The agility and tenacity of the Game-Breaker QAAMs may be what happens when you put a real-world nigh-unbeatable heater, a la the Python 4/5, the AA-11/R-73, or the AIM-9X, against planes that usually encounter missiles sloppy enough to be outflown without needing countermeasures.
Likewise, when Captain Bartlett in Ace Combat 5: The Unsung War draws a missile away from Nagase, and then again when Nagase is targeted by a hidden AA position a few missions later, in both cases the missile stays right on them despite them pulling maneuvers that would have shaken off a standard missile in gameplay - must have been QAAMs.
Similarly in the Xbox 360 game Over G Fighters. Did you know that afterburner in the presence of heat-seeking missiles is a bad thing? On the other hand, unlike Ace Combat, the player (and also enemies) can sometimes break missile locks by turning enough to reduce their plane's radar cross-section.
One of the differences the competingAirforce Delta series has with Ace Combat is that the effect of air resistance on the control surfaces is more accurately depicted. Whereas Ace Combat tactics revolve around flying just above stall speeds to have maximum maneuverability and prevent overshooting and ending up in front of your target, planes in Airforce Delta all have specific speeds, much higher than in Ace Combat, where they're most maneuverable - slower than that means there's not enough airflow to properly change your heading, while faster than that means the systems to reduce airframe stress and your plane's inertia get in the way.
AI War: Fleet Command: What happens when you make the AI with far more resources than you ever can have and no compunction against holding back sit up and decide you're a threat? You get flattened, that's what.
Alien: Isolation: As expected of a stealth game, even after Ripley does get a few weapons it just takes two or three bullets, even fired from across a room, to take her down. Attempting any kind of head-on fight will end up with her dead within seconds.
Also, using the proximity scanner or hacking tools will alert others of her presence. They do emit pretty conspicuous beeps after all.
Talking Is a Free Action is thoroughly averted. Except for scripted sequences which require the Xenomorph to be somewhere else, interaction with computers or conversations can be cut short by Ripley being tail-stabbed in the back.
In Alice: Madness Returns, any time Alice falls out of Wonderland into reality tends to strike a nerve, as Alice is a helpless teenager wandering the streets of London and the game really drives that home; the second time you return, for example, Alice gets slapped unconscious by a pimp for trying to come to her friend's aid. Everyone is also aware Alice isn't entirely right in the head, a fact the Big Bad tries to use to pull a Karma Houdini; who would believe that a highly respected child pyschologist raped and killed someone's sister with only the word of a known mental patient? Alice also admits he's right, then takes it into her own hands.
Near the end of Ape Escape 2, Specter decides to fight the player in a gigantic robot suit. While trying to stomp the player, he has the suit balance on one foot, concentrating all its weight on one small area...and the robot promptly falls through the floor.
In all games, pickpocket victims who realise you're the culprit will try to punch you out. Problem is, the culprit is a battle-hardened warrior who goes through trained soldiers like a lawnmower. It doesn't end well for the civilian.
The first two assassinations from the second game are performed by someone who is A - completely untrained in the act of murder, and B - thirsty for revenge. Ezio doesn't kill his first victim with a single stab, he violently and repeatedly shanks him. And when killing Vieri, he angrily curses the dying victim before Mario angrily rebukes him.
Speaking of Vieri di'Pazzi, he's the only character who outright mocks the post-assassination conversations.
In every game from 2 onward when guns are introduced, the game treats them as an Infinity +1 Sword. Only the most durable of targets can survive even a single hit, and even as the arms race goes on and armor gets better to compensate for them it still remains one of the player character's most deadly and reliable weapons.
In Assassin's Creed: Brotherhood, Ezio gets shot at the start of the game and when he comes to he's seriously injured. At first he can't even run or climb properly because of the injury combined with his age, and even after getting cured by a doctor he doesn't get his full climbing ability back until purchasing a climbing harness. Even being the Living Legend that Ezio is, even he can't resist the passage of time with the mediocre at best and outright harmful at worst Renaissance-era medical techniques.
In Assassin's Creed III while fighting the Big Bad, Connor ends up in a burning shipyard and has rubble fall on him. Upon waking up, he finds that he's been impaled through the side by a wooden beam. The following segment has him limping at an arduous crawl to chase after the equally wounded villain (who he shot when he tried to gloat, defying another trope), who he confronts in a bar half-dead, shares a last drink with, and kills. He goes back to normal in the post-game, but from a story standpoint it's implied that even five years later in the epilogue, the injury crippled him for life and ended his career as an Assassin.
In Assassins Creed IV, Blackbeard, who is a One-Man Army deserving of his legend, dies when a British soldier stabs him in the back with a bayonet. That his death was so depressingly... quiet, leaves Edward in a slump for some time after.
In Assassin's Creed: Syndicate, Jacob successfully assassinates the corrupt Templars who are the medical, transportational, and economic leaders of Britain in rapid succession. Since these assassination targets had a complete monopoly on their given industries, this leads to medical supply shortages, transportation rackets, and an economic depression that Evie has to fix in order for London to not collapse on itself within a year.
For Gunvolt, it turns out that killing someone out of vengeance, no matter how justified you may feel, won't make you feel better. Even after killing Asimov and avenging Joule, Gunvolt still can't find the will to forgive himself and is shown to be plagued by nightmares about it. However, he does learn from this and in his True Ending Boss Fight with Copen, attempts to teach this to him.
Gunvolt: I've been in your position! Vengeance won't help! It's not noble! It's giving into the worst of yourself.
For Copen, dedicating your life solely for revenge is unhealthy, won't make you feel better, and can have detrimental and lasting negative effects on your life. During his fight with Desna, a known Fortune Teller, she warns him that if he continues on his path, he'll lose everything he holds dear. And during the final battle with Gunvolt in his True Ending, Gunvolt also attempts to dissuade him from his path, having been in his position himself. And sure enough, he learns this the hard way when he finds out that his beloved sister Mytyl, who he had been fighting so hard to save, is actually an Adept, the very thing he swore to destroy. This forces him to fake his death and cut ties with her and his family, so she won't be involved in his battles again and won't know the monster he's become.
The sequel also gives us one of the villains, Gibril, whose Septima gives her power over blood and metal. During her boss fight, when reduced to a 1/3 of her health, she unleashes her Iron Maiden Special Skill, where she uses her own blood to create spikes along the walls, floors, and ceiling. Naturally, after repetitive uses of the attack, she keels over from excessive blood loss.
In the first game, you finally get the chance to confront the supposedBig Bad, Rieltar, as he holds a meeting with his subordinates. Attacking and killing him results in being thrown in jail, because the only tangible evidence to his guilt are a few torn letters that may or may not even have been written by him.
Likewise, when you confront the realBig Bad, a Villain with Good Publicity, if you don't have any evidence against him, he points this out, calls you criminals out to start a war and frame him, and successfully turns every noble in the city against you. Come on, you're a Hero with Bad Publicity with a heavy bounty on your head, he's a respected soldier and duke of the city, who did you think they'd believe?
Walking around during a storm wearing plate armor? Get struck by lightning. What did you think was going to happen?
In the second game, Ellesime decides to exile her former lover, who has become a crazed megalomaniac Mad Scientist with a god complex, instead of killing him, hoping this act of mercy will cause him to seek redemption. However, when she does so, she also strips him of his soul, but not his magical powers. Long story short, he gets even stronger and comes back seeking revenge.Love Makes You Stupid at its finest.
The "good" ending ends with the Bard saving the world from an ancient and terrifying evil. However, as nobody aside from a small cult who don't really like him know this, he's soon back to hustling inns for free booze and sex.
The various "Chosen Ones" encountered during the game are victims of this. Bright, bold lads setting out to meet their destiny, they're quickly murdered by everything from wolves to trow to zombies. One sheriff took to locking them up for their own safety.
Batman can take out dozens of prisoners with delicate uses of flips, jumps, punches, and Batarangs. But try to take on a group of gun-wielding goons head on, and Batman will quickly be turned into Bat-paste. Especially when he fights mooks with high-powered sniper rifles.
It turns out that the formula that turns men into giant monsters developed in a prison by a bunch of lunatics and a corrupt doctor with nothing even vaguely resembling proper testing had unforeseen long-term side effects. You don't even actually defeat the first boss so much as he keels over from a heart attack two minutes into the fight.
