only'' Bhaalspawn out there causing chaos through existance. It doesn't help things that your father is the God of ''Murder''.]]
* A lighter example of Deconstruction would belong to ''VideoGame/SWAT4'', an FPS which objective is not shooting bad guys. Just plain shooting bad guys like in another FPS, in ''SWAT 4'', does not net you a point. This game expects you to be a police officer, not an FPS character. To earn points (which needed to advance in harder difficulties), you must deal with the bad guys with non-lethal methods, and arresting them.
* ''VideoGame/PokemonBlackAndWhite'' deconstructs not just many of the implications of a CrapsaccharineWorld in the series that are hinted at through the Pokédex entries, but also decontructs the idea that everyone in the world of Pokémon thinks that it's a good idea to send kids and teenagers out into the wild to capture Pokémon, with Bianca's father feeling immensly concerned for her. Another part of it is the idea that no one bats an eyelash at Pokémon battles or no one thinks it's too violent with Team Plasma and N. Speaking of Team Plasma, the games also [[TakeThat viciously]] deconstruct the concept of MoralGuardians and the validity of their intentions, as that is what they essentially are.
* ''VideoGame/PhantomBrave'' viciously deconstructs AllOfTheOtherReindeer. Marona's Chartreuse Gale is, for all intents and purposes, necromancy, and as such it is widely regarded as a [[BadPowersGoodPeople dark, unholy power]], with people reacting accordingly to her. This isn't simply general disdain or mocking of her but real, genuine fear and hatred. Hell, listen to that woman who scolds her son for wanting to be friends with Marona in the opening chapter- you can literally feel the pure, unbridled barely contained rage she has at the mere ''mention'' of her name.
* ''VisualNovel/AirPressure'' deconstructs the "do everything you can to build/improve your relationship with a cute girl" RomanceGame plot. The protagonist actually starts out disillusioned about how much he depends on his girlfriend Leigh and wondering if he should break up with her, and having him ignore his doubts in favor of appeasing Leigh results in a deliberately EsotericHappyEnding where [[spoiler:it's all but outright stated that Leigh is actually a metaphor for drug addiction or abusive relationships in general and that the protagonist's decision that he can't live without her is ''not'' in any way romantic or healthy]]. Not only that, but the game's happiest ending is actually the one in which [[spoiler:the protagonist breaks up with Leigh and feels genuinely happy about being independent from her]].
* The ''VideoGame/{{MOTHER}}'' trilogy, especially ''VideoGame/MOTHER3'' acts as a deconstruction of the EasternRPG genre.
** Mainly, it is Itoi's meditation on what games are, why they are fun, and the logistics of applying JRPG logic to the real world. For example: Who designs dungeons? And why do people instinctively know to loot them? Admittedly, the series' mythos got a little deeper with each game, though critique and analysis of the JRPG genre and heavy amounts of {{Surprisingly Realistic Outcome}}s are still in full effect.
** Several common genre tropes are deconstructed, often in a light-hearted way but not always. For example, the "heroes going up against a massively powerful FinalBoss" -- in the first two games, [[spoiler:the characters [[YouCannotGraspTheTrueForm Cannot Grasp The True Form]] [[TropeNamer of Giygas' attack]], to the point that in the second game, ''[[ExploitingTheFourthWall the player]]'' has to be called in to defeat it. While a large amount of [=RPGs=] do have powerful beings for final bosses, the second game in particular frames it like the CosmicHorrorStory it would be.]]
** In the third game, the antagonists (human this time) are so powerful that the game would have a DownerEnding if it didn't have a GainaxEnding. It also deconstructs the protagonists from the first two games and the "player vs. playable character" relationship, the former by having a depressed hero weighed down and crushed by the events of the game, instead of the unfazed and cheerful Ninten and Ness, and the latter by [[spoiler:making TheDragon a soulless puppet for the chief antagonist wrapped in knight imagery typical of [=JRPGs=]. When he finally breaks free of his control and regains the ability to think for himself, he commits suicide thanks in part to how crushing his situation was.]]

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* ''VideoGame/NoMoreHeroes'' ''Franchise/FarCry'':
** ''VideoGame/FarCry3'' attempts to do this for many tropes that are StrictlyFormula in WideOpenSandbox action games. Elements meant to invoke CatharsisFactor in sandbox titles including the EscapistCharacter protagonist, the requisite CrapsackWorld setting, and the use of RPGElements to mark your progression from ActionSurvivor to ActionHero, are taken to their logical conclusion here. The protagonist's transformation into a BloodKnight in an environment so uncannily tailored for him to do so is constantly discussed in the game, often to draw a disturbing parallel between his motivations and [[YouBastard the motivations of the player]].
** ''VideoGame/FarCry4'' takes the deconstruction of open worlds and action survivor protagonists even further. If you just behave like a normal human being and wait politely for a short time when asked, you can complete the "quest" to lay your mothers to ashes inside about 10 minutes without having to shoot a single person or endangered animal.
* ''VideoGame/FinalFantasyVII''
is a deconstruction of the PowerFantasy. The borderline VillainProtagonist is a psychopath who treats real life like a video game, and this might work out for him when he's killing other like-minded individuals, but in-between the intense fights he has to earn enough money to enter the next fight by doing menial jobs. In the action stages he's powerful, but in his day-to-day life he's just an otaku creep - [[ThisLoserIsYou exactly the kind of person who would be playing the game]]. Even his motivation for killing is initially just money to buy videogames and a half-promise of sex, and his enemies commonly have much more sympathetic backstories than he does - and when he gets attached to them, he has to live with the fact that Eastern [=RPGs=]. [[SeinfeldIsUnfunny However, because of the structure of the game, they must die anyway. WideOpenSandbox gets this game introduced many people into [=RPGs=], it was lost on some jabs too, with a open-world city in which there's barely anything to do because no matter how much freedom he has, Travis can't really affect anything in his life.
people]].
* ''VideoGame/NoMoreHeroes2DesperateStruggle'' relatively light on this due to not having as much input from Suda, but it's still there. Several characters in it [[MisaimedFandom were inspired by Travis' actions in the The first game and idolize him]], and the main villain is getting revenge for what [[AscendedExtra seemed like minor throwaway side missions in the first game]] [[HarsherInHindsight in which Travis killed CEOs half of a random corporation]]. This time, Travis experiences CharacterDevelopment as he's three years older than he was in the original, and while he doesn't exactly become a good guy, he does express disgust at it all and only reluctantly returns to the assassin job.
* ''VideoGame/TravisStrikesAgainNoMoreHeroes'' can both be seen as a deconstruction of series that insist on bringing series back to life long after their cultural relevance has ended as well as the relationship between a game developer and the game they make. The former due to most of Travis not actually making any dramatic return to form with most of the game about how his past actions haunting him and how the spotlight has made him tired of the life of a celebrity, and thus resists making that 'grand return' until the end of the game when he finds meaning in his life again. The latter can also be seen if put Travis as an analogue for the series director Suda 51. He hasn't been in the director position in the games his company produced since the first ''No More Heroes'' and the game can be a metaphor for his struggling with returning to that position. It's further evidenced by the character Dr. Juvenile, whose vision for their games were twisted beyond their original ideas and the regrets that came from that, with a lot of her frustration seemingly eerily similar to Suda's own he expressed in The Art of Grashopper Manufacture released a few years earlier.
* ''VideoGame/NoMoreHeroesIII'': Interestingly, while the game still deconstructs many tropes, genre-wise it's more of a reconstruction as it pays homage to all the things Suda likes. The game's WideOpenSandbox, while still far from perfect, has more meaningful content than in the first game; Travis, having outgrown his insecurities and immaturity, is a more likable AntiHero; and the series' HackAndSlash genre, despite its ups and downs, is preferred by Travis over the clumsier turn-based RPG gameplay (as proven in the boss battle against Sonic Juice).
* For one of Gamespot's April Fool's Day jokes, they have announced that Capcom has recently announced a new game called ''VideoGame/MegaMan Deconstructed''. See 7:43 of [[http://www.gamespot.com/shows/today-on-the-spot/?event=today_on_the_spot20100401 this video]].
* ''VideoGame/BaldursGate''
''VideoGame/FireEmblemGenealogyOfTheHolyWar'' deconstructs the well known idea that most main conventions of the world's problems tend to occur just as TheHero arrives on ''Franchise/FireEmblem'' series. Like most ''Fire Emblem'' games, the scene. [[spoiler:Due main hero, Sigurd, leads a BadassArmy to CHARNAME's status as a Bhaalspawn, they're a ''literal'' DoomMagnet, so invade "evil" countries and kill their tyrannical kings and nobles. ''Unlike'' most ''Fire Emblem'' games though, said countries end up ''worse'' off from the fact that you seem to stumble upon a lot of trouble isn't coincidence, ''you are literally causing it through your own existence''. Furthermore you are not invasions rather than better, as the ''only'' Bhaalspawn out there causing chaos through existance. It doesn't help things that your father is massive power vacuum left after the God removal of ''Murder''.]]
* A lighter example of Deconstruction would belong
their rulers leads to ''VideoGame/SWAT4'', an FPS them being royally screwed up, which objective is not shooting bad guys. Just plain shooting bad guys like in another FPS, in ''SWAT 4'', does not net you a point. This game expects you to be a police officer, not an FPS character. To earn points (which needed to advance in harder difficulties), you must deal with Sigurd's friend Eldigan calls him out on early on. Said friend also examines the bad guys with non-lethal methods, realistic consequences of MyMasterRightOrWrong and arresting them.
* ''VideoGame/PokemonBlackAndWhite'' deconstructs not just many of the implications of a CrapsaccharineWorld in the series
DefectorFromDecadence that are hinted at through the Pokédex entries, but also decontructs the idea that everyone often used in the world of Pokémon thinks that it's a good idea to send kids and teenagers out into the wild to capture Pokémon, with Bianca's father feeling immensly concerned for her. Another part of it is the idea that no one bats an eyelash at Pokémon battles or no one thinks it's too violent with Team Plasma and N. Speaking of Team Plasma, the games also [[TakeThat viciously]] deconstruct the concept of MoralGuardians and the validity of their intentions, series, as that is what they essentially are.
* ''VideoGame/PhantomBrave'' viciously deconstructs AllOfTheOtherReindeer. Marona's Chartreuse Gale is, for all intents and purposes, necromancy, and as such it is widely regarded as a [[BadPowersGoodPeople dark, unholy power]], with people reacting accordingly to her. This isn't simply general disdain or mocking of her but real, genuine fear and hatred. Hell, listen to that woman who scolds her son for wanting to be friends with Marona in the opening chapter- you can literally feel the pure, unbridled barely contained rage she has at the mere ''mention'' of her name.
* ''VisualNovel/AirPressure'' deconstructs the "do everything you can to build/improve your relationship with a cute girl" RomanceGame plot. The protagonist actually starts out disillusioned about how much he depends on his girlfriend Leigh and wondering if he should break up with her, and having him ignore
expressing his doubts in favor of appeasing Leigh results in a deliberately EsotericHappyEnding where [[spoiler:it's all but outright stated that Leigh is actually a metaphor for drug addiction or abusive relationships in general and that the protagonist's decision that he can't live without her is ''not'' in any way romantic or healthy]]. Not only that, but the game's happiest ending is actually the one in which [[spoiler:the protagonist breaks up with Leigh and feels genuinely happy about being independent from her]].
* The ''VideoGame/{{MOTHER}}'' trilogy, especially ''VideoGame/MOTHER3'' acts as a deconstruction of the EasternRPG genre.
** Mainly, it is Itoi's meditation on what games are, why they are fun, and the logistics of applying JRPG logic
to the real world. For example: Who designs dungeons? And why do people instinctively know his corrupt king causes said king to loot them? Admittedly, the series' mythos got a little deeper with each game, though critique and analysis of the JRPG genre and heavy amounts of {{Surprisingly Realistic Outcome}}s are still in full effect.
** Several common genre tropes are deconstructed, often in a light-hearted way but not always. For example, the "heroes going up against a massively powerful FinalBoss" -- in the first two games, [[spoiler:the characters [[YouCannotGraspTheTrueForm Cannot Grasp The True Form]] [[TropeNamer of Giygas' attack]], to the point that in the second game, ''[[ExploitingTheFourthWall the player]]'' has to be called in to defeat it. While a large amount of [=RPGs=] do
immediately have powerful beings for final bosses, the second game in particular frames it like the CosmicHorrorStory it would be.]]
**
him executed before he can defect to your army. In the third game, end, Sigurd is involved in a massive political conspiracy he had no idea about, and becomes the antagonists (human this time) are so powerful that the UnwittingPawn to ''his'' nation's corrupt nobles as a result. The game would have a DownerEnding if it didn't have a GainaxEnding. It also deconstructs HeroicLineage by showing how ensuring the protagonists from continuation of such a bloodline involves a lot of incest, as was the first two games and the "player vs. playable character" relationship, the former by having a depressed hero weighed down and crushed by the events case with real life royalty.
** [[DeconReconSwitch The second half
of the game, instead game is a Reconstruction, however]]. Though the problems caused by Sigurd aren't fully fixed even in the ending, which notes that it will take a long time for countries like Verdane and Augustria to truly recover.
* ''VideoGame/FrostPunk'' is one
of the unfazed few works that properly depicts the dystopian and cheerful Ninten punk part of SteamPunk where the downtrodden and Ness, and never do'well attempt to escape the latter by [[spoiler:making TheDragon a soulless puppet coming Ice Age in arks meant for the chief antagonist wrapped in knight imagery British Elite. The survivors are not typical of [=JRPGs=]. When he finally breaks free of his control upper class citizens with zeppelins and regains the ability monocles but gin-addled workers and children who may be forced to think for himself, he commits suicide thanks in part work as they try to how crushing his situation was.]]face an uncertain future as social upheaval pushes them towards fanatical/nationalism/revolutionary fervor and more often than not, TheNeedsOfTheMany comes into play with few if any satisfying outcomes.



