- In Black Mesa, before the resonance cascade you can find a scientist lampshading NPC behavior (as well as the fact that Gordon and his fellow physicists never seem to do more than push buttons):
Scientist: I've got two PhDs, and an Oersted Medal, yet I find myself doing work best suited for an intern!
Coworker: Please. You do very meaningful work here.
Scientist: Really? Push that button! Walk over here! Push this one! Stand and stare at the screen! Walk back over there! Push another button! Again!
Male Scientist 1: You're living in the past.
Male Scientist 2: That experiment is singlehandedly responsible for inspiring my career in science.
Female Scientist: How much recognition do you think you're going to get for reproduction, though?
Male Scientist 1: You should focus on creating something new and unique.
Female Scientist: He does have a point.
Male Scientist 2: Oh, but this is more than a replication, I assure you. For one, it shows how far our field has come since the original study was published, and to say nothing of the modern perspective necessary to monitor its influence. I mean, combined with today's technology, I've recreated-
Male Scientist 1: Bah, I can't stand to hear another word of this malarchy. (walks away)
Female Scientist: Don't mind him, but here's something to think about for the next time: Creativity is the art of hiding your influence.
- In a quest in RuneScape, the player must help a Spoiled Brat finish some missions. When they come across an obstacle, said brat asks if it is a glitch.
- The Stanley Parable does this a lot, given that the Narrator serves as a medium between the player and Stanley, who the player is controlling.
- At one point in Metal Gear Solid 2: Sons of Liberty, Snake lectures Raiden about how computer simulated violence (i.e. video game violence) is completely unlike violence in real life, unintentionally discussing the argument that violent video games contribute to real life violence.
- "I'm a whole different game from Liquid!" yells Solidus. Later, immediately after the penultimate boss battle, he warns the player that there's going to be a lot of cutscenes coming up by promising Raiden, "No more games".
- After a long wait for Metal Gear Solid 2, and a long cutscene, Snake acknowledges the players's frustration with what would become his Catch Phrase - "Kept you waiting, huh?"
- Repeated word for word in the adventure mode in Super Smash Bros. Brawl where after what is probably a few hours of play time in Subspace Emissary, Snake pops out of his cardboard box and says the line directly to the camera as if he acknowledges everyone that had been dying to play as him in a Smash Bros game when he was revealed in the previews. Not a single coherent word was spoken anywhere else in the entire game.
- In Metal Gear Solid 3, if the player wishes to avoid a long sniper battle with the End, they can take the easy way out by setting the PS2's internal clock more than a week ahead (or by simply not playing the game for more than a week). When the save file loads, a cutscene will be shown of Snake finding the End already dead of old age, and calling Major Zero on his Codec. As a way of chastising the player for cheating, Snake comments that he regrets "disappointing" the End, as it was his dying wish to have a real fight. Zero, however, orders Snake to get his head back in the mission, telling him, "It's not a game. It's not a sport. You think you're competing for the gold at Tokyo or something?"
- Arguably, the entire point of the game was to lean on the Fourth Wall. Raiden, like the player, wants to be the guy, Snake, despite never having met him, although he has "simulated" his other missions. When the opportunity comes to prove himself, however, he constantly fails. Unlike Snake, he wants to go home instead of feeling at home on the battlefield. At the end, none of the bosses (with the possible exception of Fatman) are actually confirmed dead. Raiden is essentially a deconstruction of a generic video game character, with the player sharing his role of Butt Monkey. For more information, read this.
- Naomi gives a similar lecture to Snake's MGS2 lecture in Metal Gear Solid 4, while the visuals show us the covers of violent games such as Metal Gear, Metal Gear 2: Solid Snake, Metal Gear Solid and so on. Some Fourth Walls are just too thin to be leaned on safely.
- "We've gotta shake off that MGS! We've got an MGS on our asses!"
- Tomb Raider Anniversary, a remake of the original game, begins with Lara being hired to find an artifact she previously spent years searching for. Or as Natla puts it, "This is a game you've played before".
- In Pokémon HeartGold and SoulSilver, Steven makes a remark along the lines of, "Have we met...before? That's not possible. All the Trainers I have battled seem to have the same look, anyway. Especially the ones who gave me tough battles..." referring to the main character of this or really any Pokémon game.