The series' approach to super-villains. Yes, they are dangerous but the problem lies in finding them or dealing with their gimmicks. Once that's all done, things go how you'd expect when Batman, an Olympic-level athlete/expert combatant in full body armor and specialized weapons, fights people who aren't all this.
Batman can Offhand Backhandindividual mooks easily. But when faced with multiple mooks, he has to pull his punches so he can be sure he won't kill them. As his combos get longer, he starts leaping across entire rooms to strike foes, since they're hesitating - and giving him breathing room to think - after seeing him smash their pals into the pavement.
While for the most part the games have no true time limits, there is one point in Arkham Asylum where Zsasz takes a hostage, knowing full well that he has no hope in a fight against Batman. However, Zsasz is also a compulsive murderer with a penchant for killing women and his hostage is someone who has made his life hell for a long time. Players who linger for a while or let themselves be seen by him results in him killing the hostage instantly, which is Lampshaded by Joker. It's particularly jarring for experienced players, who usually assume that there is no time limit and want to listen to all of Zsasz's dialogue.
When you call him in City, he says he has three hostages. Batman eventually needles the psychopathic murderer about his life choices during the course of tracking his location. When you get to him, he has two hostages and there's a corpse elsewhere. And he said Batman would regret pissing him off.
Early on in Arkham City, Batman is held at gunpoint by four mooks inside the church. If the player decides to wait around, the mooks will eventually shoot Batman dead.
Same thing in Arkham Knight where Harley Quinn has Robin being held at gunpoint. If Batman takes too long to interviene, Harley will kill Robin.
For most of City, there are an abundance of henchmen. After many of the inmates are killed in Protocol 10, there are a lot less heads to knock around.
Batman can pull metal grates off of walls. So can Joker, Nightwing, Robin, and Deathstroke since all of them are some degree of Badass Normal. Catwoman - who is more about agility and speed - is not able to do this, to the point she asks Batman just how he does it at all.
The ending of Arkham City shows that Joker Immunity isn't always a sure thing. Attacking someone that is holding the only cure to the poison that is killing you is not a good idea.
Also from Arkham City, Batman uses lethal force on both Solomon Grundy and Clayface. Considering they're both nearly impervious to physical damage (Grundy is literally an unkillable zombie, while Clayface is made of living mud) it's not surprising.
Harley Quinn's Revenge implies that, although not formally charged, the general consensus, at least among the remaining inmates of Arkham City, is that Batman killed the Joker. Murder by Inaction is still murder.
Origins has quite a bit:
Promotional materials for Origins mention "unconfirmed rumors" that Batman has personalized aircraft. When Batman discovers Bane's computer console and realizes Bane knows his Secret Identity, one of the monitors has a radar display. Bane figured it out by merely tracking the Batwing, and putting two and two together.
Letting Joker ramble on too long while he has Batman at gunpoint will result in Joker killing Batman with a single bullet at point blank range.
During the credits, Jack Ryder is having a live conversation with Quincy Sharp and various political experts over the game's events, debating over how effective the cops are, the state of the country if such criminals can actually exist, and the failure of Gotham's prison system. The only one to escape criticism is Batman.
Knight has quite a few:
After the shit-storm in Arkham City involving Protocol 10, many of the surviving inmates sued Gotham City Hall for giving Hugo Strange the go-ahead for the protocol; many of them got a substantial payoff and were released from prison.
The police were unable to find all of the tainted blood the Joker sent to hospitals in the previous game. A statewide search and retrieval is not going to go off flawlessly, with mistakes and errors preventing all the blood from being found.
Batman has three hideouts: Panessa, the clock tower, and his office. Each of these is occupied by just one of Batman's allies, two tops. All three are easily stormed by villains because there are no guards and the only security measures seem to be bio-metric recognition, which we see can be easily faked. Even the GCPD is attacked, but it takes a small army to make the attempt.
The supervillains pooled all of their money for a $3 billion army. As a result, they're so strapped for cash that most of them have to do regular crimes just to get some income, with Penguin running guns and Two-Face robbing banks. This comes back to bite them as they lose whatever money they had left in the DLC chapters.
Talia is mentioned a few times in the game, and despite Protagonist-Centered Morality, her impact on the world is mixed. Her family and Batman miss her, whereas Cash's entry in the evidence room calls her a terrorist, Alfred calls Nyssa the sanest of the Ghul family, and the Joker hallucination mentions seeing her in hell. The Joker one is especially poignant if you view him as a product of Batman's subconscious: even he couldn't totally deny Talia was evil.
Victor Zsasz was a recurring threat in the previous games, but it was clear that he had Joker's support because the other villains were too disgusted or scared of him. With the Joker dead, Zsasz has been left to his own devices and is irrelevant to the game's events.
This is what the Knightfall Protocol is all about at the very end: when the Scarecrow unmasks Batman live on television, that's it, Bruce knows it's over. Batman relies on superstition and fear to be effective, and having his identity revealed completely destroys that - not to mention as well that a successful vigilante like Batman, especially one prone to Arch Enemies due to his aversion to directly killing criminals, in a city as riddled with crime as Gotham, will have made a lot of enemies who absolutely will not hesitate to use any advantage they can get against him. He rounds up the last of the villains, races off back to Wayne Manor, and blows it all to kingdom come. It's uncertain if Bruce and Alfred died at the very end or not, but it's done to make sure no one goes after the other masked heroes connected to him.
After Batman's identity is exposed to the world, some mook chatter can be heard in the Playable Epilogue stating that even if Batman is Bruce Wayne, he is not any less dangerous.
Even if an animation boss is respected and talented, he'll lose his employees' confidence if he undergoes Sanity Slippage, introduces an Awesome, but Impractical machine, and allows for unsanitary working conditions. On the tape recorder the speaker threatens to quit if another pipe bursts.
With the sole exception of the final boss in the first game, all the antagonists are dispatched with one blow or in a cutscene. Sure, most of them are intelligent and charismatic people with a vast array of people and resources under their control, but they're still ordinary people that are no match for the One-Man Army main character.
BioShock has this trope as instrumental to the fall of Rapture. The city was built as a place with no laws or morals, so was filled with sociopaths and sadists only concerned with their own power. Despite the "everyone can make it" propaganda, they still needed people to scrub the toilets, so there was a huge underclass disillusioned with the Rapture dream, furious at founder Andrew Ryan and his ilk. All this came to a head with the discovery of ADAM, the miracle substance that powers plasmids , and the city promptly tore itself apart fighting over this highly powerful and valuable resource, with those same sociopaths taking their chance to get more powerful.
Fontaine directly benefited from this trope: when nobody feels like doing menial work and yet some people are forced into it, who is the likeliest customer for goods that make menial tasks go away? Suddenly he went from a small-fry thief to one of the most influential people in Rapture because he saw something nobody else did and grabbed it with both hands.
So what happens when you build a massive city at the bottom of the sea? A hell of a lot of engineering problems, that's what. It's frequently mentioned that large parts of Rapture are leaking, especially since nobody's sane enough to do the upkeep. By the sequel, parts of it have just plain collapsed.
The prequel novel Bioshock Rapture shows an incident that serves as a perfect example of the consequences of a completely privatized society: the owner of the garbage collection service uses it to drive a rival grocery shop owner out of business by leaving his garbage piled up. Since this is not illegal and a public garbage collection service is anathema to Ryan's beliefs, the grocer resorts to Murder-Suicide.
The penultimate level of BioShock 2 reveals that Eleanor has been seeing through Delta's eyes the whole time, which has dire consequences for the ending if you've been harvesting the Little Sisters. After all, what else would happen when your little girl wants to be just like daddy?
BioShock Infinite repeats the same scenario as Rapture in Columbia. The city is a miracle of technology, presenting itself as a divine haven far from the sins of the world below... with the same racism, imperialism, antisemitism and xenophobia as 1912 America. So not only does it get used as essentially a floating WMD (more than once in the Bad Future), but despite in theory being only open to WASPs they still need labourers, hence the oppressed underclass of "negroes" and "potato eaters", and the inevitable civil war that boils over because of their treatment.