* ''VideoGame/SpecOpsTheLine'' deconstructs the modern military first-person shooter by showing the protagonist, Walker, as slowly slipping away from his sanity the further the game goes on. Walker continues to try to rationalize what he's doing by saying he intends to help whilst he's only making things much, much worse. He also says that he [[IDidWhatIHadToDo had no choice]] in a lot of situations where he very clearly did, including crossing the MoralEventHorizon by [[spoiler: [[KillItWithFire using white phosphorus to firebomb fellow American soldiers]], and unknowingly killing dozens of civilians]]. Walker is, at best, a NominalHero, though he's closer to a VillainProtagonist. On top of all this, [[DownerEnding none of the possible endings are happy ones]], with Walker either dead or clinically insane.
** The game also [[WhatTheHellPlayer insults the player for continuing to play it]], passive-aggressively telling the player "hey, why should you care? None of this is real, [[YouBastard so you can just kill everybody, right?]]" After seeing what Walker goes through as well as being mocked, many players [[TheFourthWallWillNotProtectYou will probably start to question what they're doing]].

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* ''VideoGame/SpecOpsTheLine'' It is quite plausible to read ''VideoGame/HalfLife1'' as a deconstruction of the [[TropeCodifier archetypal]] FirstPersonShooter ''VideoGame/{{Doom}}''. The basic premise is essentially the same; an experiment into teleportation technology [[GoneHorriblyWrong goes horribly wrong]] and creates a dimensional rift through which monstrosities invade our world. Additionally, there is very little plot exposition (just like the original ''Doom''!). But whereas ''Doom'' played this incident as [[IJustWantToBeBadass a wonderful way to demonstrate one's masculine virility by filling demons full of lead]], ''Half-Life'' shows you exactly how frightening this kind of situation would be in the real world. You must scramble to stay alive, think and ''not'' act like a stereotypical SpaceMarine in order to remain breathing. Additionally, while ''Doom'' had almost no plot exposition whatsoever, ''Half-Life'' frustrates the player with its ''lack'' of explicit exposition, demonstrating just how terrifying it would be to be stuck in a life-threatening situation with absolutely no information about it.
* The ''VideoGame/HeartsOfIron IV'' mod ''VideoGame/TheNewOrderLastDaysOfEurope''.
** Both it and the very similar mod ''VideoGame/ThousandWeekReich'' (which offers a [[SlidingScaleOfAlternateHistoryPlausibility more realistic and toned-down take]] on the subject) do this to the AlternateHistoryNaziVictory scenario. Even in a world where the Nazis managed to achieve all of their goals in UsefulNotes/WorldWarII and reign supreme as the master of Europe, that doesn't change the fact that national socialism was a fundamentally broken system that was completely dependent on military conquest, plunder, slavery, and [[VetinariJobSecurity the willpower of the Fuhrer]] to hold together. They [[WonTheWarLostThePeace lose the peace]] as decisively as they won the war, plunging into economic meltdown in TheFifties that they remain mired in by the game's start in 1962 and can only truly recover from with massive economic reforms. And when UsefulNotes/AdolfHitler dies in 1963, all the petty politicking and backstabbing that he had cultivated to thwart any challengers to his absolute authority immediately explodes, plunging the Third Reich into civil war in a matter of weeks. Events go a bit differently in ''Thousand-Week Reich'', with Hitler dying in 1953 instead and it being possible to avoid an outright civil war, but the BroadStrokes of Germany's postwar malaise are all still there.
** Earlier versions of the mod had Germany constructing the Atlantropa project to dam the Strait of Gibraltar, lower the sea level of the Mediterranean, and create new land in Southern Europe. Proposed but unrealized in real life, it is often featured in Axis victory scenarios as the kind of world-shaping megaproject that the Nazis had planned but were never able to build. Here, the Nazis build it, only for it to become an unmitigated economic and [[GaiasLament environmental]] disaster that creates only useless salt flats in the former Adriatic Sea, destroys fisheries and trade along the Med, and breaks the Rome-Berlin Axis as Italy and other nations along the Med are left extremely bitter towards Germany for what they see as an act of HostileTerraforming. The creators of the mod, however, eventually decided that Atlantropa both stretched plausibility too far[[labelnote:Specifically...]]It would have required more concrete than the entire world, let alone Nazi-occupied Europe, had the capacity to make at the time, would have taken ''far'' longer than a decade to build, and would have taken longer still to cause the bottled-up Med to start evaporating. Even if it ''was'' built, the global environmental impact would have reached far beyond the Mediterranean Basin, including desertification across Southern Europe, a new ice age in Northern Europe, and global sea level rise as the water evaporating from the Med has to go ''somewhere''.[[/labelnote]] and, more importantly, created hundreds of issues with writing the various paths for Italy and the Mediterranean nations, so it was removed from the mod in the Toolbox Theory III update. They did keep the more plausible complementary dams that the Nazis build along the Congo River, creating a massive reservoir in Central Africa that provides tons of freshwater and cheap hydropower... at the expense of displacing millions of native Africans and destroying vast swaths of rainforest.
** As explained in [[https://www.reddit.com/r/TNOmod/comments/ldohc7/goerings_germany_is_the_pinnacle_of_hoi4_modding/ this Reddit post,]] it also does this to its base game and to the grand strategy and FourX genres in general through Hermann Göring's run as leader of Germany. Göring believes that, to restore German national pride after the death of UsefulNotes/AdolfHitler, it needs to go back to what made Germany a global superpower: military conquest, the player's goal in any number of strategy games. Crushing the remaining independent states in Europe, then conquering the rest of Russia, and finally facing off against the world's other superpowers, the United States and Japan... and at every step of the way, you are shown the staggering human cost of what it would be like to live in, fight for, or be conquered by an empire built upon a dream of [[TakeOverTheWorld world conquest]], especially when that empire is the Nazis, one of the exemplars of the tendency among real-life conquerors to engage in a pattern of RapePillageAndBurn wherever their armies went. And, since the game takes place in an AlternateHistory 1960s during a Cold War that's kept frozen by the threat of MutuallyAssuredDestruction, going forward with [[WorldWarIII the final phase]] of Göring's plan for world conquest can only end [[TheEndOfTheWorldAsWeKnowIt one]] [[AfterTheEnd way]].
* Even though ''VideoGame/HalfMinuteHero''[='s=] role-playing-game parts mostly ridicule many cliches found in role-playing games, it deconstructs RPG [[DepartmentOfRedundancyDepartment game]] concept as a whole. Makes you wonder why almost all other role-playing games include hours of ForcedLevelGrinding and other tedious activities.
* ''VideoGame/{{Hatred}}'' viciously
deconstructs the modern military first-person shooter killing rampage popularized by ''Grand Theft Auto'' and other crime sandboxes. [[VillainProtagonist Not Important/The Antagonist]] is not some victim of society but a violent killer unleashed upon a city that isn't filled with acceptable targets and bigger fish to fry but scared civilians fleeing in vain from a sociopath killer out on a killing spree.
* ''VideoGame/{{Helltaker}}'' serves as a self-aware deconstruction of the HaremGenre that doesn't take itself that seriously. The plot involves the title character journeying into Hell with the goal of assembling a harem of demon girls, and he only succeeds in this endeavor mostly because he uses cheesy pickup lines that get misinterpreted as more innocuous offers (i.e., Malina thinking "I'd sure love to play with you" is an offer to play video games), he gives them {{Comically Small Bribe}}s (offering Lucifer, THE top demon in Hell, [[SweetTooth chocolate pancakes]]), or they join simply because they can (in the case of Zdrada and Justice). By the time of the epilogue a few weeks later, Helltaker has found out the hard way something many fans of the genre have trouble internalizing; that having several beautiful women living with you ''doesn't'' mean they'll instantly be devoted to you, nor does it automatically guarantee they'll even be attracted to you in the first place. And it certainly doesn't stop them from constantly misbehaving, bossing Helltaker around, breaking his stuff, threatening and inflicting bodily harm, and (oftentimes literally) stabbing him in the back, with Cerberus having done ''[[NoodleIncident something]]'' to get the police banging on their door in full SWAT gear. In other words, with the exception of [[HornyDevils Modeus]], they act like rowdy, troublemaking housemates instead of the HotAsHell thirsty demon girlfriends another game might portray them as. The only ones that actually seem romantically interested in Helltaker are Beelzebub in the secret ending and possibly Modeus, given her blushing at the idea of going on a date with him and being the only one who's hugging him in the normal ending. None of the rest apparently even view him as a sexual partner, including Azazel, who's only interested in "studying" the demons and [[WordOfGod confirmed by vanripper]] to be a lesbian who's ''[[ArmoredClosetGay deeply]]'' in the closet due to being an angel. While Helltaker is visibly stressed out by the entire situation, Beelzebub's narration notes that living a life without suffering is impossible, but there's nothing wrong with enjoying yourself whenever you have the chance. The normal ending shows that Helltaker sees things this way too and is simply happy to have made friends.
* ''VisualNovel/KatawaShoujo'' deconstructs eroge Visual Novels, and quite a few romance tropes at the same time. In particular it deconstructs many 'girlfriend' archtypes found in this genre:
** Lilly the ProperLady. [[spoiler:Nobody ever questions her decisions, so when she is forced into something she really doesn't want to do (ie emigrate, leaving everything she knows behind), no one is willing to call her out on it.]]
** Hanako, the ShrinkingViolet, [[spoiler: genuinely hates being mollycoddled by Lilly and Hisao, and completely blows her top if pushed too far. She wants to expand her horizons and leave the trope behind.]]
** Rin, the CloudCuckooLander, [[spoiler: cannot make herself understood, and is genuinely frustrating to talk to as a consequence, leading to her generally being alone, as well as teetering pretty close to the Self Destruct button.]]
** Emi, the PluckyGirl, [[spoiler: cannot move on from the crash that killed her dad, though she can handle losing her legs just fine. As a result she keeps everyone at a distance. It can be argued her athletics obsessions is just a coping mechanism.]]
** Shizune, the SpiritedCompetitor, [[spoiler: is overbearing and often quite a pain to be with. She has no friends besides Misha as a result. She herself realises this, but can do little about it.]]
* ''VideoGame/TheLegendOfZeldaTheWindWaker'' is a deconstruction of TheChosenOne narrative, and in a meta sense, the classic ''Zelda'' formula that the previous games in the series ran on. As seen in the OpeningNarration, the [[VideoGame/TheLegendOfZeldaOcarinaOfTime Hero of Time]], who was an explicit ChosenOne, became a MessianicArchetype to the people of the ancient kingdom [[spoiler:of Hyrule]] after he saved them from the great evil, the BigBad Ganondorf. The people then counted on the same hero [[SecondComing spontaneously appearing to save them generations later]], when the evil returned... and he ''didn't.'' The people of the kingdom, unable to defend themselves, were relegated to praying to the gods for salvation, and the gods responded by [[spoiler:[[TheGreatFlood flooding Hyrule]] to keep Ganon from taking over, drowning any who could not make it to the safety of the kingdom's mountaintops.]] Then, in the present day, the main hero of the game is very much an average boy, with no HeroicLineage to speak of, and only leaves his home island to rescue [[BigBrotherInstinct his sister when she is kidnapped]] at the beginning of the game. Even when he's recruited into opposing Ganondorf's plans to [[spoiler:get at the Triforce]] by the [[spoiler:King of Hyrule, disguised as a CoolBoat]], he's still very much TheUnchosenOne, stated to have no connection to the older heroes. He has to quest to prove himself worthy of being the Hero at all, but in the end manages to [[spoiler:[[KilledOffForReal permanently kill Ganondorf]]]], having risen to the challenge of his own accord, rather than [[BecauseDestinySaysSo Because Destiny Said So]].
** It's also a deconstruction of post-apocalyptic AfterTheEnd settings, especially those dealing with the fall of an ancient civilization. Only the [[FutureImperfect vaguest memories of the ancient kingdom]] [[spoiler:of Hyrule, as seen in ''Videogame/TheLegendOfZeldaOcarinaOfTime'',]] remain in the present day, and rather than the usual dreary and depressing CrapsackWorld of the post-apocalyptic genre, for the most part, the residents of the [[OceanPunk Great Sea]] live normal, if isolated lives, and are content with their world. The BigBad Ganondorf is a stubborn remnant of the ancient world, having tried and [[spoiler:failed to conquer Hyrule and obtain the Triforce in the past]], and in the present still schemes to return and claim the kingdom which is now [[spoiler:slumbering beneath the waves, devoid of any and all life.]] Ganondorf's inability to let go of the past and move on eventually gets him [[spoiler:ImpaledWithExtremePrejudice, TakenForGranite and KilledOffForReal, and at the end of the game he and the last [[NoPlaceForMeThere King of Hyrule remain underneath the sea]] as the old kingdom is swept away permanently. Meanwhile, the main hero [[HeroicMime Link]] and his companions [[PirateGirl Tetra]] and her {{Pirate}}s set sail to find an entirely new land, and start a kingdom anew.]] The ultimate message of the game is to keep looking forward, rather than dwelling on the past.
* ''Franchise/LifeIsStrange'': Both games are deconstructions of super hero stories, often hammered down by the fact that in the first game Max was compared to a hero by everyone. In both games, a young person gets supernatural powers (Max can rewind time, while Daniel has telekinesis), but as it turns out, being a hero is not easy. In the first game, Max tries to help her friends and solve a mystery in school, but that leads her through a lot of pain. In the second, Daniel getting powers causes a big accident that forces his brother, Sean, to take him off the grid to avoid the police.
* ''VideoGame/LittleInferno'' seems to be a deconstruction of games like ''VideoGame/FarmVille'' as you are, as one character puts it, burning your stuff which drops more money to buy more stuff and then the cycle just repeats itself. The dev team said in an interview the idea came from a "7 second loop of a flaming log. And [they] thought 'Man, that's like a super boring game that some awful company will totally make for the Wii or smartphones.'" Also there are constant parallels in game between the game and reality. The friend sending you letters brings up that you can't turn away from the Entertainment Fireplace, as though your character were addicted to it like a game, and she brings up how burning things is basically like burning time. They also mention how the fireplace is basically an escape from the cold harsh reality outside, among other things.
* ''VideoGame/MafiaII'' deconstructs WideOpenSandbox games such as ''VideoGame/GrandTheftAuto'' [[SurprisinglyRealisticOutcome
by showing the protagonist, Walker, as slowly slipping away from his sanity consequences of living the further gangster life]]. Among these include: [[PrisonEpisode prison time]] for stealing gas stamps in early mission, causing a MobWar to erupt thanks to going on a RoaringRampageOfRevenge, and [[CycleOfRevenge the game goes on. Walker continues to try to rationalize what he's doing by saying he intends to help whilst he's only making things much, much worse. He also says that he [[IDidWhatIHadToDo had no choice]] in a lot of situations where he very clearly did, including crossing the MoralEventHorizon by [[spoiler: [[KillItWithFire using white phosphorus to firebomb fellow American soldiers]], and unknowingly killing dozens of civilians]]. Walker is, at best, a NominalHero, though he's closer to a VillainProtagonist. On top of all this, [[DownerEnding none relatives of the possible endings are happy ones]], with Walker either dead or clinically insane.
** The game also [[WhatTheHellPlayer insults the player for continuing
enemies you've killed attempting to play it]], passive-aggressively telling the player "hey, why should you care? None of this is real, [[YouBastard so you can just kill everybody, right?]]" After seeing what Walker goes through as well as being mocked, many players [[TheFourthWallWillNotProtectYou will probably start to question what they're doing]].get revenge themselves]].