- In Pokémon Mystery Dungeon: Gates to Infinity's postgame, Hydreigon has an odd moment where he senses something and looks around curiously, eventually appearing to settle his gaze on you before giving a Quizzical Tilt. In the climax of the postgame, it turns out that he was looking at you; just "you" as in the player character who had returned to the human world at the end of the main story, but had been watching him and the rest of their friends from the other side.
- In Drawn to Life, at one point, Marie asks Jowie how the Creator can see the Raposa; Jowie comes up with a theory that involves the Raposa living in a white box with two windows and a magic wand, and the Creator looking into the white box to perform experiments on them. Marie dismisses it as the stupidest idea she's ever heard.
- This was done in Kane and Lynch: Dead Men while they were riding in an elevator. Kane dismisses the idea that anyone would play a game based on two washed up thugs like themselves.
- The sequel (like the Fight Club example) has the camera as a third character as Kane tends to shoot glances right at you from time to time. Since he's insane however it kinda makes sense.
- In Warcraft III: The Frozen Throne, during the briefing before the final mission, Arthas exclaims something along the lines of: "It's time to end the game ... once and for all."
- Which is a reference to Malah's line from Diablo II: Lord of Destruction: "You knew it would come to this. Kill Baal; finish the game!"
- Ciel and Kohaku in Kagetsu Tohya both complain about their popularity. Kohaku is obviously referring to Tsukihime and breaking the fourth wall. Ciel... well, she breaks it a minute or two later (by commenting that even if she isn't popular, at least her sprite lets her carry an item. Yay umbrella) but hasn't yet by that point and is really referring to the school government play thingy. Oh, and she also complains about how it was called off because they didn't want to make sprites or anything for all the adults in the play... Uh... Yea, it's that kind of game, except when it isn't.
- In Terminator 3: Redemption, the T-850 kills the T-X with the Pre-Mortem One-Liner "Game Over". Very aptly, it's the end of the game.
- In Persona 3 Mr. Edogawa notes that Summon Magic is "widely seen in books, movies, better video games, and so on...". Shin Megami Tensei (except for Digital Devil Saga, where the characters turn into them instead) combat is heavily reliant on summoning demons.
- Mr Edogawa later has an entire lecture on Jungian Psychology, which forms the basis behind the entire Persona series.
- Persona 4 continues the trend: During one pivotal late-game scene, when a major twist is revealed, the plot so far is called a "cat and mouse game" and a character remarks, "Games like these always have to have some kind of twist at the end to keep things interesting."
- Rise's final Social Link event ends with her saying she doesn't know what to do after this since "if we were on TV, this would be a wrap." Cue fadeout.
- In the Mountain Range level of The Nameless Mod, you can sneak up on two mooks facing a jumping puzzle the player must pass in order to enter the facility through the back way. One of them mentions how stupid and dangerous it is for people to use it, and that its is "just like those old video games, adding in a stupid jumping puzzle instead of just giving you more enemies to shoot."
- In God of War: Ghost of Sparta:
Thanatos: "You are nothing but a pawn in a game you don't even know is being played."
- In Dragon Age: Origins, at the landing that leads to the Mage Tower, there are a pair of NPC's beyond a fence that are discussing how they're merely "in a play", prompting one to dismiss the idea that they're being watched by "beings" for amusement by pointing out that he has a boil on his big toe that proves the theory wrong - at which point he claims that anyone doing so are simply sick, twisted bastards.
- In Dragon Age II, a mage Hawke can say this to Carver, if asked whether they're curious about the origin of their name:
Hawke: I'm sure someone thought far too long about my name.
- Used in Resident Evil: The Darkside Chronicles Game of Oblivion (which is a recreation of Code Veronica). When walking up the stairs to fight Alfred Ashford, you are attacked by two zombies and Steve Burnside leans on the Fourth Wall here.
Steve: "Zombie, zombie, zombie, zombie! Ugh, it's like a damn video game!"
- In the Mega Man Battle Network series, installing the "Humor" program into Mega Man makes him do and say some nutty things. Battle Network 6 gives us this conversation between him and Lan:
Mega Man: Lan, do you ever get the feeling that someone is operating you...Like you aren't in control of yourself?
Lan: What do you mean?
Mega Man: You operate me, right? Well, what if someone was operating you like some kind of game? What if you weren't really in control?
Lan: You mean someone is operating me!? I'm not a Navi, I'm a person!! Why would anyone operate me like I'm the star of a game? A game in its 6th hit installment perhaps... Are you feeling alright Mega Man?