Songbird is big, he's powerful, he lurks as a threat in the background of most of the game, he's intimately tied to the backstory of the deuteragonist, and everyone with even a passing knowledge of Video Game Tropes expects him to be fought in a big Climax Boss or even Final Boss battle. But Booker, for all his tricks, is still just a single human, and Songbird is still a giant flyingLightning Bruiser that's Immune to Bullets, so every time they cross paths Booker barely escapes with his life, incapable of doing the slightest shred of damage to Songbird. He's only defeated by a temporary Heel–Face Turn and then by dropping him at the bottom of the ocean, since Songbird was not designed to withstand water pressure. Any timeline where Booker tried to fight Songbird directly quickly ended with Booker being torn to pieces.
The US government were not aware that Columbia had weapons capabilities. When the city got involved in the Boxer Rebellion, Congress was not happy with Comstock, and ordered him to return to the US. And when Comstock refused to return, the government declared that the entire city of Columbia had gone rogue, and cut all official ties with it. Even in the early 20th century, such a massive weapon would be a major liability to any sane government.
After Elizabeth killed Daisy Fitzroy, the Vox Populi don't simply pack up and surrender. Not only did the character's death fail to stop the Vox Populi's actions, but they are now even a bigger threat since Daisy is no longer controlling them.
The Blackwell Series: In the course of her investigations Rosa repeatedly breaks into homes and businesses, harasses multiple people well past the point where they want anything to do with her, and is in close proximity to a lot of dead bodies. By the time of Epiphany she's banned from a hospital and two campuses, has multiple restraining orders put out against her, and being near to yet another freshly dead body gets her arrested, with the officer perplexed that she hasn't been arrested before, and the only reason she escapes being sent to prison is because of her Friend on the Force (a deleted scene shows that Police Commissioner Alex Silva has been protecting Rosa from police scrutiny for her own ends, but it isn't clear in the final product if that's still the case).
Ragna destroying countless NOL divisions has made him a wanted criminal with a bounty worth trillions.
Following the Dark War, humanity had to relocate to the mountains due to the seithr concentration being too lethal for them. The only way they're able to build settlements is through weather control devices, and when one of them no longer functions, as shown with Akitsu-Kō, the place becomes bitterly cold.
In Breath of Fire III, Ryu, Teepo, and Rei attempt to pull a Robin Hood on the nearby McNeil family, who is oppressing the villagers with outrageous taxes. The heroes bravely break into the McNeil mansion, defeat the McNeilsnote or to be more accurate, the ghosts of previous McNeils, as the only living one is too cowardly to even fight them, and rob the place, returning the ill-gotten gain to the villagers. Unfortunately, the villagers turn on the heroes, afraid of reprisals from the McNeil and the criminal syndicate he belongs to, forcing the heroes to flee.
Call of Duty: Modern Warfare 3 has this in regards to Soap's death. Getting thrown out the top of a clock tower following a bomb explosion and smashing through various scaffolding on the way to the ground is bad enough, but then add on not being even two full months past a deep stab wound to your chest. Yuri is dazed for a while, but ultimately gets up on his own and is able to fight after a minute or so; Soap has to be carried through the whole level and leaves a near-entirely-solid trail of blood behind him until he bleeds out on a table.
Chrono Trigger: In the first area, Millennial Fair, you can pick up someone's lunch to replenish your HP. Just a classic bit of video game kleptomania which will have no further consequences? Not so, as later you're put on trial and the person in question testifies against you, lamenting that you ate their lunch right off the table.
In Command & Conquer: Generals, General Alexander is often considered the hardest General to fight by far, despite having assets not all that much greater than any other General. The reason for this is simple: Whereas every other General likes to take their time mocking your feeble attempts in the early game and gradually ramping up the level of force they use against you, Alexander comes at you full-force, immediately, when you are still at your weakest. This also works in reverse: Alexander may be incredibly dangerous on her own turf, but playing as her in any meaningful aggressive way is really hard because she specializes in defence based on existing infrastructure; take that away and she's easily crushed.
The Final Boss of The Darkness, Uncle Paulie, is built up as the catalyst for all of the misery in Jackie's life, from the death of Jackie's girlfriend to getting blown out of a window by a bomb. Jackie finally makes it to Paulie, and Paulie goes down just as easy as the Mooks Jackie had been slaughtering to reach him. After all, Paulie's a normal human being, and a rather overweight one, at that. Jackie has the personification of all evil living inside of him. If anything, it's more of a Curbstomp BattleCutscene Boss than a final boss fight.
Darkest Dungeon is a deconstruction of living in the darker counterpart of a D&D style Adventure-Friendly World; the explorers you hire to delve the dungeons are just normal people who happen to have strengths, they have fears and weaknesses, and fighting against abominations against nature like the undead and other monsters will cause them to develop new quirks that can either help or harm. The dangerous journeys themselves stress the heroes out, and if you don't help them recover after missions, you run the risk of having them break and letting the worst of their personality come out, which in a game where teamwork and strategy is the number one, can be fatal for all involved.
There are several occasions when important characters get swiftly killed with little fanfare. Bale is easily killed by Angelos after the former's backup deserts him. In Winter Assault Sturnn is killed by Gorgutz in seconds by beating him into bloody pulp, because Gorgutz is a hulking green monstrosity and Sturnn is a normal human with fancy equipment. Retribution has Merrick go up against a Tyranid Hive Tyrant, and get killed even faster.
Dawn of War II and its first expansion Chaos Rising have the player achieving glorious victory over the enemies that threaten to engulf the subsector and destroy the Chapter, both ending in a triumphant speech by Gabriel Angelos about how heroic you are. The second expansion, Retribution, is set ten years later and shows that "defeated" is not the same as "gone"; remnants of all the different enemy factions are still making a mess of the subsector, all sides keep funneling in reinforcements to the point that all the planets are engulfed in constant fighting, and the situation has deteriorated so much the Imperial higher ups consider Exterminatus to be the best option.
During Dark Crusade, several of the strongholds play out this way. Gorgutz of the Orks is defeated by pittig his forces, notorious for in-fighting if they feel like it, against each other so he stands alone on the field. The Necrons are known to be basicly unstoppable in combat, so instead their catacombs are nuked to cause a cave-in, completely disabling their abilities of repair and reinforcement. The Imperial Guard are regular humans and prone to cowardice and rebelling against bad officers, so the player can pit them against each other as well if it appears that the player in charge would be a better leadership than their own high command. The Tau venerate their Etherals to the point of fanaticism, so killing the spiritual leader breaks their morale so hard they just pack up and flee.
Dead End Road: You can wish to be the grand ruler of the entire world. Too bad it doesn't mean you have the skills to maintain control over it.
People are strangely resistant to gunfire. Chuck, while not an invincible steel wall, can take a .50 caliber rifle bullet to the face and negate the effects with a bottle of whiskey. Psychopaths are even more bullet resistant, with some taking it to ridiculous degrees (Antoine, a fat celebrity chef with presumably no combat experience can take 200 rounds of LMG fire by blocking it with a frying pan). So when Sullivan pulls out his handgun and puts a hole in Rebecca Chang's forehead and kills her, it can be a bit stunning to a player to witness.
Chuck can recover health by consuming food or drink, but if he does this with alcohol several times in a row or with spoiled food, he'll get sick and throw up.
Marion Mallon is the true antagonist for all the games, a wealthy and corrupt pharmaceutical CEO whose employees have started at least 3 separate zombie outbreaks, and who has the cure, but refuses to release it to keep selling their treatment (the third game reveals that last one is a blatant lie). Despite this, she's still an old woman in a wheelchair, so Dead Rising 3 antagonist General Hemlock, a big, burly man kills her easily by just dumping her off a roof.
Protagonist Nick Ramos has no problem killing the undead because hey, they're not human. When he kills an actual living human for the first time, he suffers a Heroic B.S.O.D., due to having not killed someone before, even though it was rightfully done out of self-defense.
Dead Space 3. Isaac Clarke, and the team investigating Tau Volantis, manage to find an old space shuttle in order to travel to the planet's surface and continue their mission. Too bad that the shuttle was around 200 years old, as were all the available replacement parts (what few there were), thus they didn't have the time nor resources to to a full restore of the vehicle. Upon using it to enter the planet's atmosphere, it works well...for awhile, but eventually the ship's age and lack of proper maintenance catch up with it. The ship breaks apart close to the planet's surface, killing 2 of its crew members and stranding the rest on the planet's frozen surface.