* ''VideoGame/FinalFantasyVII'' is a deconstruction of Eastern [=RPGs=]. [[SeinfeldIsUnfunny However, because this game introduced many people into [=RPGs=], it was lost on some people]].
* ''VideoGame/FarCry3'' attempts to do this for many tropes that are StrictlyFormula in WideOpenSandbox action games. Elements meant to invoke CatharsisFactor in sandbox titles including the EscapistCharacter protagonist, the requisite CrapsackWorld setting, and the use of RPGElements to mark your progression from ActionSurvivor to ActionHero, are taken to their logical conclusion here. The protagonist's transformation into a BloodKnight in an environment so uncannily tailored for him to do so is constantly discussed in the game, often to draw a disturbing parallel between his motivations and [[YouBastard the motivations of the player]].
** ''VideoGame/FarCry4'' takes the deconstruction of open worlds and action survivor protagonists even further. If you just behave like a normal human being and wait politely for a short time when asked, you can complete the "quest" to lay your mothers to ashes inside about 10 minutes without having to shoot a single person or endangered animal.

to:

* ''VideoGame/FinalFantasyVII'' is ''VideoGame/MegaManX'' can be seen as a deconstruction of Eastern [=RPGs=]. [[SeinfeldIsUnfunny However, because this game introduced ''VideoGame/MegaManClassic''. Like the Classic series, we have good robots and evil robots fighting each other. Unlike its predecessor though, the robots are fully sentient now. [[note]]Robots in the Classic series have personality but are not truly sentient as X is explicitly stated to be the first robot with true sentience.[[/note]] As a result, there is a major war going on between the Mavericks and Maverick Hunters with the stated goal of the Mavericks being to KillAllHumans; and many people into [=RPGs=], it was lost on some people]].
* ''VideoGame/FarCry3'' attempts to do this for
people, reploids and humans (who are mainly off-screen) alike, die. It's later revealed that many tropes that are StrictlyFormula in WideOpenSandbox action games. Elements meant to invoke CatharsisFactor in sandbox titles of the Mavericks, including the EscapistCharacter protagonist, BigBad, may not have been evil by choice as they were infected with a virus that drove them insane; muddying the requisite CrapsackWorld setting, and waters in terms of how right the use of RPGElements to mark your progression from ActionSurvivor to ActionHero, are taken to their logical conclusion here. The protagonist's transformation into a BloodKnight in an environment so uncannily tailored for him to do so Hunters' actions are. ''X4'' is constantly discussed in probably the game, often to draw a disturbing parallel between his motivations and [[YouBastard the motivations of the player]].
** ''VideoGame/FarCry4'' takes the
biggest deconstruction of open worlds the series. The war between the Maverick Hunters and the Repliforce happened not because of the virus, but because the Repliforce were mistakenly labeled as Mavericks by the Hunters and rebelled out of pride- the whole conflict could have been avoided had both sides simply been willing to talk it out. Zero, one of the main heroes, [[spoiler: is not only revealed to have been created by Wily, the BigBad of the previous series, but is also revealed to have been the original source of the Maverick Virus and the cause of Sigma's StartOfDarkness; making Zero's existance responsible for the entire Maverick Wars.]] Finally, the game implies that reploids are not on an equal standing to humans despite being sentient beings and that reploids that don't obey humans are deemed Maverick (viral or not) and eliminated, a troubling implication that will be horrifically realized in the following series- further implying that Sigma may have had a point all along. [[note]]Though it's important to note that Sigma's goal is reploid ''supremacy'', not equality; and his actions throughout the X series are largely responsible for creating the atmosphere of distrust towards reploids that will result in the oppression they face in the Zero series, making this more of a SelfFulfillingProphecy.[[/note]]
** Then the ''VideoGame/MegaManZero'' series comes along and deconstructs the ''X ''series. None of the fighting in the ''X'' series lead to peace, as we still have reploids that protect humanity fighting against "Maverick" reploids. Only this time though, the reploids fighting for humanity are the ''antagonists'' while the "Maverick" repolids aren't dangerous psychopaths trying to overthrow humanity, but harmless civilian reploids that formed a resistance after being falsely branded as Mavericks and targeted for execution. Not only were X and Zero's efforts throughout the Maverick Wars all for nothing, this situation came about as a direct consequence of the Maverick Wars: Though the Maverick Virus was eventually destroyed, by the time the Maverick Wars ended the planet had been thoroughly devastated; resulting in humans [[FantasticRacism developing a deep distrust of reploids]]. [[note]]Ironically, it was a rogue human scientist that instigated the final and most destructive conflict of the Maverick Wars; in part because he wanted the reploids to be punished for all the devastation their wars caused.[[/note]] This leaves the reploids in a position to be exploited as a scapegoat when an energy crisis breaks out: The government ''deliberately'' misuses the Maverick label to brand harmless reploids as Mavericks then [[DeadlyEuphemism "retires"]] them in what amounts to a ''mass genocide''. Even when true peace is finally achieved, [[VideoGame/MegaManZX it takes another 200 years for the world to fully recover and new laws have to be passed making humans and repolids indistinguishable so they can coexist as equals.]]
** The fact that Zero is the cause of [[spoiler:both the Maverick and Elf Wars]] can be seen as a deconstruction of JokerImmunity and ThouShallNotKill. If Dr. Wily was executed when he was arrested in ''VideoGame/MegaMan6'', Zero would never exist and so ''much'' death and destruction could've been avoided. But he wasn't, and some of his leftover projects came back and screwed things up for everybody. This goes for Dr. Weil in the Zero series as well. Had Weil been executed instead of banished after the Elf Wars, he wouldn't have been able to return as a threat later in the series, a threat that [[spoiler:Zero eventually had to sacrifice himself to stop.]]
** Likewise, X's fate shows what happens when said hero finally decides to quit ([[VideoGame/MegaManX7 for good this time]]). X realized his compassion had been worn away by the years of endless fighting and abandoned his position as the leader of post-apocalypse Earth to become the living seal for the {{Macguffin}} that had destroyed most the world. Unfortunately, his disappearance necessitated the creation of a Copy X that lacked the original's 100-year morality testing, resulting in this Copy X becoming a genocidal dictator that strives to protect humanity by exterminating innocent reploids (and the original plan was for ''X himself'' [[FaceHeelTurn to become this genocidal dictator]]). X may have needed to quit to preserve his sanity, but because he was such an important figure, his departure wound up having dire consequences.
* For one of Gamespot's April Fool's Day jokes, they have announced that Capcom has recently announced a new game called ''VideoGame/MegaMan Deconstructed''. See 7:43 of [[http://www.gamespot.com/shows/today-on-the-spot/?event=today_on_the_spot20100401 this video]].
* ''VideoGame/MetalGear'':
** While the first two games played everything relatively straight, the ''VideoGame/MetalGearSolid'' sub-series is intended as a deconstruction of
action survivor protagonists movies (and, to a lesser extent, video games), twisting tropes common to them around in extremely horrible ways to establish how damaged everything and everyone would have to be for an action movie scenario to work in the real world. By the second game it's way out into the nastiest parts of the DeconstructorFleet territory, shamelessly attacking fandom, the video game industry, the expectations of fans and even further. If its own prequel and characters. Some would argue it goes a bit too far, to the point where it feels very painful to play a game which clearly hates you so much.
** The setup of the first ''VideoGame/MetalGearSolid'' is simple; a terrorist attack on a government nuclear warhead disposal facility occurs and a legendary mercenary is brought back to stop it. However, all the characters are unbelievably screwed up, ''precisely by the character traits that they'd plausibly need in order to do what they do'', and the plot gets very complicated very quickly.
** ''VideoGame/MetalGearSolid2SonsOfLiberty'' deconstructed the way people related to the first game. So, [[IJustWantToBeBadass you want to be
just behave like Solid Snake, huh?]] You get to play as a normal human [[ThisLoserIsYou player proxy character]] that, like Snake, is an emotionally crippled badass with buckets of blood on his hands and [[BloodKnight a killer instinct]]. Unfortunately, your girlfriend [[NeverLiveItDown is deep-down scared of you and calls you in the middle of your mission to discuss your lack of emotional warmth]], the only way you could've acquired these oh-so-badass skills is TrainingFromHell that you have repressed the memory of, and indeed your desire to be just like Snake is going to be granted [[spoiler: via a mind-control experiment that the entire game's sequence of events is]].
** ''VideoGame/MetalGearSolid3SnakeEater'' deconstructed {{spy|Fiction}} films such as ''Film/JamesBond'' and (to a lesser extent) action films like ''Franchise/{{Rambo}}''. Most of the usual tropes are there -- beautiful BondGirl [[spoiler:[[DoubleAgent who is actually a spy for the enemy]]]], the FakeDefector, the Soviet scientist defecting to the U.S. and so on. Most are unexpected plot twists, all are horribly tragic, and all combine to make the protagonist into the biggest villain in the series.
** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' raises the question of what exactly happens to {{action hero}}es after the action movie ends. The choices that are presented are dying in a blaze of glory, suicide, or falling into obscurity. [=MGS4=] also explores the concept of the OldSoldier: Snake's willingness to fight in spite of his advanced physical age isn't solely depicted as
being admirable but also as being foolish and wait politely suicidal, people who idolized Snake back in the day patronize him and treat him as a burden, and in general Snake's age is the subject of cruel jokes. In fact, Snake's lifebar is changed to ''Old Snake'' to emphasize this.
** ''VideoGame/MetalGearSolidVThePhantomPain'' explores the revenge story, with all the major characters wanting revenge against someone in some way or form. However, it also explores the lengths that some are willing to go
for a short time when asked, you can complete it, like the "quest" antagonist wanting to lay your mothers [[spoiler: wipe out ''language'' for revenge against Zero and those who subjugate others through language]]. The ending also critiques revenge by [[spoiler: showing the effects of trying to ashes inside about 10 minutes without having get revenge on behalf of someone else]] - in this case, [[spoiler: Venom Snake willing to shoot a single person or endangered animal.do horrific things for Big Boss]]. [[DownerEnding It really doesn't end well for the former]]. It also subtly deconstructs tropes in modern military shooters, although not nearly as much as [[VideoGame/SpecOpsTheLine other]] [[VideoGame/ModernWarfare games]].