Mega Man: Sorry...I'm just saying...What if?
- One level in Prince of Persia: The Sands of Time takes place in a library. During gameplay, the Prince's sidekick/love interest Farah will occasionally read excerpts from books, and eventually the Prince exclaims, "If you want to be useful, try finding a book that'll tell us how to get out of here!" Farah replies with, "This isn't that kind of game", causing the Prince to mutter, "Game? She thinks this is a game."
- In Portal's end song: Still Alive''
GLaDOS: And we're out of beta. We're releasing on time.
- In the sequel, a few of Wheatley's lines.
Wheatley: We can go anywhere! No rail to tell us where we can go! Now where do we go? ...Actually, just follow the rail.
- Also from the sequel, at one point Whealey announces "This is the part where I kill you." Then the chapter name comes up, and it's "The Part Where He Kills You." And then the Steam achievement notification pops up, and it's also "The Part Where He Kills You."
- Super Mario Galaxy 2 does this when Mario is low on lives or runs out and gets a Game Over. If you are low on lives, Lubba suggests using the orange Luma (Player 2) to help you with the more difficult tasks and to have more fun. If you run out of lives, he will suggest to Mario to take a break. Similarly, if you lose a lot of lives in the process of getting through a level, he'll commend Mario for pulling through on a galaxy he was having a tough time with.
- Fire Emblem: Path of Radiance has several conversations wherein a character is playing a war game and asks for strategic advice on a battle that just happens to be very similar to the battle you're about to play.
- While Sam & Max breaks the Fourth Wall regularly, sometimes they teasingly poke the glass, like lampshading their formulaic exchanges:
Sam: Random but innocuous comment.
Max: Irreverent reply which hints at mental instability!
Sam: You crack me up, little buddy.
- Near the end of Shantae: Risky's Revenge, the title character shows reluctance at helping a boss from earlier in the game, claiming that she saw her "exploding in some sort of massive Stage Clear spectacle."
- Silent Hill 3: "Is this the end? Time to roll the credits."
- In Scratches, Arthate's working notes contain his musings over whether the threat in his latest horror novel should turn out to be natural, supernatural, or Maybe Magic, Maybe Mundane. This corresponds to the original ending of the game itself, and to each of the multiple endings of the Director's Cut version.
- Touhou occasionally breaks the fourth wall, but more often makes passing comments in throwaway puns that give translators headaches that lean pretty heavily on the fourth wall. A good example is Marisa's comment in Imperishable Night where, when asked what she was doing out at night early on in the game, Marisa replies, "It's my annual Youkai Extermination Month. I'll go wherever youkai live." - Imperishable Night and the other Windows Touhou games before it were all released in the same month of consecutive years. It's worth noting that even though the game came out in the same month in real life, the games take place during different seasons in-game (with the seasons being important basic elements to several of those games, like Perfect Cherry Blossom being about someone stealing the season of Spring, keeping Winter from passing), meaning the joke only makes sense when it is referencing the fourth wall.
- In Mass Effect 2's DLC Lair of the Shadow Broker, Shepard must battle waves of mooks with Liara as a hacking tool slowly unlocks a door for them—Shepard will reminisce about the days when you could just slap omni-gel on everything. Liara says the change made a lot of people angry.
- In Mass Effect 3 the player meets with recurring character Conrad Verner once again. A well-known glitch in the second game was that Conrad would claim you had drawn a gun on him, even if you had not taken that option in the first game. Conrad apologizes for the mistake, saying he was really stressed out. Possibly as an added joke, he will say this even in games where you actually did hold a gun on him.
- In the Citadel DLC for Mass Effect 3, you can overhear several soldiers talking about missions they were on, clearly referencing the multiplayer. For instance, an Infiltrator rants to a Vorcha about how one Vanguard she deployed with was focused on racking up kills instead of completing the objectives.
- One of these multiplayer characters is an N7 Fury talking to an Alliance Procurement Officer, who gets her a heavy shotgun, thermal clips, and a strength enhancer. Given that none of these things are optimized for such a class, those who've played the multiplayer get this is a nod to the fickleness of the Random Number Generator nature of the online store.
- In No More Heroes 2: Desperate Struggle, after Travis kills Alice, the 2nd ranked assassin, he unleashes all his bottled rage due to Character Development at Sylvia. Except if you take the rant for yourself, it strikes really close to home.