In most of the games in the Dead Space series, the vast majority of weapons are actually futuristic industrial and mining tools. The majority of the games aren't set on military installations (Dead Space took place on a mining ship, Dead Space: Extraction on a mining colony, Dead Space 2 on a civilian space station and so on) and the protagonists use whatever they have on hand. The major exception to this is Dead Space 3, since several areas in the game were former military installations or the wreckage of military vessels, so actual firearms are plentiful. This isn't really a problem as the Necromorph's weaknesses mean that cutting tools are more effective than firearms anyway.
Guardians are ageless super powered warriors with decades if not centuries of combat experience each, a regenerative Healing Factor and Resurrective Immortality which makes death a minor inconvenience. Without the Light its a completly different story. While skilled they are entirely mortal and take heavy casualties from simple attrition. With many suffering from a Heroic B.S.O.D..
Late in the story the adviser tries to make demands of Ghaul, reminding him how he gave him everything and made him the warrior that he is. Ghaul gets annoyed and chokes him to death.
Deus Ex, a minor patron saint of deconstruction, lets reality happen quite a few times. At one point, The Dragon decides that it's much, much smarter to just order his troops to kill you, rather than actually having to go through the complicated business of waiting for the Explosive Leash to kick in. (Notably, he also activates said leash - which for newer models like you is a relatively slow and seemingly natural death rather than instant death by explosion.) At another point, you confront an enemy Obstructive Bureaucrat who realizes that trying to shoot the Super Soldier might not be such a good idea, so he waits until you turn around and leave, whereupon he shoots you in the back. At the "Realistic" difficulty level, there's a quite high chance that this will kill the player character in one shot. You can silently pick off the guards before he decides to sic them on you, resulting in a "You win this round, Denton."
If you're cocky enough to act like Rambo or the Terminator, even basic mooks will make you regret it fast.
If you Take Your Time in getting to the Sarif factory, the terrorists occupying it will have killed off all the hostages, even though it's not explicitly a Timed Mission.
Similarly, a major named ally will die if you take too long to kill her attackers, even though there's no explicit timer here either.
In The Missing LinkDLC, a Belltower commander makes mention that a number of their people that Jensen "peacefully" knocked unconscious by bashing them in the face with a metal fist are in comas. If you do a non-lethal and/or stealth run through the mission then the commander will point out that even though Jensen hasn't killed anyone, all that means is that the character is extremely resourceful and more dangerous than someone just shooting people, and that the soldiers under his command should be even more vigilant in the event Jensen decides to start taking lethal options.
When the head of a powerful mega corporation is approached by an intruder demanding information she doesn't just cave in, she talks until she can trip the alarm and run for the panic room.
Being invisible or transparent in real life would allow light to travel through you. Because of this Jensen can pass through laser wires while invisible without setting them off.
A random civilian tries to blackmail you, a cybernetically-augmented killing machine, by threatening to call the Belltower soldiers looking for you on the street while standing still in front of you? If you tell him how easy it would be for you to break his bones he will change his mind pretty quick. There's nothing keeping you from killing or knocking him out on the spot either.
A crooked bouncer demands money in exchange for the location of a missing prostitute. If you refuse to pay he'll point out that it's no use knocking him out since "It's not like I have the info conveniently on me...". If you do so, he doesn't and you fail the mission. In another case of ensuing reality, there's nothing stopping you from knocking him out and taking your money back AFTER he gives you the info you need.
An in-game example happens if you get jump enhancements (especially the ground-pound attack) before you get the Icarus Landing System will result in you being hurt for jumping too high; they only improve the force in which you lift off, not reducing it when you come back down. In extreme cases, this can actually kill a player who is unaware of this fact.
Hugh Darrow's psychosis-inducing signal, causing all augmented humans around the world to go temporarily homicidal lasted, at most, an hour. In that hour, the thousands of people with augmentations caused millions of deaths, billions of dollars in property damage and turned the order of the world on its head. The aftermath was profound. The augmented, who were once touted as superior to baseline humankind, are now persecuted with near impunity by both individuals and governments, feared and segregated from the rest of humanity. Augmentation technology is effectively brought to a complete halt, used only sparingly, and even then it still invites scorn. Some cities, like Dubai, who put a heavy emphasis on using augmented labor are devastated both physically and economically, and by the time the game takes place, these places still haven't recovered. For the individual augs, in addition to having to deal with the new prejudices and societal pressures, many of them suffer mental disorders, both from the trauma of the signal itself, and from struggling to come to terms with what they did while under its influence.
Corvo may have avastarrayof powers, but when it comes down to it, he's still physically an ordinary human - getting in a scrap with guards and getting shot, or falling a long distance without breaking it via blink will do substantial if not fatal damage to you. The same applies to every normal human too. Any fight you get in tends to be dangerous because of the numbers, but a single target will die quickly regardless of if you cut him down with your sword or just shoot him dead. This includes all of the major targets; most are no better than mooks when you fight, and even the tougher ones you can simply kill at range before they even know you're there.
While Corvo also has a bunch of wonderful toys, his handheld crossbow doesn't pack much of a punch, one-hit-killing is only possible with a headshot or an incendiary bolt. Daud's own wrist-based crossbow has the same weakness, and he ultimately gets far more mileage out of it in a takedown animation where he fires the bolt into a guy's neck at point-blank range, then has the crossbow pull it back into position when it rearms itself.
The last assassination targets don't even try to fight Corvo; by this stage, whichever way you have played, they know all too well they can't win.
Killing every enemy you come across will not secure any kind of victory. The dead guards will just be replaced with less than savory new recruits, your enemies will increase security with more elaborate death machines sooner than they would in a pacifist run, and your own allies will get increasingly disillusioned and/or paranoid with you. And much like Eleanor Lamb above, Emily Kaldwin learns by watching you, so if you decide that violence is the way to go, so will she. She's also the rightful successor to the throne, so having a young Empress learn that violence is the way to go will not end well.
And what happens when there are corpses everywhere? Rats, that's what happens. Filthy rats, carrying the plague.
Corvo and Jessamine were secretly lovers, except it wasn't a secret to anyone, given everything from their obvious closeness to the daughter they had out of wedlock. The reason no one ever said anything about it (unless you let a dying Pendleton talk in High Chaos) is because of the sheer Refuge in Audacity of it all.
When trying to find information on Delilah, Daud has the option of getting it from Abigail Ames, either by helping her, or torturing it out of her. Should the player choose to help her, she'll sell a favor in a later level. Should the player torture her instead, she'll still sell the favor, except it will actually be an explosive trap. Abigail's not the forgiving type.
The previous game's points regarding human vitality, taking on multiple enemies at once and the consequences of killing every enemy you come across all apply here, with the exception being that the rats are now replaced by parasitic flying insects.
It's mentioned several times that Emily and Corvo knew about Luca Abele's despotic regime, but were content to ignore it until it led to them getting deposed. As a result, a number of people consider them partly responsible for how bad the situation has become in Serkonos.
Near the end of a Low Chaos playthrough, Meagan Foster drops a huge bombshell about herself; she's actually Billie Lurk, one of the assassins who murdered Jessamine, aka Emily's mother/Corvo's lover. Despite Meagan being one of their staunchest allies, and whatever the player might want to do, neither Emily nor Corvo will take such a damning revelation well. At best they'll acknowledge that Meagan's changed since then, after making it very clear that they'll never forgive her. At worst they'll be openly disgusted with Meagan, and want nothing more to do with her from that point on. They can even murder her, and it'll be considered avenging Jessamine.
The Overseers' music boxes work like a charm on Outsider powers... but not on anything else. So when the Overseers march on Delilah, they get wiped out because the clockwork soldiers are machines, not sorcery.
Divekick features The Baz, a fighter who's special moves have him shock his opponent with electricity. Final Boss S-Kill flat out tells him that this is blatantly illegal, and his ending has him barred from any future Divekick tournaments because his electric powers ended up putting multiple divekickers in comas. This is implied to be a big reason why he's been kicked out of countless other fighting tournaments.
The game is called "Divekick", not "Electrocute People".
The Amell Family Shield is virtually worthless (at least, by the time you find it). Unlike the other examples, it doesn't appear in any quest, and seems to just be an excuse to let the player actually equip one of the numerous Amell family crests they will have seen hanging up all over the city.
An example that crosses over with Jerkass Genie and Be Careful What You Wish For: Xenon, the owner of the Black Emporium, once wished for eternal life. He got his wish, but it didn't do anything to stop his body aging because he never took that into account, and by the time you meet him, he's an ancient, immobile and unhinged corpse.