* [[ArtisticLicense Though not without its usage of artistic license]], ''VideoGame/AssassinsCreedIVBlackFlag'' deconstructs the common pop culture portrayals of the UsefulNotes/TheGoldenAgeOfPiracy:
** Rather than fearsome criminals, pirates are mainly ex-sailors and soldiers who turn to piracy because of poor pay, little chance of meritorious ranking and terrible treatment and poor conditions in the navies of the major nations. They are neither evil nor are they The PiratesWhoDontDoAnything. Rather, they practice a form of democracy reminiscent of Union politics and the Republic of Pirates was technically the first attempt at democracy in the New World. However, because the main form of income is high seas robbery, the economy in the region falters as a result of their actions, leaving them to struggle for basic living supplies like medicine. Most pirates live in wretched slum conditions in Nassau.
** Rather than a fearsome pirate of legend, UsefulNotes/{{Blackbeard}} is simply a desperate sailor who in his own words barely survived four decades and is trying to survive the next one. He also rarely kills people, relying on theatrical effects. Most pirates, with the exception of Charles Vane, rely more on reputation and LargeHam displays to get across the message than actual violence.
** Furthermore, the game places pirates in a larger context of colonialism. The African slave trade is a far more profitable endeavor than piracy, and yet at the time this game is set, slavery is still legal while piracy is persecuted by the same governments who enable these laws and profit from this cruelty.
** The game satirizes how history becomes pop culture fodder with Abstergo Entertainment ComicallyMissingThePoint about the memories of the ancestors they seek to exploit. They are more interested in making ''Franchise/PiratesOfTheCaribbean'' knock-offs than telling true stories.
** The game also deconstructs some of the classic pirate character archetypes popularized by Creator/RobertLouisStevenson's ''Literature/TreasureIsland'' and Creator/ErrolFlynn swashbuckler movies, showing that a reckless LovableRogue WildCard pirate who plays both sides, a la Jack Sparrow, would end up alienating and compromising the people around him, making him TheFriendNobodyLikes at best, and TheMillstone at worst. Furthermore, TheMutiny, which is treated as a great crime in nautical stories, is merely shown as democracy in action in the game, since if the sailors no longer trust their captain to give them good work and keep them from needless danger, they have every right to depose said captain and choose another. By the way, you're playing that guy for most of the game, until some CharacterDevelopment. And even after Edward Kenway retires from piracy [[spoiler:he is murdered and betrayed by Reginald Birch while his daughter Caroline is sold into slavery as a concubine of the UsefulNotes/OttomanEmpire as depicted in the follow-up novel ''[[Literature/AssassinsCreedForsaken Forsaken]]'']].
* ''VisualNovel/KatawaShoujo'' deconstructs eroge Visual Novels, and quite a few romance tropes at the same time. In particular it deconstructs many 'girlfriend' archtypes found in this genre:
** Lilly the ProperLady. [[spoiler:Nobody ever questions her decisions, so when she is forced into something she really doesn't want to do (ie emigrate, leaving everything she knows behind), no one is willing to call her out on it.]]
** Hanako, the ShrinkingViolet, [[spoiler: genuinely hates being mollycoddled by Lilly and Hisao, and completely blows her top if pushed too far. She wants to expand her horizons and leave the trope behind.]]
** Rin, the CloudCuckooLander, [[spoiler: cannot make herself understood, and is genuinely frustrating to talk to as a consequence, leading to her generally being alone, as well as teetering pretty close to the Self Destruct button.]]
** Emi, the PluckyGirl, [[spoiler: cannot move on from the crash that killed her dad, though she can handle losing her legs just fine. As a result she keeps everyone at a distance. It can be argued her athletics obsessions is just a coping mechanism.]]
** Shizune, the SpiritedCompetitor, [[spoiler: is overbearing and often quite a pain to be with. She has no friends besides Misha as a result. She herself realises this, but can do little about it.]]
* ''VideoGame/TeamFortress2'' acts as a more lighthearted and comedic deconstruction of the team-based shooter genre. Why would a group of people spend every waking hour murdering each other? Because they're all variously sadistic, psychopathic, or too insane to have any sort of moral compass. The Medic, for instance, does heal his teammates, but views this as an unintentional side effect of inflicting pain, and the Pyro is so psychotic he doesn't even realize he's burning people, as he's too absorbed in his fantasy world of candy and cherubs. This is all PlayedForLaughs, but it's the recognition of these tropes that lends the game its comedic quality.

to:

* [[ArtisticLicense Though not without its usage of artistic license]], ''VideoGame/AssassinsCreedIVBlackFlag'' deconstructs the common pop culture portrayals The ''VideoGame/{{MOTHER}}'' trilogy, especially ''VideoGame/MOTHER3'' acts as a deconstruction of the UsefulNotes/TheGoldenAgeOfPiracy:
EasternRPG genre.
** Rather than fearsome criminals, pirates are mainly ex-sailors and soldiers who turn to piracy because of poor pay, little chance of meritorious ranking and terrible treatment and poor conditions in the navies of the major nations. They are neither evil nor are Mainly, it is Itoi's meditation on what games are, why they The PiratesWhoDontDoAnything. Rather, they practice a form of democracy reminiscent of Union politics are fun, and the Republic logistics of Pirates was technically applying JRPG logic to the real world. For example: Who designs dungeons? And why do people instinctively know to loot them? Admittedly, the series' mythos got a little deeper with each game, though critique and analysis of the JRPG genre and heavy amounts of {{Surprisingly Realistic Outcome}}s are still in full effect.
** Several common genre tropes are deconstructed, often in a light-hearted way but not always. For example, the "heroes going up against a massively powerful FinalBoss" -- in
the first attempt at democracy two games, [[spoiler:the characters [[YouCannotGraspTheTrueForm Cannot Grasp The True Form]] [[TropeNamer of Giygas' attack]], to the point that in the New World. However, because the main form of income is high seas robbery, the economy in the region falters as a result of their actions, leaving them to struggle for basic living supplies like medicine. Most pirates live in wretched slum conditions in Nassau.
** Rather than a fearsome pirate of legend, UsefulNotes/{{Blackbeard}} is simply a desperate sailor who in his own words barely survived four decades and is trying to survive the next one. He also rarely kills people, relying on theatrical effects. Most pirates, with the exception of Charles Vane, rely more on reputation and LargeHam displays to get across the message than actual violence.
** Furthermore, the game places pirates in a larger context of colonialism. The African slave trade is a far more profitable endeavor than piracy, and yet at the time this game is set, slavery is still legal while piracy is persecuted by the same governments who enable these laws and profit from this cruelty.
** The game satirizes how history becomes pop culture fodder with Abstergo Entertainment ComicallyMissingThePoint about the memories of the ancestors they seek to exploit. They are more interested in making ''Franchise/PiratesOfTheCaribbean'' knock-offs than telling true stories.
** The game also deconstructs some of the classic pirate character archetypes popularized by Creator/RobertLouisStevenson's ''Literature/TreasureIsland'' and Creator/ErrolFlynn swashbuckler movies, showing that a reckless LovableRogue WildCard pirate who plays both sides, a la Jack Sparrow, would end up alienating and compromising the people around him, making him TheFriendNobodyLikes at best, and TheMillstone at worst. Furthermore, TheMutiny, which is treated as a great crime in nautical stories, is merely shown as democracy in action in the
second game, since if ''[[ExploitingTheFourthWall the sailors no longer trust their captain player]]'' has to give them good work and keep them from needless danger, they be called in to defeat it. While a large amount of [=RPGs=] do have every right to depose said captain and choose another. By powerful beings for final bosses, the way, you're playing that guy for most of the game, until some CharacterDevelopment. And even after Edward Kenway retires from piracy [[spoiler:he is murdered and betrayed by Reginald Birch while his daughter Caroline is sold into slavery as a concubine of the UsefulNotes/OttomanEmpire as depicted second game in the follow-up novel ''[[Literature/AssassinsCreedForsaken Forsaken]]'']].
* ''VisualNovel/KatawaShoujo'' deconstructs eroge Visual Novels, and quite a few romance tropes at the same time. In
particular frames it deconstructs many 'girlfriend' archtypes found in this genre:
** Lilly
like the ProperLady. [[spoiler:Nobody ever questions her decisions, so when she is forced into something she really doesn't want to do (ie emigrate, leaving everything she knows behind), no one is willing to call her out on it.]]
** Hanako, the ShrinkingViolet, [[spoiler: genuinely hates being mollycoddled by Lilly and Hisao, and completely blows her top if pushed too far. She wants to expand her horizons and leave the trope behind.
CosmicHorrorStory it would be.]]
** Rin, In the CloudCuckooLander, [[spoiler: cannot make herself understood, third game, the antagonists (human this time) are so powerful that the game would have a DownerEnding if it didn't have a GainaxEnding. It also deconstructs the protagonists from the first two games and is genuinely frustrating to talk to as a consequence, leading to her generally being alone, as well as teetering pretty close to the Self Destruct button."player vs. playable character" relationship, the former by having a depressed hero weighed down and crushed by the events of the game, instead of the unfazed and cheerful Ninten and Ness, and the latter by [[spoiler:making TheDragon a soulless puppet for the chief antagonist wrapped in knight imagery typical of [=JRPGs=]. When he finally breaks free of his control and regains the ability to think for himself, he commits suicide thanks in part to how crushing his situation was.]]
** Emi, * ''VideoGame/{{NieR}}'' and ''VideoGame/NierAutomata'', the PluckyGirl, [[spoiler: cannot move on successors to ''Drakengard'', also deconstructs the ActionRPG genre and many tropes surrounding fantasy RPG[=s=]: from WhatMeasureIsAMook to ProtagonistCenteredMorality, everything players may take for granted is placed under a microscope and dissected.
* ''VideoGame/NoMoreHeroes'' is a deconstruction of
the crash PowerFantasy. The borderline VillainProtagonist is a psychopath who treats real life like a video game, and this might work out for him when he's killing other like-minded individuals, but in-between the intense fights he has to earn enough money to enter the next fight by doing menial jobs. In the action stages he's powerful, but in his day-to-day life he's just an otaku creep - [[ThisLoserIsYou exactly the kind of person who would be playing the game]]. Even his motivation for killing is initially just money to buy videogames and a half-promise of sex, and his enemies commonly have much more sympathetic backstories than he does - and when he gets attached to them, he has to live with the fact that because of the structure of the game, they must die anyway. WideOpenSandbox gets some jabs too, with a open-world city in which there's barely anything to do because no matter how much freedom he has, Travis can't really affect anything in his life.
* ''VideoGame/NoMoreHeroes2DesperateStruggle'' relatively light on this due to not having as much input from Suda, but it's still there. Several characters in it [[MisaimedFandom were inspired by Travis' actions in the first game and idolize him]], and the main villain is getting revenge for what [[AscendedExtra seemed like minor throwaway side missions in the first game]] [[HarsherInHindsight in which Travis
killed CEOs of a random corporation]]. This time, Travis experiences CharacterDevelopment as he's three years older than he was in the original, and while he doesn't exactly become a good guy, he does express disgust at it all and only reluctantly returns to the assassin job.
* ''VideoGame/NoMoreHeroesIII'': Interestingly, while the game still deconstructs many tropes, genre-wise it's more of a reconstruction as it pays homage to all the things Suda likes. The game's WideOpenSandbox, while still far from perfect, has more meaningful content than in the first game; Travis, having outgrown his insecurities and immaturity, is a more likable AntiHero; and the series' HackAndSlash genre, despite its ups and downs, is preferred by Travis over the clumsier turn-based RPG gameplay (as proven in the boss battle against Sonic Juice).
* ''VideoGame/PhantomBrave'' viciously deconstructs AllOfTheOtherReindeer. Marona's Chartreuse Gale is, for all intents and purposes, necromancy, and as such it is widely regarded as a [[BadPowersGoodPeople dark, unholy power]], with people reacting accordingly to her. This isn't simply general disdain or mocking of
her dad, though but real, genuine fear and hatred. Hell, listen to that woman who scolds her son for wanting to be friends with Marona in the opening chapter- you can literally feel the pure, unbridled barely contained rage she has at the mere ''mention'' of her name.
* ''VideoGame/PlanescapeTorment'' is a deconstruction of {{Role Playing Game}}s. Characters in the gameworld comment on how adventurers are unwelcome in Sigil and how bad the main character looks and smells. It features a dungeon that deconstructs and ridicules the concept of dungeon hacking, the side-quests are... unusual to say the least. (Tired of these "Romeo and Juliet" quests that have you uniting annoying lovers? ''Planescape: Torment'' has a quest where you have to ''destroy'' a relationship.) ProtagonistWithoutAPast is subverted because [=NPCs=] remember your character while you don't (because he has ''[[spoiler: several past lives' worth of]]'' amnesia). Experience is gained by remembering and regaining skills you already had, but forgot. The main quest is mainly about people ''you'' gave quests in the past, rats are powerful enemies, there are none of the typical ''D&D'' races, and an [[LightIsNotGood ANGEL is one of the antagonists!]] Oh, and there are only two swords in the whole game. (Your character
can handle losing her legs only use one.)
** It also scoffs at the prevalence of how lowering one's KarmaMeter in {{Western RPG}}s
just fine. As a result she keeps tends to revolve around StupidEvil actions. In this game, wantonly killing everyone at a distance. It can be argued her athletics obsessions is in sight will just a coping mechanism.invoke the wrath of [[NamesToRunAwayFromReallyFast the Lady of Pain]] (which you ''[[HeroKiller absolutely do not want]]''.) You want to be evil? Be prepared to commit some actual, non-juvenile, cringe-worthy acts of cruelty and psychological torture, often against your own party members, and then [[YouBastard be prepared to feel bad about it afterwards.]]
** Shizune, * ''VideoGame/PokemonBlackAndWhite'' deconstructs not just many of the SpiritedCompetitor, [[spoiler: is overbearing implications of a CrapsaccharineWorld in the series that are hinted at through the Pokédex entries, but also decontructs the idea that everyone in the world of Pokémon thinks that it's a good idea to send kids and often quite a pain teenagers out into the wild to capture Pokémon, with Bianca's father feeling immensly concerned for her. Another part of it is the idea that no one bats an eyelash at Pokémon battles or no one thinks it's too violent with Team Plasma and N. Speaking of Team Plasma, the games also [[TakeThat viciously]] deconstruct the concept of MoralGuardians and the validity of their intentions, as that is what they essentially are.
* If ''Metal Gear Solid'' and later games in the series dealt with action and spy movies, then ''VisualNovel/{{Policenauts}}'' tackled fiction that involved space travel and space colonization such as ''Franchise/{{Gundam}}''. It is shown, said, or suggested in the game that there are issues with overcrowding, assorted denizens are on medications that are of dubious legality, said denizens need
to be with. She has no friends besides Misha careful when it comes to their calcium intake, and that humans born and raised on Beyond Coast are taught to act differently from earth born humans to the point there are accents for both of them. And there's even more than all of that, such as how living in a result. She herself realises this, but can do little about it.space colony affects sex working. Ultimately, the BigBad basically says in the MotiveRant that humanity in the universe of ''Policenauts'' was not ready to leave Earth, especially seeing as how the Earth's problems still hadn't been properly dealt with, and the player might very well agree with that. As an article on Website/HardcoreGaming101 [[http://www.hardcoregaming101.net/policenauts/policenauts.htm puts it]]:
-->"Of course, just as ''Metal Gear Solid'' was screaming "[[NuclearWeaponsTaboo NUKES ARE BAD]]" at the top of its lungs, the prevailing theme in ''Policenauts'' is "[[{{Anvilicious}} SPACE IS BAD]]", which is pounded into your head on several occasions."
* ''VideoGame/{{Portal}}'' starts with a fairly common [[ExcusePlot paper-thin puzzle game plot]] -- make it through all nineteen Test Chambers of [[DeathCourse the Enrichment Center]], and ThereWillBeCake. However, as the danger level climbs, the explanations you're given for why you're facing such dangers go from slightly unusual to downright insane -- then stop altogether. The entire set looks like you're a subject in a deranged Skinner Box experiment. And you start seeing evidence that previous test subjects have suffered nervous breakdowns, been driven to madness, or tried to break out of the test chambers. And then comes TheReveal at the end of Test Chamber 19. You've got an ExcusePlot played for horror. And [[PlayedForLaughs for]] [[BlackComedy laughs.
]]
* ''VideoGame/TeamFortress2'' acts as a more lighthearted and comedic deconstruction of the team-based shooter genre. Why would a group of people spend every waking hour murdering each other? Because they're all variously sadistic, psychopathic, or too insane to have any sort of moral compass. The Medic, for instance, does heal his teammates, but views this as an unintentional side effect of inflicting pain, and the Pyro is so psychotic he doesn't even realize he's burning people, as he's too absorbed in his fantasy world of candy and cherubs. This is all PlayedForLaughs, but it's the recognition of these tropes ** Worth noting that lends it takes place in the game its comedic quality.same universe as the aforementioned ''Half-Life''.