See that? Now THAT was a BATTLE! Look at this blood! We HUMANS are ALIVE! Even if we ARE assassins! Doesn't matter if it's a video game, movie, drama, anime, manga... We're ALIVE! People shed blood and die. This isn't a game! You can't selfishly use death as your tool! THIS is Alice's blood! I bet you've already forgotten she existed! Same way you would have forgotten me! And that's why I'm tearing down the UAA!
- This trope is used often in Ace Attorney. At one point in Trials and Tribulations, presenting Maya with Phoenix's profile prompts the pair into a conversation over Phoenix's strange anime style hair:
"I mean, you normally only see hair like that in video games."
- This is also played in the first game when Dick Gumshoe referees to his constant use of "pal":
- In Apollo Justice: Ace Attorney, if you select "Refresher course, please!" when Kristoph Gavin asks if you want a refresher on cross-examinations, Justice will think "Better safe than sorry, especially this early in the game!"
- In Investigations, upon meeting Lauren Paups for the first time, Kay comments on how she reminds her of a cartoon character. Altough technically the games aren't cartoons; and you'll probably get yelled at by fans for calling the art style that of a cartoon, it's close enough.
- In The Reconstruction, whenever a character joins the guild's roster, there's a little fanfare that plays. When the starting cast joins in the beginning, Qualstio says "Is that nauseatingly cheerful music gonna play every time someone joins?" at one point. Kulkumatz also asks "What was that sound?" when he joins.
- Ember does this in the Spyro the Dragon game, A Hero's Tail. Her line goes "Don't take that bridge to the swamp, Spyro. If you do, I might never see you again". This both refers to the fact that it's dangerous, and she may not seem him again, and that she disappears from the game after you cross the bridge.
- The Disgaea series does this fairly regularly. For example, an optional conversation from the first game:
Laharl: ...Huh? Endings to what?
- In StarCraft II: Wings of Liberty, just before the final mission if you click on Tychus he will comment that he is worried about the artifact they are using and that he fears it might shatter the entire space-time continuum. Raynor's response is to tell him that it's not science fiction.
- Ten years passed between the release of the original StarCraft and the announcement of its sequel. What were the first word's spoken by a character and the only line in the trailer?
Hell, it's about time.
- In Heart of the Swarm, when breaking into a lab, Kerrigan notes how heavily fortified it is and comments, "Just getting inside will be an achievement." Sure enough, the achievement for completing the ensuing mission is named, "Just Getting Inside".
- One of the many examples from Super Robot Wars Original Generation:
Sanger: Shut up! The Colossal Blade is the sword of my soul! As long as I have this I can still fight! This mech will inherit my soul! Behold the power of...
*Giant writing on the screen*: Episode 30: Dygenguard!
Vigagi: What was that!? And what does 'Episode 30' mean!?
- Tenzan, who learned how to pilot mechs entirely through video games, constantly sees everything in video game terms. After he is defeated, he insists with his last breath that he'll just press Continue and try again with full HP. Which is something the player can actually do in case of a Game Over, but he can't.
- In the Monkey Island series:
- In Escape from Monkey Island, a frustrated Guybrush Threepwood complains, "It's like my life is a neverending series of puzzles!"
- After Escape, fans had to wait 9 years for a new game. When it arrived, it was in episodic format, with episodes coming out a month apart. At the end of the first episode a woman says "I've been waiting a long time for this!", to which Guybrush replies "Can't you wait a little longer?" Later, the woman turns out to be a fangirl.
- Several times in Rusty Hearts, such as:
- Frantz: "Why do they have you cooking for the soldiers anyway? It's obvious you're terrible at it."
Patricia: "There weren't enough NPCs..."
- Angela: "I'm only doing this because I need the experience points."
- In Phantasy Star IV when leaving the party he vastly out levels, Rune mentions to not think about defeating Zio, as "At this stage of the game, you're no match for him!", with "game" argubly being a figurative speech given his cocky personality.
- Golden Sun: Dark Dawn has a moment of this at Belinsk Ruins when Karis and Sveta wonder if someone else is guiding the party's actions.
- In the city of Windhelm in The Elder Scrolls V: Skyrim, there's a book in Calixto's Museum of Curiosities called The Book of Fate, which purports to show the reader's fate. When the Dovahkiin reads it, the book is blank. When you think about the nature of the series (and its habit of making Fourth Wall jokes)...