Magic allows you to shoot lightning at people, raise the dead to work for you, or call down giant firestorms on your enemies... but is also feared and hated by most of the world, and doing magic outside of the strictly regulated circles is outright illegal.
The Dwarf Noble origin notes that the old Aeducan family shield they find is crude by their current standards and only of symbolic value.
Alistair is beyond pissed if the player tries to forge a grand redemption arc for Teryn Loghain by inducting him into the Wardens. Alistair is unable to forgive or forget Loghain's atrocities and storms off, leaving the party permanently.
In return for their aid during the blight the Dalish elves are given lands to settle. However tensions quickly arise with an independent elven state forming in the middle of Human lands. Things deteriorate faster if the Warden choose to ally with the werewolves, who are given those lands instead.
The epilogue is one big dose, showing the real consequences of choices and side quests.
Helping the Dwarven priest build a church in Orzammar for example leads to its destruction and his death, since the atheistic dwarves are outraged by him spreading foreign beliefs. These events draw the attention of the Chantry which is said to be considering a holy war against the city following this.
There is no change based upon the above choice despite one crucial detail if Alastair is present in that scene - Fiona is his mother. She doesn't reveal the fact as he is unlikely to believe her, due to the lie she asked Maric to tell him.
Impersonating a Grey Warden is a very serious offense. You can lose Blackwall permanently as a result.
Two characters both show admiration for the Grey Wardens and believe them to be heroes who protect the weak and defenseless. It goes badly for both characters because their primary duty is to stop blights, not play heroes. Blackwall's is a major hint that he's lying right from the start as any Warden who invokes the right of conscription would use it not to train humble fishermen but to forcibly recruit new wardens from people who would be executed or killed otherwise. The other, while she is willing to seek out the Wardens to join, will end up dead unless the Inquisitor recruits her for themselves due to the Wardens being highly suspicious of them.
Related to the above, should the player use Blackwall's Grey Warden connections to obtain resources for the Inquisition, the people who provided the resources will demand reparations once Blackwall's duplicity is revealed, seeing as you pretty much committed fraud against them.
Another Grey Warden point; the Wardens are revealed to have effectively been tricked into summoning a demon army for the Big Bad. Is it any small wonder that some of your companions will call for you to exile them as a result of this?
Take a Third Option is not always the best decision. Out of the three possible candidates for Divine, Vivienne is arguably the worst.
Vivienne is initially presented as a possible romantic choice because of the option to flirt with her, but as revealed when you first meet her, she's already in a loving relationship with her lover Bastien. He dies from an illness, but you cannot attempt Comforting the Widow.
Being hailed as The Chosen One doesn't automatically mean you're The Hero - the first thing the Herald has to deal with is the Chantry declaring them and all those who support them as heretics.
People will be skeptical of your claim to being the Herald of Andraste if you're not a human. This is due to official teaching of the Chantry that humans, while still shunned by the Maker, were not nearly as shunned by other races, as well as being a mostly-human organization.
The Qunari Inquisitor, if they try to discuss what it means to be Qunari with The Iron Bull, will be coldly shot down - Bull states that the Inquisitor isn't a follower of the Qun so has no right to call themself a Qunari.
The Iron Bull, if declared Tal Vashoth, goes into a Heroic B.S.O.D. due to the teachings of the Qun saying that those who abandon the Qun are insane, which was the justification he used for killing deserters of the Qun. If he doesn't go insane then that means he killed a lot of innocent people.
Bull mentions that the Qunari are not fond of wearing shirts, given how much trouble it is to put one on when you have a large pair of horns growing out of your head.
One side quest has the Inquisitor collect pieces of an ancient sword and ask Dagna to reforge it, only for her to explain that you cannot remake a sword from its shards. She instead makes a new one using the collected pieces as inspiration.
The Revered Mothers of the Chantry are just old women - their most effective weapon is their unified voice and the Chant of Light. It's no wonder that Lord Seeker Lucius was able to completely shatter their illusion of power by assaulting one of them.
Trying to re-appropriate the culture of another civilization is highly offensive to those from the original culture, especially if you get it wrong. This is why Solas hates what the Dalish have become, especially when their Facial Markings, which they think is to honor the elvish gods, happen to be the equivalent of a Slave Brand.
According to Varric, Hawke had to go on the run after his game due to the events of the last chapter making him a scapegoat. Also the general corruption of the city alone was enough to have numerous calls for the city to be the target of an Exalted March even before the incident with the Qunari and an apostate committing a terrorist bombing of the local Chantry.note Which is a bit of What Could Have Been about Dragon Age II - Exalted March was a planned piece of DLC that was cancelled due to the poor reception to the game.
Related to the above, when Cassandra learns that Varric had lied to her about not knowing Hawke's whereabouts, she angrily confronts him over it. Varric asks her what she was expecting, given that she kidnapped him and interrogated him about the location of one of his closest friends.
As Dorian's backstory proves, even in a world where homophobia is practically nonexistent, being homosexual can be problematic if you come from a culture that emphasises strengthening and continuing your lineage.
The most difficult way to end the Orlesian civil war is to gather enough blackmail fodder to force all three factions—sitting Empress Celene, her cousin Duke Gaspard, and elven spymaster Briala—to work together instead of playing out the Kingmaker Scenario. But despite seeming like it'd be the most rewarding option, it's actually the worst. According to the epilogue, once the main danger is past, they're on the verge of starting the civil war up all over again since none of the underlying issues are addressed. The best option is to reunite former lovers Celene and Briala, which results in the best in-game rewards, long-term stability in Orlais, and more rights for the oppressed elves. However, you have to implicate Gaspard in plotting against Celene and let her sentence him to death, even though he's no more or less guilty than Briala. In other words, to get the best results you have to play The Grand Game.
A key plot point of the Trespasser DLC is that Ferelden and Orlais are unhappy about having an independent military organization like the Inquisition on their borders, with Ferelden calling the Inquisition out on some of their more controversial actions and wanting them disbanded, and Orlais wanting more control over the organization.
At the end of Trespasser, the game's Bigger Bad points out that an organization like the Inquisition will inevitably fall victim to internal corruption as it expands.
Relationships are a bit more realistic in that not every love interest is available to every player. In addition to gender preference, some characters have racial preferences as well, and party members' approval meters are invisible to the player and harder to manipulate. You can no longer shower them with gifts to make them like you, and you can't avoid disapproval by not bringing them on quests where you know they'll disagree with your actions, such as leaving Sera, who hates magic, at home when you do a quest supporting mages. It will get back to her. Bioware may have felt they were perpetuating "Nice Guy Syndrome" in previous games by implying that as long as you make all the right moves with your crush and tell them what they want to hear, they will mindlessly fall in love with you regardless of your personal traits. In reality, some people are just not into you.
Extremely powerful books on cloud magic will barely even assist you inside the dungeon, because there's no windows at all and you're underground.
Mana is restored through drinking booze. As a result, the Age of Wizardry came to an end due to the great wizards all succumbing to alcoholism and its complications like belligerent colleagues and dwindling funds for and quality of booze.
Several double-weapons like the Double-Quarterstaff and the Dire Halberd are actually rather terrible, because the sheer difficulty of handling them makes them rather useless in actual combat.
Heavier, more protective helmets tend to obstruct your vision, reducing your viewing distance as a result.
The "Water Supply Fluoridation" debuff is in there as a Doctor Strangelove reference, and your bodily fluids are sapped, but the tooltip helpfully remarks it also did what it actually does and strengthened your teeth, buffing your resistance just slightly.
The huge material properties overhaul resulted in a few of these, as a simple damage multiplier for each metal was replaced with actual stats for tensile strength, shear and compressive yields and so forth. Adamantine turned out to be incredibly strong and lightweight, making for excellent edged weapons, but when players forged warhammers and maces from it the results were disappointing.
You planning on subverting that river into your base for a fresh water supply? Water carries motion still, so without proper planning you might just flood your base. See that awesome battle on a mountaintop, with people fighting and dodging? Well, one combatant just dodged off a cliff, and is now plummeting to his death. Despite the odd, and often fun, physics of the game, sometimes it will start behaving realistically enough to realize that you've just screwed up.