* ''VideoGame/EternalDarkness'' is a highly effective deconstruction of the SurvivalHorror genre in the way that it goes about BreakingTheFourthWall. The story is fairly standard for most horror titles: stop a centuries old EldritchAbomination from completely destroying the world and wiping out humanity while also facing off against its demonic undead minions. The game, however, takes this a step further by actually demonstrating just how damaging the constant confrontations with nightmarish creatures would be on the protagonist's psyche. The game gives each playable character a sanity meter, which decreases every time they encounter a horror. If the meter is drained, then both the character and the player would be subjected to a serious MindScrew. Examples include blood dripping from the walls, statue busts coming to life and watching you, and even the console itself pretending to break down, lower the television's volume, switch it off etc. By the end, the players themselves won't even be quite sure what's real.
* ''VideoGame/CityShroudedInShadow'' by Creator/BandaiNamcoEntertainment and Granzella, is a action/survival game of a citizen trying to survive a {{Kaiju}} attack on the city. Where as in [[Franchise/UltraSeries Ultraman]] we root for the hero to beat the monster, here the game deconstructs the common genre tropes and plays them for drama as you try to not get caught in the crossfire and be accidentally killed by both him and the monster.
* ''VideoGame/DarkestDungeon'' serves as a Genre Deconstruction of the dungeon crawler. Skulking through a dungeon while knowing this could be your last day on Earth would drive anybody to madness, and doing badly in combat, seeing others die, or experiencing horrifying events would definitely speed up the process. Obviously the only people who would ever risk death or insanity in this place of madness and morbidity would have a huge host of personal problems.
** The Abomination frequently alludes to the fact that his beast form [[TheKillerInMe has a mind of its own.]]
** The Arbalest watched her own family get killed as a child.
** The Antiquarian murdered her own master during a ritual involving a human sacrifice.
** The Crusader is a zealot broken by the church to be a skilled soldier that after his successful crusade he chose to abandoned his family even after he was allowed to return
** The Hellion is TheBerserker and a BloodKnight.
** The Highwayman is [[ItsAllMyFault haunted by guilt over the murder he committed]].
** The Jester is LaughingMad.
** The Leper has leprosy and is implied to spend his entire life in constant pain.
** The Man-At-Arms is a ShellShockedVeteran.
** The Occultist occasionally yells phrases in an eldritch language and is implied to channel the energies of {{Eldritch Abomination}}s.
** The Plague Doctor seemingly goes on these missions to conduct research on the effect of various toxins and plagues on the various monsters that populate the estate and was rightfully expelled for experimenting on her teacher
** The Vestal is a healer tasked with healing others through the power of light yet denied genuine love from even her own church.
* ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]]'' is a massive GenreDeconstruction of post-apocalyptic shooters. The protagonist isn't interested in saving the remains of the world, but only finding and killing "Strelok" [[spoiler: aka, [[TomatoInTheMirror himself]]]]. The world isn't a fantastic ''Fallout''-esque wasteland filled with weird and wacky stories but a frighteningly realistic decaying urban zone - in this case, the real life Chernobyl exclusion zone. Barely anybody is willing to help you in this world, most people will shoot you on sight and you can't survive much here. Combat with humans is as intense, realistic, and often terrifying as it would be in real life. The less said about the mutants, the better. Oh, and [[EverythingTryingToKillYou this world wants you dead]]. ''[[NintendoHard Very]]'' dead. In fact, [[spoiler: [[GeniusLoci it's revealed that the Zone]] [[CosmicHorrorStory wants everyone dead]] thanks to the [[AndManGrewProud hubris]] of its SovietSuperscience creators, and created the post-apocalyptic setting on purpose specifically to kill the inhabitants]]. And [[spoiler: everything the protagonist(s) do simply end up making things worse]].
* ''VideoGame/{{Drakengard}}'' is a GenreDeconstruction of {{Action RPG}}s reminiscent of ''[[Anime/NeonGenesisEvangelion Evangelion]]''. TheHero, deconstructing LevelGrinding and WhatMeasureIsAMook, is an AxeCrazy psychopath who kills anything that gets in his way. His dragon partner, deconstructing [[ABoyAndHisX A Boy and His Dragon]], is a proud immortal who views humans as being little better than dirt. His sister, the local DamselInDistress, is completely useless, but is [[BarrierMaiden the only thing]] holding an army of {{Eldritch Abomination}}s from [[TheEndOfTheWorldAsWeKnowIt destroying the world]].
* ''VideoGame/{{NieR}}'' and ''VideoGame/NierAutomata'', the successors to ''Drakengard'', also deconstructs the ActionRPG genre and many tropes surrounding fantasy RPG[=s=]: from WhatMeasureIsAMook to ProtagonistCenteredMorality, everything players may take for granted is placed under a microscope and dissected.
* ''VideoGame/TheLegendOfZeldaTheWindWaker'' is a deconstruction of TheChosenOne narrative, and in a meta sense, the classic ''Zelda'' formula that the previous games in the series ran on. As seen in the OpeningNarration, the [[VideoGame/TheLegendOfZeldaOcarinaOfTime Hero of Time]], who was an explicit ChosenOne, became a MessianicArchetype to the people of the ancient kingdom [[spoiler:of Hyrule]] after he saved them from the great evil, the BigBad Ganondorf. The people then counted on the same hero [[SecondComing spontaneously appearing to save them generations later]], when the evil returned... and he ''didn't.'' The people of the kingdom, unable to defend themselves, were relegated to praying to the gods for salvation, and the gods responded by [[spoiler:[[TheGreatFlood flooding Hyrule]] to keep Ganon from taking over, drowning any who could not make it to the safety of the kingdom's mountaintops.]] Then, in the present day, the main hero of the game is very much an average boy, with no HeroicLineage to speak of, and only leaves his home island to rescue [[BigBrotherInstinct his sister when she is kidnapped]] at the beginning of the game. Even when he's recruited into opposing Ganondorf's plans to [[spoiler:get at the Triforce]] by the [[spoiler:King of Hyrule, disguised as a CoolBoat]], he's still very much TheUnchosenOne, stated to have no connection to the older heroes. He has to quest to prove himself worthy of being the Hero at all, but in the end manages to [[spoiler:[[KilledOffForReal permanently kill Ganondorf]]]], having risen to the challenge of his own accord, rather than [[BecauseDestinySaysSo Because Destiny Said So]].
** It's also a deconstruction of post-apocalyptic AfterTheEnd settings, especially those dealing with the fall of an ancient civilization. Only the [[FutureImperfect vaguest memories of the ancient kingdom]] [[spoiler:of Hyrule, as seen in ''Videogame/TheLegendOfZeldaOcarinaOfTime'',]] remain in the present day, and rather than the usual dreary and depressing CrapsackWorld of the post-apocalyptic genre, for the most part, the residents of the [[OceanPunk Great Sea]] live normal, if isolated lives, and are content with their world. The BigBad Ganondorf is a stubborn remnant of the ancient world, having tried and [[spoiler:failed to conquer Hyrule and obtain the Triforce in the past]], and in the present still schemes to return and claim the kingdom which is now [[spoiler:slumbering beneath the waves, devoid of any and all life.]] Ganondorf's inability to let go of the past and move on eventually gets him [[spoiler:ImpaledWithExtremePrejudice, TakenForGranite and KilledOffForReal, and at the end of the game he and the last [[NoPlaceForMeThere King of Hyrule remain underneath the sea]] as the old kingdom is swept away permanently. Meanwhile, the main hero [[HeroicMime Link]] and his companions [[PirateGirl Tetra]] and her {{Pirate}}s set sail to find an entirely new land, and start a kingdom anew.]] The ultimate message of the game is to keep looking forward, rather than dwelling on the past.

to:

* ''VideoGame/EternalDarkness'' The ''Franchise/ShinMegamiTensei'' franchise often plays around with tropes and expectations, but one of the main thrusts of the ''VideoGame/DevilSurvivor'' title is a highly effective an ''unrelentingly vicious'' deconstruction of the SurvivalHorror genre "{{Mons}}" games in the way that it goes about BreakingTheFourthWall. The story is fairly standard for most horror titles: stop a centuries old EldritchAbomination from completely destroying vein of ''Pokémon''. During the world and wiping out humanity while also facing off against its demonic undead minions. The course of the game, however, takes this a step further by actually demonstrating just how damaging the constant confrontations with nightmarish creatures would be on the protagonist's psyche. The game gives each playable character a sanity meter, many people obtain small handheld devices that allow them to summon various kinds of demons which decreases every time they encounter a horror. If essentially work like the meter is drained, then both the character and the player would be subjected Mons do in other games. Needless to a serious MindScrew. Examples include blood dripping from the walls, statue busts coming to life and watching you, and even the console itself pretending to break down, lower the television's volume, switch say, it off etc. By the end, the players themselves won't even be quite sure what's real.
* ''VideoGame/CityShroudedInShadow'' by Creator/BandaiNamcoEntertainment and Granzella, is a action/survival game of a citizen trying to survive a {{Kaiju}} attack on the city. Where as in [[Franchise/UltraSeries Ultraman]] we root for the hero to beat the monster, here the game deconstructs the common genre tropes and plays
doesn't take very long before many start using them for drama as you try to not get caught in power, or "justice", or the crossfire like, resulting in chaos and be accidentally killed by both him death on the streets of a locked-down Tokyo.
** One event in particular even plays out just like a Pokémon fight -- the two combatants face each other, their Mons in between them, verbal orders
and all... and then one Mon is beaten, and its "Demon Tamer" is ''graphically murdered'' by the monster.
* ''VideoGame/DarkestDungeon'' serves as a Genre Deconstruction
other's demon, by order of that very tamer. [[NightmareFuel Yes, kids, this is how most of the dungeon crawler. Skulking through a dungeon while knowing this could be your last day on Earth would drive anybody to madness, and doing badly situations Ash finds himself in combat, seeing others die, or experiencing horrifying events would definitely speed up the process. Obviously the only people who would ever risk death or insanity in this place of madness and morbidity would have a huge host of personal problems.
** The Abomination frequently alludes to the fact that his beast form [[TheKillerInMe has a mind of its own.
would]] ''[[NightmareFuel really]]'' [[NightmareFuel end.]]
* ''VideoGame/SpecOpsTheLine'' deconstructs the modern military first-person shooter by showing the protagonist, Walker, as slowly slipping away from his sanity the further the game goes on. Walker continues to try to rationalize what he's doing by saying he intends to help whilst he's only making things much, much worse. He also says that he [[IDidWhatIHadToDo had no choice]] in a lot of situations where he very clearly did, including crossing the MoralEventHorizon by [[spoiler: [[KillItWithFire using white phosphorus to firebomb fellow American soldiers]], and unknowingly killing dozens of civilians]]. Walker is, at best, a NominalHero, though he's closer to a VillainProtagonist. On top of all this, [[DownerEnding none of the possible endings are happy ones]], with Walker either dead or clinically insane.
** The Arbalest watched her own family get killed as a child.
** The Antiquarian murdered her own master during a ritual involving a human sacrifice.
** The Crusader is a zealot broken by
game also [[WhatTheHellPlayer insults the church player for continuing to be a skilled soldier that after his successful crusade he chose to abandoned his family even after he was allowed to return
** The Hellion is TheBerserker and a BloodKnight.
** The Highwayman is [[ItsAllMyFault haunted by guilt over
play it]], passive-aggressively telling the murder he committed]].
** The Jester
player "hey, why should you care? None of this is LaughingMad.
** The Leper has leprosy and is implied to spend his entire life in constant pain.
** The Man-At-Arms is a ShellShockedVeteran.
** The Occultist occasionally yells phrases in an eldritch language and is implied to channel the energies of {{Eldritch Abomination}}s.
** The Plague Doctor seemingly
real, [[YouBastard so you can just kill everybody, right?]]" After seeing what Walker goes on these missions to conduct research on the effect of various toxins and plagues on the various monsters that populate the estate and was rightfully expelled for experimenting on her teacher
** The Vestal is a healer tasked with healing others
through the power of light yet denied genuine love from even her own church.
as well as being mocked, many players [[TheFourthWallWillNotProtectYou will probably start to question what they're doing]].
* ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]]'' ''VideoGame/{{STALKER}}'' is a massive GenreDeconstruction of post-apocalyptic shooters. The protagonist isn't interested in saving the remains of the world, but only finding and killing "Strelok" [[spoiler: aka, [[TomatoInTheMirror himself]]]]. The world isn't a fantastic ''Fallout''-esque wasteland filled with weird and wacky stories but a frighteningly realistic decaying urban zone - in this case, the real life Chernobyl exclusion zone. Barely anybody is willing to help you in this world, most people will shoot you on sight and you can't survive much here. Combat with humans is as intense, realistic, and often terrifying as it would be in real life. The less said about the mutants, the better. Oh, and [[EverythingTryingToKillYou this world wants you dead]]. ''[[NintendoHard Very]]'' dead. In fact, [[spoiler: [[GeniusLoci it's revealed that the Zone]] [[CosmicHorrorStory wants everyone dead]] thanks to the [[AndManGrewProud hubris]] of its SovietSuperscience creators, and created the post-apocalyptic setting on purpose specifically to kill the inhabitants]]. And [[spoiler: everything the protagonist(s) do simply end up making things worse]].
* ''VideoGame/{{Drakengard}}'' ''Franchise/StarWars: VideoGame/KnightsOfTheOldRepublicIITheSithLords'' has all of the standard RPG conventions; you recruit party members who follow you forevermore, an Obi-Wan equivalent who explains everything, and you gain XP, levels and new abilities through combat. [[spoiler: And then several important characters ''call you out on all of this,'' saying, "Have you ever stopped to ''think'' about how you get stronger by killing everything? Don't you ''wonder'' why these people follow you without question? Has it ''occurred'' to you that your Obi-Wan only knows so much about both us and the villains because she's ''worked for both?''" It turns out that these standard RPG conventions aren't GameplayAndStorySegregation at all, but rather, things that actually happen in the plot, caused by the plot's AwfulTruth. The standard aspects of the genre we as the player take for granted are seen by the people involved not because [[BreakingTheFourthWall they can see through the fourth wall,]] but because any sane person would look at this behavior and realize that it's not the way reality should work, even the reality of ''Star Wars''.]] Light or darksided, it says something about the Exile that she doesn't even notice it.
** Not to mention the way it subverts the KarmaMeter, by making what seems like the right thing to do end up being exactly the wrong thing to do, as
is often the case in real life. For example giving to a GenreDeconstruction beggar could lead to a worse outcome than if you had left him alone, as it makes him a target for armed robbery, and thus getting him killed. This example is the most obvious one in the game, as Kreia will bitch out the Exile ''regardless'' of {{Action RPG}}s reminiscent of ''[[Anime/NeonGenesisEvangelion Evangelion]]''. TheHero, the player's choice, not because she disagrees with the morality involved, but because the Exile (and very likely the player) does not consider the fact that following one's moral code does not exempt decisions from having consequences.
** This includes
deconstructing LevelGrinding the idea of the RPG party and WhatMeasureIsAMook, is an AxeCrazy psychopath who battle system, and at one point a companion tells you it frightens her how she follows you unthinkingly into battle, shoots when you say to shoot, kills anything that gets when you say to kill etc. [[spoiler:As in his way. His dragon partner, deconstructing [[ABoyAndHisX A Boy the above XP Point example, this is framed as a disturbing and His Dragon]], is a proud immortal who views humans as being little better than dirt. His sister, unique characteristic of the local DamselInDistress, is completely useless, but is [[BarrierMaiden the only thing]] holding an army of {{Eldritch Abomination}}s from [[TheEndOfTheWorldAsWeKnowIt destroying the world]].
* ''VideoGame/{{NieR}}''
main character, and ''VideoGame/NierAutomata'', the successors to ''Drakengard'', treated as a plot point.]]
** It
also deconstructs the ActionRPG genre and many tropes surrounding fantasy RPG[=s=]: from WhatMeasureIsAMook to ProtagonistCenteredMorality, everything players may take for granted is placed under a microscope and dissected.
* ''VideoGame/TheLegendOfZeldaTheWindWaker'' is a deconstruction of TheChosenOne narrative, and in a meta sense, the classic ''Zelda'' formula that the previous games in the series ran on. As seen in the OpeningNarration, the [[VideoGame/TheLegendOfZeldaOcarinaOfTime Hero of Time]], who was an explicit ChosenOne, became a MessianicArchetype to the people of the ancient kingdom [[spoiler:of Hyrule]] after he saved them from the great evil, the BigBad Ganondorf. The people then counted on the same hero [[SecondComing spontaneously appearing to save them generations later]], when the evil returned... and he ''didn't.'' The people of the kingdom, unable to defend themselves, were relegated to praying to the gods for salvation,
Jedi and the gods responded by [[spoiler:[[TheGreatFlood flooding Hyrule]] Sith -- Force users in general can often be compared to keep Ganon from taking over, drowning any who could not make it deities, able to the safety of the kingdom's mountaintops.]] Then, accomplish great feats that a mere mortal would declare impossible. A recurring theme in the present day, the main hero of the game is very much an average boy, with no HeroicLineage that there are often times where a {{Muggle}} can do things that a Jedi would never be able to speak of, and only leaves his home island to rescue [[BigBrotherInstinct his sister when she is kidnapped]] at the beginning do.
** Finally, it deconstructs Lucas's presentation
of the game. Even when he's recruited into opposing Ganondorf's plans to [[spoiler:get at Force, in that the Triforce]] by the [[spoiler:King of Hyrule, disguised as a CoolBoat]], he's still very much TheUnchosenOne, stated to have no connection to the older heroes. He has to quest to prove himself worthy of being the Hero at all, but in the end manages to [[spoiler:[[KilledOffForReal permanently kill Ganondorf]]]], BigBad, having risen to sampled from both the challenge of his own accord, rather Jedi and Sith wells, ultimately rejects both because they're completely opposed ''yet they both work''. Obviously the Force is far greater than [[BecauseDestinySaysSo Because Destiny Said So]].
they realized and is hoping to destroy the Force itself using the Exile to free life from its influence.
** It's also a deconstruction of post-apocalyptic AfterTheEnd settings, especially those dealing Creator/ObsidianEntertainment then went and did much the same thing with the fall of an ancient civilization. Only the [[FutureImperfect vaguest memories of the ancient kingdom]] [[spoiler:of Hyrule, as seen in ''Videogame/TheLegendOfZeldaOcarinaOfTime'',]] remain in the present day, and rather than the usual dreary and depressing CrapsackWorld of the post-apocalyptic genre, for the most part, the residents of the [[OceanPunk Great Sea]] live normal, if isolated lives, and are content with their world. The BigBad Ganondorf is a stubborn remnant of the ancient world, having tried and [[spoiler:failed to conquer Hyrule and obtain the Triforce in the past]], and in the present still schemes to return and claim the kingdom ''VideoGame/NeverwinterNights2'', which is now [[spoiler:slumbering beneath deconstructs D&D and heroic fantasy in general. Only difference is, they took the waves, devoid of any and all life.]] Ganondorf's inability to let go of the past and move on eventually gets him [[spoiler:ImpaledWithExtremePrejudice, TakenForGranite and KilledOffForReal, and at the end of the game he and the last [[NoPlaceForMeThere King of Hyrule remain underneath the sea]] as the old kingdom is swept away permanently. Meanwhile, the main hero [[HeroicMime Link]] and his companions [[PirateGirl Tetra]] and her {{Pirate}}s set sail to find an entirely new land, and start a kingdom anew.]] The ultimate message of the game is to keep looking forward, rather than dwelling on the past.DeconstructiveParody route that time.