- It's actually a critical point. The book remains blank for anyone who has no fate, which in the lore refers to the "Heroes" referenced in the Elder Scrolls themselves, which in turn is referring to the player characters of each Elder Scrolls game.
- Near the end of the true final fight of Asura's Wrath, Chakratarvin's final form starts doing his own QTE's that are similar to your own QTE's, as if someone else is controlling him.
- Of all games, FIFA Soccer 2012 does this. Martin Tyler and Alan Smith comment casually on the fact that the players' passing looks like the players are part of a computer game if they're timed right and accurate enough.
- Tales of the Abyss has some skits triggered by having the characters fight in their alternate swimsuit costumes. In the skits, they wonder why they're dressed like that, claiming they have no idea why and feeling like some unknown force was causing them to do it.
- The in-battle quotes are also weirdly fourth-wall-leaning-ish. In the Tales Series characters often have incantations, quotes for when they're at low health, etcetera, which all make sense in the context of a fight. In Abyss, the AI members have quotes if you order them to take certain actions, but the character you're controlling doesn't verbally give the order. So if you ask Jade to cast Thunder Blade for the eight hundredth time, when he snaps "oh, very well," he seems to be snarking at you.
- Tales of Vesperia has the same thing as Abyss if you make Karol run around in a towel. He says someone's making him wear it because they thought it would be funny, but everyone in the party insists it wasn't their idea, and then Karol looks really confused.
- Similar to the Abyss example above, party members will often pick on your playstyle if you do weird/bad things like running around without attacking, using too many artes, or using too many items.
- In Ōkami, Ninetails has the same Celestial brush ability that you do. If you take too long drawing your attacks on the canvas, its own brush appears and cancels them. This falls into Leaning on the Fourth Wall territory because the brush looks the same and pauses time like you do.
- In the third Splinter Cell game, Lambert warns sam that the ship he's sneaking aboard has an alarm system:
Sam: So three alarms and the mission is over?
Lambert: Of course not, this isn't a video game, Fisher.
- This is a reference to the previous two Splinter Cell games, in which triggering three alarms in one mission would indeed cause you to fail that mission.
- Implemented in Ending D in NieR. Since it involves a Heroic Sacrifice, with cancellation from existance, this translates into erasing all your data.
- In World of Warcraft there is an NPC in Honor Hold who claims he feels as though he is going through the same sequence of actions repeatedly, making reference to going through an action loop.
- Deadly Premonition's York constantly talks to his Imaginary Friend, Zach, and has a tendency to do whatever Zach tells him to do, regardless of whether or not it makes sense at the time. Zach is essentially the player, and Word of God is that Zach was created to bridge the gap between player and PC and explain why the PC is free to go Off the Rails.
- In Batman: Arkham City: This comes up frequently as Enemy Chatter.
Criminal: Arkham City's worse than the old one. I should get a refund.
- One dialogue among three thugs inside the museum during the epilogue initially sounds like they're just discussing what's going to happen to the inmates now that the Arkham City experiment has failed. But considering that players never hear who the 'they' they're talking about are, it sounds an awful lot like they're talking about where the sequel will take place. Here's the exchange, with a bit of paraphrasing.
Thug 1: So what happens now?
Thug 2: I guess we'll just stay here until they figure out what they're doing next.
Thug 3: C'mon, man. What could they do next? Arkham County? Arkham Country? Big-ass Arkham World?
Thug 2: I dunno, man. These guys are crazy, aren't they?
Thug 3: Yes, they are.
- In "Harley Quinn's Revenge", a couple of thugs discuss the fan theory that Batman carried Clayface out of Arkham City, not the Joker before one of them dismisses it as stupid and unrealistic. The other responds that so was the idea of two Jokers.
- Joker (as usual) leans on the wall throughout the both games. However he outright leans so hard the fourth wall cracks with this line:
"Bats! You don't seem to be coming to the theater, and I would hate for you to go onto the internet and look for spoilers!"
- Red Dead Redemption: Undead Nightmare has the exchange between Marston and the Film Maker.
Listen, any idea what the hell is going on here
Marston: You're gone, friend...
- Several lines of dialogue in Spec Ops: The Line are clearly aimed as much at the player as at Capt. Martin Walker.
John Konrad: You're here because you wanted to be something you're not - a hero.