The mechanics behind that most insidious of threats, the Catsplosion note an event where cats breed out of control in a fortress. Dwarves are quick to adopt them as pets, which causes them to become depressed if someone kills them. Eventually, the depression escalates into a "Depression Spiral" that could cause the whole fortress to fall to madness seems pretty ridiculous. But think about it for a second; how would you feel if someone killed your pet, even for "the greater good"?
The update that fixed the Bonsai Forest problem, instead giving out huge trees that yielded multiple logs, also showed one of the problems with the aversion of this trope; namely, that a giant tree's collapse can and will injure anyone it falls on, including the woodcutter if he's standing in the wrong spot. Don't give woodcutters pets if you don't want a tragedy.
The Big Bad of the Dawnguard DLC plans to block out the sun, in order to allow the vampires to dominate Tamriel. It's pointed out that, while such a plan would give the vampires a huge advantage over the mortal races at first, it would eventually lead to their doom, as practically everything on the planet - including the vampires' prey and THEIR sources of food - needs sunlight to survive. It's also mentioned that the danger from such a scheme would likely force an Enemy Mine between the Empire, the Stormcloaks, and perhaps even the Aldmeri Dominion.
Also from Dawnguard, The Vigilants of Stendaar are an organization of Church militants dedicated to supressing Daedra Worship, and largely fight mortals in possession of Daedric Artifacts, as well as lesser vampires and werewolves. When they go up against the Volkihar Vampires, a clan directly created by Molag Bal and thus much stronger than the feral vampires around Skyrim, they not only get massacred in the field, but the Volkihars lead a counterattack on their HQ that completely wipes the order out.
Using Dragon Shouts in a city or town will result in a guard asking you to stop. Magic or not, those shouts are awfully loud, and some of them can cause a lot of collateral damage, so of course it would make the locals nervous. The only reason you're likely not arrested outright for causing a disturbance is because using Shouts is extremely rare and outs you as the Dragonborn.
If the Dragonborn already has a bounty on them in Whiterun when they try to enter the city for the first time the Guard will try to arrest them, since a known criminal just walked up to them.
Come across any daedra hunting Vigilants of Stendarr while carrying a daedric artifact or wearing full daedric armor and expect some trouble.
Realizing he's lost, Alduin decides The Battle Didn't Count and retreats. While he plays it off as inconsequential, his followers, staunch believers in Ass Kicking Equals Authority, are none to pleased that their leader ran from a fight his opponent rightfully won, making quite a few question his authority and right to lead.
A cutscene in The Evil Within that starts with Julie pointing her gun at someone and Joseph trying to talk her down ends with an earthquake that causes Julie to accidently shoot Joseph, showing just how dangerous a gun can be.
If you convince the water merchants to sell water to the Vault, then congratulations, you've made it easier for the Super Mutants to find it, giving you less time to deal with them. Nice Job Breaking It, Hero!
If your Intelligence is 3 or less, you play as a bona-fide Idiot Hero with altered "dumbspeak" dialogue options. You'll be locked out of a lot of side-quests because most people won't even give you the time of day nevermind ask you for your help. Plus you'll probably end up screwing over a lot of people in your poorly thought out attempts to "help" them.
Colonel Autumn learns just what happens when you stand, pretty much unarmored, less than ten feet in front of someone in a fire fight. It'd be hard to find a player who didn't just turn on VATS and shoot him in the head repeatedly.
The core game also ends with the player activating Project Purity and fulfilling their father's dream of supplying clean water to the entire Capital Wasteland. Then Broken Steel came along, acting as a Playable Epilogue, and if the player visits Project Purity they'll find that said dream isn't quite as glamorous as James made it out to be, as somebody has to deal with all the bureaucracy and paperwork that comes with running a massive water distribution network, and they're not happy about it.
It goes even worse if you proceed to activating Project Impurity. Anyone with even the slightest hint of radiation exposure is targeted by the modified FEV - i.e. anyone who's ever set foot outside of a Vault. You can even kill yourself in Broken Steel after activating Project Impurity by simply drinking three Aqua Puras.
Roy Phillips is one of the biggest assholes in the series, plotting to slaughter the inhabitants of Tenpenny Tower so he and his band of ghouls can move in (which he justifies by them being racist assholes, even though just being around him for 5 minutes makes it clear that he's no better than they are), and even working out a peaceful solution in which the ghouls can live in the tower without bloodshed will still lead to Roy killing the humans at the first provocation. Unfortunately, unlike every other evil character in the game, killing him will award you negative karma, because the popular radio DJ Three Dog is convinced that Roy is the real victim in this scenario, making him a Villain with Good Publicity. The only way to avoid bloodshed is to negotiate an agreement between the two sides, and then assassinate Roy without being caught - with his influence removed, the other ghouls will settle down in peace.
Stealth Boys and a certain legendary armour mod turn the player character invisible. This sounds awesome until you remember that this includes their weapons and their analogue sights.
The Commonwealth Minutemen's weak command structure led to over-extension and a huge decline in power and influence. After being massacred by Gunners, mirelurks and ghouls, by the start of the story there is only one remaining active Minuteman in the entire Commonwealth. Most wastelanders admire their intentions but thought their end was stupid and are reluctant to entrust the safety of their settlements to them again.
After establishing a few Minutemen settlements, players should expect them to be attacked by raiders, Gunners and super mutants. Considering how radio beacons are how news of the new settlements spread, this attracts a lot of unwanted attention very quickly.
The Railroad are fully committed to synth liberation, but do very little to help the actual people of the Commonwealth. This is bad because it undermines their message of synth/human co-existance and denies them resources and favours they could desperately use.
The Railroad's secret password to access their hidden underground base is Railroad. The player character can point out to the Railroad's leaders how bad that password is, for them to counter that most wastelanders don't know how to spell. This is a post-apocalyptic setting, remember?
Fallout: New Vegas: The human wave tactics utilized by Caesar's Legion had proven effective in the past against tribals with similar close-combat weapons as themselves. Then the First Battle of Hoover Dam showed the Legion exactly what happens when you use human wave tactics against a more modern-styled army with automatic weapons and explosives.
Far Cry 4: At the start of the game, Pagan Min asks you to wait for a bit as he takes care of some business. The game expects you to leave the table and start the plot. If you do wait for a bit (around fifteen minutes)... he comes back and resolves the business he invited you for, which actually leads to an alternate ending of the game.
Racing game Fatal Inertia has the Time Dilator power-up, that slows time around you while leaving your craft immune, adding up to a few seconds of enemies stuck the wrong side of Bullet Time while you surge ahead at normal speed. However, the way the powerup works in-universe means outside observers see everything still moving at normal speed, and the device's user suddenly going at several times their previous velocity. One of these outside observers is physics. So much as glance off a solid obstacle and one suddenly finds out where the title comes from.
Final Fantasy X. What, you thought you'd be branded as a traitor, waltz into their most sacred place in the city, and just waltz out of there without getting captured?
The Final Battle in Final Fantasy XII. Once it's done, everyone gazes thoughtfully at the sky to contemplate the villain's death and the implications of victory (and, in Fran and Balthier's case, to do a fist-pound) Then a destroyed fighter crashes in front of them because the two airship fleets have naturally been focused on the enemy ships, not tiny people running around on a stationary object, and don't magically know that they can stop shooting. Cue the heroes' frantic scramble to announce a ceasefire before any more lives are lost.
After a particularly brutal Wham Episode in Final Fantasy XV,the party's resident Team Mom and healer Ignis goes blind. Instead of being a Handicapped Badass, they promptly and immediately become The Millstone as you're forced to help them get through a tough dungeon with no assistance. And even when the character tries to fight, they just end up flailing wildly, more often than not hitting the player's party. And the character is fully aware of how unhelpful they've become, too. It takes the ten-year Time Skip and constant practice for Ignis to get any semblance of his talent back. Even then, he still uses a cane to walk.
On a slightly more humorous note, your party members are not immune to friendly fire when you use magic. So, for example, using a Thunder spell sees them all paralysed by the electricity, using Blizzard sees them all shivering from the cold, and using a Blizzard spell while standing in water causes everyone to get stuck.