* ''Franchise/LifeIsStrange'': Both games are deconstructions of super hero stories, often hammered down by the fact that in the first game Max was compared to a hero by everyone. In both games, a young person gets supernatural powers (Max can rewind time, while Daniel has telekinesis), but as it turns out, being a hero is not easy. In the first game, Max tries to help her friends and solve a mystery in school, but that leads her through a lot of pain. In the second, Daniel getting powers causes a big accident that forces his brother, Sean, to take him off the grid to avoid the police.
* ''VideoGame/{{Hatred}}'' viciously deconstructs the killing rampage popularized by ''Grand Theft Auto'' and other crime sandboxes. [[VillainProtagonist Not Important/The Antagonist]] is not some victim of society but a violent killer unleashed upon a city that isn't filled with acceptable targets and bigger fish to fry but scared civilians fleeing in vain from a sociopath killer out on a killing spree.
* ''VideoGame/FrostPunk'' is one of the few works that properly depicts the dystopian and punk part of SteamPunk where the downtrodden and never do'well attempt to escape the coming Ice Age in arks meant for the British Elite. The survivors are not typical upper class citizens with zeppelins and monocles but gin-addled workers and children who may be forced to work as they try to face an uncertain future as social upheaval pushes them towards fanatical/nationalism/revolutionary fervor and more often than not, TheNeedsOfTheMany comes into play with few if any satisfying outcomes.
* ''VideoGame/DragonQuestBuilders'' deconstructs tropes surrounding your typical JRPG protagonist. As the Builder, you are the Goddess-ordained ChosenOne who is tasked with rebuilding Alefgard. At the same time, however, it is reinforced that "[[ArcWords You are not a Hero]]". As such, you do not gain experience and grow stronger from fighting monsters like a Hero would: the only way for you to get stronger is to craft better armor and weapons. [[spoiler:This comes to a head in the last chapter of the game, where it is revealed that your mission was essentially to set the stage for the arrival of a new Hero who will defeat the Dragonlord and save the realm. When will this new Hero arrive? "Eventually". The PlayerCharacter ultimately decides that "eventually" is too long to wait and [[TheUnchosenOne takes matters into their own hands.]]]]
* ''VideoGame/DiscoElysium'' is a thorough deconstruction of the DetectiveDrama and FairPlayWhodunnit genres, and many of its associated tropes, which are mocked, played with, and taken apart, especially through the PlayerCharacter, the Detective, and how the player chooses to play him. Though is clear that some it does come from the developer's love of the genre.
** A DefectiveDetective, no matter how good at their job they are, is going to find it difficult to be taken seriously when their malfuctioning private life spills out in front of the public they are meant to protect. A good part of the game's sidequests involve trying to recover the PlayerCharacter's lost belongings and rebuilding a sense of trust with certain characters after a wild bender resulted in the detective trashing the local hotel and making a fool of himself across the town.
** Regardless how you choose to play the Detective, you'll have a ton of serious flaws. The emotionally sensitive [[Series/TwinPeaks Cooper-type]] cop is also someone with serious emotional instability, and while your constant hallucinatory insights are sometimes scarily accurate, they can also turn out to be completely meaningless and make a laughingstock if you speak about them openly. The shoot-first-ask-questions-later CowboyCop is also someone who tramples over evidence and completely ignores real detective work, resulting in missing a ton of emotional and logical insight. And the analytical ByTheBookCop will ultimately ignore context clues (causing them to misinterpret evidence) and be useless in a conflict where bending the rules matters.
* ''VideoGame/LittleInferno'' seems to be a deconstruction of games like ''VideoGame/FarmVille'' as you are, as one character puts it, burning your stuff which drops more money to buy more stuff and then the cycle just repeats itself. The dev team said in an interview the idea came from a "7 second loop of a flaming log. And [they] thought 'Man, that's like a super boring game that some awful company will totally make for the Wii or smartphones.'" Also there are constant parallels in game between the game and reality. The friend sending you letters brings up that you can't turn away from the Entertainment Fireplace, as though your character were addicted to it like a game, and she brings up how burning things is basically like burning time. They also mention how the fireplace is basically an escape from the cold harsh reality outside, among other things.
* The ''VideoGame/HeartsOfIron IV'' mod ''VideoGame/TheNewOrderLastDaysOfEurope''.
** Both it and the very similar mod ''VideoGame/ThousandWeekReich'' (which offers a [[SlidingScaleOfAlternateHistoryPlausibility more realistic and toned-down take]] on the subject) do this to the AlternateHistoryNaziVictory scenario. Even in a world where the Nazis managed to achieve all of their goals in UsefulNotes/WorldWarII and reign supreme as the master of Europe, that doesn't change the fact that national socialism was a fundamentally broken system that was completely dependent on military conquest, plunder, slavery, and [[VetinariJobSecurity the willpower of the Fuhrer]] to hold together. They [[WonTheWarLostThePeace lose the peace]] as decisively as they won the war, plunging into economic meltdown in TheFifties that they remain mired in by the game's start in 1962 and can only truly recover from with massive economic reforms. And when UsefulNotes/AdolfHitler dies in 1963, all the petty politicking and backstabbing that he had cultivated to thwart any challengers to his absolute authority immediately explodes, plunging the Third Reich into civil war in a matter of weeks. Events go a bit differently in ''Thousand-Week Reich'', with Hitler dying in 1953 instead and it being possible to avoid an outright civil war, but the BroadStrokes of Germany's postwar malaise are all still there.
** Earlier versions of the mod had Germany constructing the Atlantropa project to dam the Strait of Gibraltar, lower the sea level of the Mediterranean, and create new land in Southern Europe. Proposed but unrealized in real life, it is often featured in Axis victory scenarios as the kind of world-shaping megaproject that the Nazis had planned but were never able to build. Here, the Nazis build it, only for it to become an unmitigated economic and [[GaiasLament environmental]] disaster that creates only useless salt flats in the former Adriatic Sea, destroys fisheries and trade along the Med, and breaks the Rome-Berlin Axis as Italy and other nations along the Med are left extremely bitter towards Germany for what they see as an act of HostileTerraforming. The creators of the mod, however, eventually decided that Atlantropa both stretched plausibility too far[[labelnote:Specifically...]]It would have required more concrete than the entire world, let alone Nazi-occupied Europe, had the capacity to make at the time, would have taken ''far'' longer than a decade to build, and would have taken longer still to cause the bottled-up Med to start evaporating. Even if it ''was'' built, the global environmental impact would have reached far beyond the Mediterranean Basin, including desertification across Southern Europe, a new ice age in Northern Europe, and global sea level rise as the water evaporating from the Med has to go ''somewhere''.[[/labelnote]] and, more importantly, created hundreds of issues with writing the various paths for Italy and the Mediterranean nations, so it was removed from the mod in the Toolbox Theory III update. They did keep the more plausible complementary dams that the Nazis build along the Congo River, creating a massive reservoir in Central Africa that provides tons of freshwater and cheap hydropower... at the expense of displacing millions of native Africans and destroying vast swaths of rainforest.
** As explained in [[https://www.reddit.com/r/TNOmod/comments/ldohc7/goerings_germany_is_the_pinnacle_of_hoi4_modding/ this Reddit post,]] it also does this to its base game and to the grand strategy and FourX genres in general through Hermann Göring's run as leader of Germany. Göring believes that, to restore German national pride after the death of UsefulNotes/AdolfHitler, it needs to go back to what made Germany a global superpower: military conquest, the player's goal in any number of strategy games. Crushing the remaining independent states in Europe, then conquering the rest of Russia, and finally facing off against the world's other superpowers, the United States and Japan... and at every step of the way, you are shown the staggering human cost of what it would be like to live in, fight for, or be conquered by an empire built upon a dream of [[TakeOverTheWorld world conquest]], especially when that empire is the Nazis, one of the exemplars of the tendency among real-life conquerors to engage in a pattern of RapePillageAndBurn wherever their armies went. And, since the game takes place in an AlternateHistory 1960s during a Cold War that's kept frozen by the threat of MutuallyAssuredDestruction, going forward with [[WorldWarIII the final phase]] of Göring's plan for world conquest can only end [[TheEndOfTheWorldAsWeKnowIt one]] [[AfterTheEnd way]].
* ''VideoGame/{{Helltaker}}'' serves as a self-aware deconstruction of the HaremGenre that doesn't take itself that seriously. The plot involves the title character journeying into Hell with the goal of assembling a harem of demon girls, and he only succeeds in this endeavor mostly because he uses cheesy pickup lines that get misinterpreted as more innocuous offers (i.e., Malina thinking "I'd sure love to play with you" is an offer to play video games), he gives them {{Comically Small Bribe}}s (offering Lucifer, THE top demon in Hell, [[SweetTooth chocolate pancakes]]), or they join simply because they can (in the case of Zdrada and Justice). By the time of the epilogue a few weeks later, Helltaker has found out the hard way something many fans of the genre have trouble internalizing; that having several beautiful women living with you ''doesn't'' mean they'll instantly be devoted to you, nor does it automatically guarantee they'll even be attracted to you in the first place. And it certainly doesn't stop them from constantly misbehaving, bossing Helltaker around, breaking his stuff, threatening and inflicting bodily harm, and (oftentimes literally) stabbing him in the back, with Cerberus having done ''[[NoodleIncident something]]'' to get the police banging on their door in full SWAT gear. In other words, with the exception of [[HornyDevils Modeus]], they act like rowdy, troublemaking housemates instead of the HotAsHell thirsty demon girlfriends another game might portray them as. The only ones that actually seem romantically interested in Helltaker are Beelzebub in the secret ending and possibly Modeus, given her blushing at the idea of going on a date with him and being the only one who's hugging him in the normal ending. None of the rest apparently even view him as a sexual partner, including Azazel, who's only interested in "studying" the demons and [[WordOfGod confirmed by vanripper]] to be a lesbian who's ''[[ArmoredClosetGay deeply]]'' in the closet due to being an angel. While Helltaker is visibly stressed out by the entire situation, Beelzebub's narration notes that living a life without suffering is impossible, but there's nothing wrong with enjoying yourself whenever you have the chance. The normal ending shows that Helltaker sees things this way too and is simply happy to have made friends.

to:

* ''Franchise/LifeIsStrange'': Both games A lighter example of Deconstruction would belong to ''VideoGame/SWAT4'', an FPS which objective is not shooting bad guys. Just plain shooting bad guys like in another FPS, in ''SWAT 4'', does not net you a point. This game expects you to be a police officer, not an FPS character. To earn points (which needed to advance in harder difficulties), you must deal with the bad guys with non-lethal methods, and arresting them.
* The ''VideoGame/TalesSeries'' in general enjoys taking various [=RPG=] tropes [[DeconstructorFleet and then brutally deconstructing them]].
** ''VideoGame/TalesOfSymphonia'' wants to make absolutely sure you know how much ItSucksToBeTheChosenOne. The two "Chosen Ones," one from each world, save their world at the expense of destroying the other. There's an enormous amount of pressure on them to not screw it up, and any other issues or problems they might have
are deconstructions of super hero stories, often hammered down [[ApatheticCitizens ignored by the fact citizens]] or [[StepfordSmiler the Chosen One pretends they don't exist]]. The journey slowly strips away parts of their humanity, removing everything from the ability to taste food to their ability to speak, until they're nothing but an empty shell. Even after all of that, the whole thing is rigged against them anyway. All the Journey of Regeneration is really for is the BigBad wanting to find a new vessel for his sister's soul, and said BigBad couldn't give a damn what happens to the two worlds.
** ''VideoGame/TalesOfTheAbyss'' takes a deconstructor chainsaw to every fantasy story revolving around destiny, [[ScrewDestiny screwing it]] and everything else
that falls into the "[[TheChosenOne Chosen One Fantasy]]" genre. Turns out that everyone in the first game Max world is assigned some role by a prophecy, but the "Chosen One" is actually a clone of the real one. This event threw the entire world's fate off-course, starting out with subtle alterations (like the Chosen One not dying like he was compared to a hero by everyone. In both games, a young person gets supernatural powers (Max can rewind time, while Daniel has telekinesis), but as it turns out, being a hero is not easy. In supposed to) and eventually winding up with most of the first known world sunk beneath a poisonous miasma ''and'' a good portion of the world's population killed off and replicated. Even though the BigBad says that "deviations are as nothing" in the eyes of this prophecy, [[BlatantLies we know better]]. Heck, towards the end of the game, Max tries to help her friends and solve a mystery in school, but the party actually winds up ''intentionally'' fulfilling part of the prophecy because they realise that leads her through a lot of pain. In there's no other way to save the second, Daniel getting powers causes a big accident that forces his brother, Sean, to take him off world, but not long after the grid whole planet goes to avoid the police.
* ''VideoGame/{{Hatred}}'' viciously
hell. Basically, ''don't mess with fate''.
** It also
deconstructs the killing rampage popularized BecauseDestinySaysSo trope by ''Grand Theft Auto'' and other crime sandboxes. [[VillainProtagonist Not Important/The Antagonist]] is not some victim of showing just what a society but a violent killer unleashed upon a city that isn't filled with acceptable targets ruled by prophecy would be like and bigger fish to fry but scared civilians fleeing in vain from a sociopath killer out on a killing spree.
* ''VideoGame/FrostPunk'' is one of
just how many sociological problems it eventually causes, especially when the few works that properly depicts the dystopian and punk part of SteamPunk where the downtrodden and never do'well attempt entire thing begins to escape the coming Ice Age in arks meant for the British Elite. The survivors are not typical upper class citizens with zeppelins and monocles but gin-addled workers and children who may be forced to work break down.
* ''VideoGame/TeamFortress2'' acts
as they try to face an uncertain future as social upheaval pushes them towards fanatical/nationalism/revolutionary fervor and a more often than not, TheNeedsOfTheMany comes into play with few if any satisfying outcomes.
* ''VideoGame/DragonQuestBuilders'' deconstructs tropes surrounding your typical JRPG protagonist. As the Builder, you are the Goddess-ordained ChosenOne who is tasked with rebuilding Alefgard. At the same time, however, it is reinforced that "[[ArcWords You are not a Hero]]". As such, you do not gain experience
lighthearted and grow stronger from fighting monsters like a Hero would: the only way for you to get stronger is to craft better armor and weapons. [[spoiler:This comes to a head in the last chapter of the game, where it is revealed that your mission was essentially to set the stage for the arrival of a new Hero who will defeat the Dragonlord and save the realm. When will this new Hero arrive? "Eventually". The PlayerCharacter ultimately decides that "eventually" is too long to wait and [[TheUnchosenOne takes matters into their own hands.]]]]
* ''VideoGame/DiscoElysium'' is a thorough
comedic deconstruction of the DetectiveDrama team-based shooter genre. Why would a group of people spend every waking hour murdering each other? Because they're all variously sadistic, psychopathic, or too insane to have any sort of moral compass. The Medic, for instance, does heal his teammates, but views this as an unintentional side effect of inflicting pain, and FairPlayWhodunnit genres, the Pyro is so psychotic he doesn't even realize he's burning people, as he's too absorbed in his fantasy world of candy and many of its associated tropes, which are mocked, played with, and taken apart, especially through cherubs. This is all PlayedForLaughs, but it's the PlayerCharacter, the Detective, and how the player chooses to play him. Though is clear recognition of these tropes that some it does come from lends the developer's love of the genre.
** A DefectiveDetective, no matter how good at their job they are, is going to find it difficult to be taken seriously when their malfuctioning private life spills out in front of the public they are meant to protect. A good part of the game's sidequests involve trying to recover the PlayerCharacter's lost belongings and rebuilding a sense of trust with certain characters after a wild bender resulted in the detective trashing the local hotel and making a fool of himself across the town.
** Regardless how you choose to play the Detective, you'll have a ton of serious flaws. The emotionally sensitive [[Series/TwinPeaks Cooper-type]] cop is also someone with serious emotional instability, and while your constant hallucinatory insights are sometimes scarily accurate, they
game its comedic quality.
* ''VideoGame/TravisStrikesAgainNoMoreHeroes''
can also turn out to both be completely meaningless and make a laughingstock if you speak about them openly. The shoot-first-ask-questions-later CowboyCop is also someone who tramples over evidence and completely ignores real detective work, resulting in missing a ton of emotional and logical insight. And the analytical ByTheBookCop will ultimately ignore context clues (causing them to misinterpret evidence) and be useless in a conflict where bending the rules matters.
* ''VideoGame/LittleInferno'' seems to be
seen as a deconstruction of series that insist on bringing series back to life long after their cultural relevance has ended as well as the relationship between a game developer and the game they make. The former due to most of Travis not actually making any dramatic return to form with most of the game about how his past actions haunting him and how the spotlight has made him tired of the life of a celebrity, and thus resists making that 'grand return' until the end of the game when he finds meaning in his life again. The latter can also be seen if put Travis as an analogue for the series director Suda 51. He hasn't been in the director position in the games like ''VideoGame/FarmVille'' as you are, as one his company produced since the first ''No More Heroes'' and the game can be a metaphor for his struggling with returning to that position. It's further evidenced by the character puts it, burning your stuff which drops more money to buy more stuff Dr. Juvenile, whose vision for their games were twisted beyond their original ideas and then the cycle just repeats itself. The dev team said in an interview the idea regrets that came from that, with a "7 second loop lot of a flaming log. And [they] thought 'Man, that's like a super boring game that some awful company will totally make for the Wii or smartphones.'" Also there are constant parallels in game between the game and reality. The friend sending you letters brings up that you can't turn away from the Entertainment Fireplace, as though your character were addicted to it like a game, and she brings up how burning things is basically like burning time. They also mention how the fireplace is basically an escape from the cold harsh reality outside, among other things.
* The ''VideoGame/HeartsOfIron IV'' mod ''VideoGame/TheNewOrderLastDaysOfEurope''.
** Both it and the very
her frustration seemingly eerily similar mod ''VideoGame/ThousandWeekReich'' (which offers a [[SlidingScaleOfAlternateHistoryPlausibility more realistic and toned-down take]] on the subject) do this to the AlternateHistoryNaziVictory scenario. Even Suda's own he expressed in a world where the Nazis managed to achieve all of their goals in UsefulNotes/WorldWarII and reign supreme as the master of Europe, that doesn't change the fact that national socialism was a fundamentally broken system that was completely dependent on military conquest, plunder, slavery, and [[VetinariJobSecurity the willpower of the Fuhrer]] to hold together. They [[WonTheWarLostThePeace lose the peace]] as decisively as they won the war, plunging into economic meltdown in TheFifties that they remain mired in by the game's start in 1962 and can only truly recover from with massive economic reforms. And when UsefulNotes/AdolfHitler dies in 1963, all the petty politicking and backstabbing that he had cultivated to thwart any challengers to his absolute authority immediately explodes, plunging the Third Reich into civil war in a matter of weeks. Events go a bit differently in ''Thousand-Week Reich'', with Hitler dying in 1953 instead and it being possible to avoid an outright civil war, but the BroadStrokes of Germany's postwar malaise are all still there.
** Earlier versions of the mod had Germany constructing the Atlantropa project to dam the Strait of Gibraltar, lower the sea level of the Mediterranean, and create new land in Southern Europe. Proposed but unrealized in real life, it is often featured in Axis victory scenarios as the kind of world-shaping megaproject that the Nazis had planned but were never able to build. Here, the Nazis build it, only for it to become an unmitigated economic and [[GaiasLament environmental]] disaster that creates only useless salt flats in the former Adriatic Sea, destroys fisheries and trade along the Med, and breaks the Rome-Berlin Axis as Italy and other nations along the Med are left extremely bitter towards Germany for what they see as an act of HostileTerraforming.
The creators Art of the mod, however, eventually decided that Atlantropa both stretched plausibility too far[[labelnote:Specifically...]]It would have required more concrete than the entire world, let alone Nazi-occupied Europe, had the capacity to make at the time, would have taken ''far'' longer than Grashopper Manufacture released a decade to build, and would have taken longer still to cause the bottled-up Med to start evaporating. Even if it ''was'' built, the global environmental impact would have reached far beyond the Mediterranean Basin, including desertification across Southern Europe, a new ice age in Northern Europe, and global sea level rise as the water evaporating from the Med has to go ''somewhere''.[[/labelnote]] and, more importantly, created hundreds of issues with writing the various paths for Italy and the Mediterranean nations, so it was removed from the mod in the Toolbox Theory III update. They did keep the more plausible complementary dams that the Nazis build along the Congo River, creating a massive reservoir in Central Africa that provides tons of freshwater and cheap hydropower... at the expense of displacing millions of native Africans and destroying vast swaths of rainforest.
** As explained in [[https://www.reddit.com/r/TNOmod/comments/ldohc7/goerings_germany_is_the_pinnacle_of_hoi4_modding/ this Reddit post,]] it also does this to its base game and to the grand strategy and FourX genres in general through Hermann Göring's run as leader of Germany. Göring believes that, to restore German national pride after the death of UsefulNotes/AdolfHitler, it needs to go back to what made Germany a global superpower: military conquest, the player's goal in any number of strategy games. Crushing the remaining independent states in Europe, then conquering the rest of Russia, and finally facing off against the world's other superpowers, the United States and Japan... and at every step of the way, you are shown the staggering human cost of what it would be like to live in, fight for, or be conquered by an empire built upon a dream of [[TakeOverTheWorld world conquest]], especially when that empire
few years earlier.
* ''VisualNovel/UminekoWhenTheyCry''
is the Nazis, one of the exemplars of the tendency among real-life conquerors to engage in a pattern of RapePillageAndBurn wherever their armies went. And, since the game takes place in an AlternateHistory 1960s during a Cold War that's kept frozen by the threat of MutuallyAssuredDestruction, going forward with [[WorldWarIII the final phase]] of Göring's plan for world conquest can only end [[TheEndOfTheWorldAsWeKnowIt one]] [[AfterTheEnd way]].
* ''VideoGame/{{Helltaker}}'' serves as a self-aware
deconstruction of literally the HaremGenre that doesn't take itself that seriously. The plot involves whole [[MysteryFiction Murder Mystery]] genre. [[spoiler:Despite that, it's supposed to be FairPlayWhodunnit, though one could argue about the title character journeying into Hell with the goal amount of assembling a harem of demon girls, and he only succeeds in this endeavor mostly because he uses cheesy pickup lines that get misinterpreted as more innocuous offers (i.e., Malina thinking "I'd sure love to play with you" is an offer to play video games), he gives them {{Comically Small Bribe}}s (offering Lucifer, THE top demon in Hell, [[SweetTooth chocolate pancakes]]), or they join simply because they can (in the case of Zdrada and Justice). By the time fair.]]
** [[spoiler:The OPENING SEQUENCE
of the epilogue a few weeks later, Helltaker has found out the hard way something many fans of the genre have trouble internalizing; that having several beautiful women living with you ''doesn't'' mean they'll instantly be devoted to you, nor does it automatically guarantee they'll even be attracted to you in the first place. And it certainly doesn't stop them from constantly misbehaving, bossing Helltaker around, breaking his stuff, threatening and inflicting bodily harm, and (oftentimes literally) stabbing him in the back, with Cerberus having done ''[[NoodleIncident something]]'' to get the police banging on their door in full SWAT gear. second game states quite clearly "No Dine, no Knox, [[CluelessMystery no Fair]]. In other words, with the exception of [[HornyDevils Modeus]], they act like rowdy, troublemaking housemates instead of the HotAsHell thirsty demon girlfriends another game might portray them as. words it is not mystery. But it happens, all it happens, let it happens." The only ones that author actually seem romantically interested goes out of the way to inform us that he's not following Van Dine or Knox's rules of "fair" detective fiction and that... well, it's not a mystery that can be solved by us.]]
*** Then again,
in Helltaker are Beelzebub said opening sequence, under said sentence, it is signed by "Witch in gold, Beatrice" herself, who is the very person trying to make you submit and accept that no, this is not a mystery. Which cast doubt upon how meta and how reliable this sentence is.
** [[spoiler:And then
in the secret ending and possibly Modeus, given her blushing at Chiru arcs the idea of going on writer introduces first a date with him and being the only one who's hugging him in the normal ending. None personification of the rest apparently even view him as Knox rules, and then later a sexual partner, including Azazel, who's only interested in "studying" personification of the demons and [[WordOfGod confirmed by vanripper]] to be a lesbian who's ''[[ArmoredClosetGay deeply]]'' in Van Dine rules.]]
** At
the closet due to being an angel. While Helltaker is visibly stressed out by end of the entire situation, Beelzebub's narration notes series, the answer becomes clear: [[spoiler: the mysteries that living a life without suffering is impossible, but there's nothing wrong with enjoying yourself whenever you have Meta-Beatrice purposely set up (the first four arcs) are quite solvable, and for the chance. most part follow Fair Play. The normal ending shows reason that Helltaker sees things this way too and the author said that he didn't want to give a straight answer is simply happy to have made friends.because we are never told what ''[[TheUnreveal really happened]]'' on Rokkenjima.]]
Is there an issue? Send a MessageReason:
renamed to Clone Angst


** ''VideoGame/TalesOfTheAbyss'' takes a deconstructor chainsaw to every fantasy story revolving around destiny, [[ScrewDestiny screwing it]] and everything else that falls into the "[[TheChosenOne Chosen One Fantasy]]" genre. Turns out that everyone in the world is assigned some role by a prophecy, but the "Chosen One" is actually [[CloningBlues a clone of the real one]]. This event threw the entire world's fate off-course, starting out with subtle alterations (like the Chosen One not dying like he was supposed to) and eventually winding up with most of the known world sunk beneath a poisonous miasma ''and'' a good portion of the world's population killed off and replicated. Even though the BigBad says that "deviations are as nothing" in the eyes of this prophecy, [[BlatantLies we know better]]. Heck, towards the end of the game, the party actually winds up ''intentionally'' fulfilling part of the prophecy because they realise that there's no other way to save the world, but not long after the whole planet goes to hell. Basically, ''don't mess with fate''.

to:

** ''VideoGame/TalesOfTheAbyss'' takes a deconstructor chainsaw to every fantasy story revolving around destiny, [[ScrewDestiny screwing it]] and everything else that falls into the "[[TheChosenOne Chosen One Fantasy]]" genre. Turns out that everyone in the world is assigned some role by a prophecy, but the "Chosen One" is actually [[CloningBlues a clone of the real one]].one. This event threw the entire world's fate off-course, starting out with subtle alterations (like the Chosen One not dying like he was supposed to) and eventually winding up with most of the known world sunk beneath a poisonous miasma ''and'' a good portion of the world's population killed off and replicated. Even though the BigBad says that "deviations are as nothing" in the eyes of this prophecy, [[BlatantLies we know better]]. Heck, towards the end of the game, the party actually winds up ''intentionally'' fulfilling part of the prophecy because they realise that there's no other way to save the world, but not long after the whole planet goes to hell. Basically, ''don't mess with fate''.
Is there an issue? Send a MessageReason:
Index wick removal


* ''VideoGame/{{Hatred}}'' viciously deconstructs the killing rampage popularized by ''Grand Theft Auto'' and other crime sandboxes. [[VillainProtagonist Not Important/The Antagonist]] is not some victim of society but a violent killer unleashed upon a city that isn't filled with AcceptableTargets and bigger fish to fry but scared civilians fleeing in vain from a sociopath killer out on a killing spree.

to:

* ''VideoGame/{{Hatred}}'' viciously deconstructs the killing rampage popularized by ''Grand Theft Auto'' and other crime sandboxes. [[VillainProtagonist Not Important/The Antagonist]] is not some victim of society but a violent killer unleashed upon a city that isn't filled with AcceptableTargets acceptable targets and bigger fish to fry but scared civilians fleeing in vain from a sociopath killer out on a killing spree.

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