- The Simpsons Game has a moment, after the Sea Captain spends an entire level assisting Bart and Lisa in overthrowing the dolphins (based on the Halloween Special "Night of the Dolphin").
: Y'arr, I've had a great time today, kids. I almost never appear this much in the series...
Bart and Lisa: Huh?
Sea Captain: ...of events that constitute your lives.
- In one of the mission postings in Final Fantasy Tactics Advance, the poster complains about a law that requires people to not have full HP, which has caused people to randomly attack him because of the silly law.
- XCOM: Enemy Unknown: At one point during the alien base infiltration mission, the following remark is heard from the peanut gallery that is your base's command staff:
Is this what the aliens do for fun? At least they're not playing ... computer games.
- When you take down the first enemy in Scenario 22 of the Earth Route in Shin Super Robot Wars, the enemy will use a Spirit Command. Of course, Zuhl's "galactic" genius is not matched by his assistant, who rapidly starts pushing the wrong buttons. After a while of this (culminating in Tekagen), Zuhl furiously orders his subordinate not to use any more Spirit Commands. All this is done to Ryusei Date's vast amusement.
- In Crash Twinsanity, right before warping to the Tenth Dimension, Cortex, while speaking to Crash, hints at a reference to the game's apparently unfinished development. Originally, two additional dimensions were planned to be implemented into the game, but were ultimately scrapped due to a restricting timeline budget from Interactive Studios.
Cortex: "Come, now, as we explore... a new dimension!! ...It should have been two dimensions, but we ran out of time."
- The Neptunia series does this all the time, and takes full advantage of its primary cast being the Anthropomorphic Personification of various game consoles to be particularly blunt about it. A particularly unusual example in Hyperdimension Neptunia Victory is Noire's equipment options, which have their descriptions written as though the PS3 (as in, the one sitting in your living room running the game) is quite proud of itself for rendering such appealing objects for its patron goddess to use.
- Michael in Grand Theft Auto V tells his psychiatrist, "One minute I'm one person, and the next I'm another person."
- In the Half-Life 2 series, the vortigaunts possibly subtly refer to the player, using wording like "Far distant eyes look out through yours" and "We serve the same mystery".
- This line from Little Busters!, lampshading Kyousuke's role as the Big Brother Mentor:
Riki: This always happens. He suddenly appears, dispenses advice and vanishes, like a scene in a manga.
- Done in Star Wars Knights Of The Old Republic II a few times, generally by Kreia, in regards to Experience Points. The line about the Player Character getting strength through killing others is a particularly spelled-out instance.
- In Hidden Expedition 4: Devil's Island the concluding paragraph of a history of the Elysian Islands commented that the islanders really needed a scientific genius to swoop in and save them all. "But that kind of thing only happens on TV, and sometimes in games."
- In Devil Survivor, at the end of the first day, Atsuro mentions how the COM Ps function apps (which are used by the player to access various game functions) are being opened up to them one at a time as though whoever set them up were easing the users to using them. He then starts to compare it to a video game, before being interrupted by Yuzu.
Atsuro: It's like those games. Start the player off easy, and then..."
- There are two instances of this in The Logomancer that are serious rather than comedic:
- Switch out a few words, and Glenton's description of his Forgotten Plantation and other logomancers' constructs could easily fit into a discussion about the purpose and artistic trajectory of the video game medium. Other logomancers create escapist paradises that are enjoyable but not particularly stimulating; Glenton wants to use his creations as an educational tool, recreating old myths and stories as interactive adventures that provoke thought and analysis.
- In "Edited For Content", Ardus' discussion of his novel is clearly a commentary on the writing process in general and the artistic motives of novelists. And though the parallel is never made explicit, it is distinctly possible the discussion applies to the writing of the game itself, as many of the tropes used or subverted in the game (such as In Medias Res and Exposition Dump) are discussed rather extensively.
- One of Venom's taunts in the PS1 Spider-Man game is him humming part of the famous opening of the original Spider-Man cartoon.
- After completing Eternal Darkness a couple of times, Alex will narrate in the ending that she feels as if a hole has opened in her mind and given her a glimpse of "a strong ally", but she can't figure out its identity; it's implied to be the player.
- Pit's first line in Kid Icarus: Uprising is "Sorry to keep you waiting!". He's talking to his superior the goddess Palutena but it also counts as pointing out the fact that the game came out 21 years after the previous game.