Fire Emblem: Path of Radiance plays out like a typical High Fantasy story, with a group of mercenaries and a secret princess going on a world trip and gathering allies before defeating the bad guy and liberating their hometown. The direct sequel Radiant Dawn then shows all the ugly aftermath of this. Crimea's nobles don't like suddenly answering to a Queen whose existence was a secret until she led the liberation, and her soft-heartedness leads to unrest and insurrection. Daein's citizens had no interest in the Mad King's war, and launch a liberation campaign of their own to regain sovereignty from an abusive suzerain. Begnion's apostle made a deep cut into the senate's corruption and openly pledged to do much more, all this did is consolidate them against her and end up with her removed from power, the senators feeling free to commit all sorts of atrocities with their overwhelmingly powerful military. The Laguz nations find themselves needing to fight a war while having no cultural knowledge of the logistics and consequences of doing so, and the lingering Fantastic Racism throws more fuel onto the fire. The unrest and upheavals in ever corner of the continent result in a world waror would have, if not for a timely Diabolus ex Machina.
The Custom Night allows you to set the difficulty of the separate animatronics, from a number between 1 to 9. After you beat the Custom Night, you get fired for tampering with the animatronics.
In Five Nights at Freddy's 3, set thirty years after the original game, the management of Fazbear's Fright insists on using the old wiring of Freddy Fazbear's Pizza, despite it being very outdated and in a state of extreme disrepair. This ends up causing a fire that burns the whole place down, as shown in the game's good ending.
For Honor: Killing Apollyon doesn't stop all of her manipulations and plans cold. By the time she dies the factions have been at war for years and aren't going to stop just because the one who caused it all is dead. She lampshades this asking the Orochi if they thought everyone would just go home after she was dead.
In Get Dumped, Michi's boyfriend Arashi has decided to break up with her and she's desperate to win him back on their last date. Except that it turns out there's no magical formula to do so; sometimes someone just doesn't love you the way you love them, as painful as it may be. In addition, Arashi points out to Michi in the true ending that her obsession with spending as much time as possible with him and putting him on a pedestal has left her with no time to have a life of her own and unable to act normally around him, and that she's more in love with her idealized image of him than with the real him.
Geneforge: Completing quests for one faction still doesn't prevent you from accepting and completing tasks from opposing ones. They will inevitably catch up to your playing as a double agent and snuff you out in full force.
The country the game takes place in hasn't used the death penalty for several years, with the result that when the need to carry out an execution arises, they have to use a very old electric chair. Said chair short-circuits and blows up when the guards try to fire a test charge through it.
At one point, you have to try to help an innocent man escape from prison. It's later pointed out that regardless of whether or not the escapee's guilty of the crime they were convicted for, escaping from prison is still a crime; had Cabanela not stopped Jowd's escape, it would have caused Jowd problems even if he did manage to prove his innocence.
As Cabanela and several others point out, if you want to become the head of a special investigation unit - or get any major unelected civil post really - you're going to need a pretty spotless career record to have any chance of getting the position. This ties back into the above about catching Jowd when he tries to escape from prison - Cabanela doesn't believe Jowd is guilty of what he was imprisoned for in the first place, and his obsession with his spotless record is because becoming the head of that special investigation unit is the best way Cabanela can think of to get Jowd off the hook legally.
In Grand Theft Auto IV, the game's Final Bossesare hardly any tougher than any of the other random Mooks you've been killing. They have slightly more health thanks to body armor, but other than that, they're no tougher, and will likely go down quickly.
In a more humorous example of this trope, pressing the jump button next to a surface too tall to climb will lead to you smacking off it and landing flat on your ass.
The Merryweather Heist. As badass as the crew are, even they know they won't survive if they keep the nuclear device they stole, because just about every military force in America would try to snuff them. They make the wise move to put it back.
The premise of the "Legal Trouble" mission is that a lawyer has taken the only analogue copy of a film Michael has been co-producing, prompting him to go and chase her down to get it back. At the end of the mission, Michael's co-producer points out that - in the age of modern filmmaking - they've got several copies of the film saved digitally.
Similar to the GTA IV example above, the final antagonists pose no threat and are killed in rather offhanded ways without any real build-up for final confrontation.
Constantly jumping into and out of cars means that the main characters don't wear seatbelts. Which means that if you hit something at high speed, you're going out the windshield.
Parachuting out of an aircraft doesn't make that aircraft disappear, it just means that there's now an uncontrolled aircraft that's going to crash somewhere. See online videos for hours worth of abandoned aircraft crashing into that car the player parachuted down to steal, the escorted vehicle that has to reach the destination untouched, the player who just landed, the player still parachuting down...
The first third or so of Grand Theft Auto: San Andreas, the missions set in Los Santos, has CJ following in his predecessors' footsteps by doing whatever he's told by whoever tells him without question. The rest of the game, from his exile from Santos up to at least returning to it after San Fierro and Las Venturas, is all about him learning his horribly violent and destructive actions have actual consequences. Help his aspiring rapper friend by breaking into the mansion of a professional rapper, killing his entire security detail, stealing his lyric book, and later brutally murdering the rapper's manager and girlfriend? Said rapper attempts to commit suicide. Kill everyone who knew about a Dirty Cop's dealing? When said cop goes to trial, he gets off scot free due to the lack of evidence, resulting in riots. The first half also has this come up much quicker, possibly as foreshadowing to the above - one mission has you set a Ballas stronghold on fire, then immediately have to brave those flames to rescue an innocent woman you accidentally trapped in the building.
As is Rockstar tradition, the Final Boss in Bully also falls under this. You are Jimmy Hopkins, a scrappy Combat Pragmatist who's been spending the entire game time fighting constantly, and as a result, getting stronger and learning more ways to beat people up. Your archenemy, Gary Smith, is a Smug Snake who's been hiding behind the scenes making the other kids do his bidding. When you finally get to fight him, he's just as easy to beat up as anybody else. In fact, Elite MooksDamon and Bif are tougher to beat in a one on one.
Half-Life laughs at the Easily Thwarted Alien Invasion trope: the scientists come up with a Clever Plan to shut down the Xenian's teleporters and prevent them from sending additional troops over. Long story short: the Clever Plan fails. It turns out that advanced alien civilizations are also smart enough to cover the weak points in their invasion strategies and come up with Clever Plans of their own. Who knew?
Gordon Freeman kills a chunk of an alien invasion and almost a whole battalion of soldiers, fights through a warzone, and goes to the aliens' homeworld and kills their leader, all by himself. Unlike nearly every video game before, stories of his exploits spread to make him a living legend Shrouded in Myth, and by Half-Life 2La Résistance instantly rallies around him, the Vortigaunts practically worship him, and the new alien invaders target him on sight and relentlessly try to kill him, because they know exactly what's coming for them.
The back-story for Half-Life 2 showed what would really happen if an advanced alien empire actually decided to invade Earth. It resulted in a Curb-Stomp Battle that lasted only seven hours before humanity surrendered. The only reason humanity survived afterwards was because Dr. Breen convinced the Combine that they were worth more as soldiers & slaves than as corpses.
Half-Life 2 is all about fighting back against an oppressive regime, taking the fight to them, killing their figurehead and destroying their main stronghold. Episode One is all about how severely damaging a colossal alien structure powered by an exotic, dangerous substance has destructively explosive consequences. Episode Two is all about how losing one leader and one stronghold is a mere inconvenience to an interdimensional empire, and that a counterattack would be swift and terrible.
The backstory takes the time to explain a lot of the realities behind creating super-soldiers out of pre-teens. Two standouts come from the Powered Armor they wear - what happens when an unmodified human who wears a half-ton suit of armor that moves in response to their thoughts and tries to move his arm? The armor moves its arm from one spot to another in a flash, their arm gets liquefied, and then they promptly paste the rest of themselves convulsing in pain from that. Spartans can only wear the armor safely because of their improved reflexes and advanced materials grafted onto their bones to make them virtually unbreakable - but that also came with the risk that the prepubescent candidates for the program could have their bones essentially pulverize themselves once growth spurts started hitting them; 30 of the first 75 children abducted to become SPARTAN-IIs were killed from complications during or following the augmentation process, and another 12 were crippled badly enough that they couldn't serve on the front lines.
Also, the armor itself is ludicrously expensive, and only the SPARTAN's proven effectiveness keeps them in the game. Which doesn't mean there aren't various factions trying to exploit them and/or create knockoffs, with varying levels of success.
This also comes up in regards to cloning. The quickest and most common manner is creation of "flash clones", which are designed to age at a hundred times the rate of a natural-born human - the result being a human that lacks the muscle memory of their progenitor and, within a month or so of creation, will begin degenerating until they invariably die of some manner of neurological or physiological disease. Flash cloning is as such usually restricted to the creation of new organs for someone in need of a transplant, programmed to start aging at the normal rate once they've been transplanted. There are also two notable cases where the short life for a flash clone is not a hindrance: first, ONI is able to draw suspicion away from themselves for the kidnapping of the children that became the SPARTAN-IIs by replacing them with flash clones - for all their parents knew, their children suddenly died of natural causes early in their lives. It also allows for the only confirmed case in the series of there being both a live person (Dr. Catherine Halsey) and a "smart" AI based on them (Cortana) - creation of such AIs is done by scanning the neural pathways of a human brain in a manner which destroys that brain, so naturally most brains used for the purpose are taken from corpses, but a flash clone's brain would work just as well.
In the wake of the defeat and dissolution of the Covenant, the alien species that formed it almost immediately begin suffering civil strife in the post-war aftermath, and many of the constituent species are suddenly having to adjust to the removal of what was the center of their culture, politics, religion and military for upwards of three and a half millennia. Both the Sanghelli (Elites) and the Jiralhanae (Brutes) are dealing with civil wars, with the Sanghelli in particular dealing with a faction that wants to re-establish the Covenant. The only species to thrive after the end of the war are the Kig-Yar (Jackals), who as Hired Guns had no real investment in the Covenant, and thus were able to adjust quickly to its fall.
A lot of the fails in the Henry Stickmin Series happen because of the eponymous character being hit with this trope, which the fail screen often lampshades if you do:
One example is when being chased by prison guards in Complex. If Henry chooses to shoot back at them, he ends up crashing into a tree, because he wasn't keeping his eyes on the road.
In the final stealth option, Henry attempts to use the guard's rifle to shoot him down, only to end up missing all of his bullets. After all, First-Person Shooter games never address the problems of inexperience with firearms, the recoil during firing, or even the shooter's requirement to retain proper aim of the weapon, making it look easy in the eyes of FPS gamers.
Another option one has Henry attempting to jump far away from the guard, but because he's carrying such a large diamond, he only manages to jump a small distance before falling.
In the epic option, Henry tries to use a gun from a museum exhibit to shoot down the two guards, only for it to fail because it is just a museum exhibit, meaning it has no ammo.
Diamond, when choosing the invisibility pill to get into the museum, Henry falls off the roof since he can't see a thing now - eyesight requires light to be refracted by the cornea and lens, then absorbed by the rod and cone cells of the retina, which naturally won't happen if you are invisible and the light goes straight through you.
In Complex, choosing to steal a boat has Henry using it to escape The Wall. Only for the crew on-board to realize they're in the middle of an unscheduled departure.
One of the options to get down an elevator shaft in Complex is for Henry to bungee-jump all the way to the bottom. He ends up ripping his own body in half because he used an ordinary rope, instead of the specialized bungee rope that can help sustain his fall.
During the Hallway Showoff segment, if you choose Henry with a sniper rifle and Ellie with a crossbow, Henry will try to snipe the guards by spinning (or rather, 360 noscope them), only to end up shooting Ellie, because spinning ruins accuracy.
Two of the options Henry could use to enter the Airship is to use either the C4 or the acid. Both of them fail, the former because Henry didn't take cover and got knocked off the airship by the blast debris, and the latter because the wind blew the acid onto Henry's legs.
In Hotline Miami the player character starts suffering some horrific PTSD hallucinations as a result of all the ultraviolence he takes part in.
On a larger scale, any single hit from a melee weapon or gun (barring the use of a certain mask) will insta-kill the player by pasting his skull. Likewise the mooks of the game all go down from a single hit to the head.
Going One Woman Army and slaughtering everyone in your path, then asking the enemy leaders to leave peacefully goes about as well as expected, and does serious psychological damage to Iji. Even in a Pacifist Run neither the Tasen or the Komato are going to just pack up and leave, because they're fighting for their own reasons. And despite Iji's efforts she's still one person in a war, most people dying no matter what she does.
The horrible deconstruction of the Alien Invasion trope. There's no sneaky infiltration or Old School Dogfights with alien vessels or a heroic Last Stand against swarms of invaders. The Tasen do just what you expect of a civilisation capable of interstellar travel meeting an unfamiliar, possibly hostile world; they park their fleet in orbit and fire on everything at once, devastating the entire surface of the planet. And because No Biochemical Barriers is very much not in effect, they didn't even need to preserve the biosphere. Iji isn't fighting to save the Earth from destruction, she's fighting to save what's they missed.
It turns out the whole "superstitious cowardly lot" thing only works when nobody knows who you are. Thanks to Superman revealing Batman's secret identity in the tie-in comics, criminals simply aren't afraid of him anymore.
The way Superman does it is Actually Pretty Funny; Batman, being Batman, disables the Watchtower's power and sends it plummeting out of orbit seconds before Superman outs his identity to the world. So what does Superman do? He gets Cyborg, who's basically a living supercomputer, to post "Batman is Bruce Wayne" on Twitter.
Inside: During the final stage of the game, you become part of and take control of a giant Body of Bodies. While said monster may be able to smash its way through walls and windows, that doesn't mean that doing so doesn't hurt it- every time you do so, expect to hear a lot of moans and groans of pain. In addition, given how big and heavy said monster is, it manages to crush humans it lands on and break floors by sheer accident.
Kerbal Space Program, as an extremely accurate simulation of space flight, has plenty. Parachutes are realistically portrayed. They aren't foolproof. Parachutes won't deploy properly if you are traveling too fast (i.e: still firing off a rocket), aren't oriented properly and for reasons that should be obvious, don't work in a zero-atmosphere environment like space. It's recommended you don't try building your favorite Sci-fi show's iconic spaceships at first. Disappointment, and plenty of explodiness, will probably ensue.
In Episode 3 of King's Quest (2015), Graham learns from a magic mirror that his future wife is locked away in a tower on the other side of the world. He grabs a ring and sets off. When he arrives and climbs to the top of the tower, he finds two princesses and immediately proposes to one of them. She immediately rejects him on the not entirely unreasonable grounds that she has absolutely no idea who he is. When he goes to propose to the other one, she cuts him off by pointing out that she was present when he proposed the first time, and also points out that she doesn't really like the idea of being Graham's Plan B. Courtly true love just leads Graham to an embarrassing Epic Fail.
The final boss of Kunio-tachi no Banka is the only enemy in the entire game to use a gun. Unless you're at full health, if you get shot by that gun you will die - being one of the two toughest high-school brawlers in Japan doesn't mean you're tough enough to shrug off bullet wounds.
The Last of Us: Ellie is very handy with a knife when an enemy is focused on Joel. However, she's significantly smaller than any of the game's enemies and lacks the strength and reach to effectively take them on in melee combat without the element of surprise. She won't try it as an NPC, and if the player tries it while playing as her, it won't end well.
Some games in the The Legend of Zelda have hidden caves that you can access by chopping up a fern or blowing up part of a cliff. These areas are inhabited by old men who will typically give you a reward for finding them, but sometimes they will take some of your money as compensation for their destroyed door.
Early on Link has to prove his worth for Mido, but once this is accomplished, this doesn't endear Link to Mido one bit. It's not until a whole seven years later that Mido has anything remotely nice to say about Link.
The Chosen Hero (you) are too young and sealed away in a safe spot for seven years...which leaves the rest of the land vulnerable to being taken over by the evil overlord, who isn't about to do so polite a thing as to sit around waiting for you to be ready for the evil confrontation. (Ganon does get lazy eventually, though, and this is what makes it possible for him to be beaten.)
Epona is not an Automaton Horse. She tires if you drive her too hard, balks at jumps where she didn't have enough of a running start to clear, and won't dramatically rear for you outside of cutscenes.
Link will not be able to find the supplies he needs just by cutting grass and breaking pots. Instead, he can only scavenge them from places where one would expect to find them, like taking arrows from bow-wielding Bokoblins and restoring health by eating the meat gathered by hunting animals. He also doesn't hold items dramatically in the air whenever he collects them.
Unlike most other Zelda games, you are free to ignore where the story tells you to go and even skip to the final boss, missing out on a lot of secrets and Link's origin. In real life, you are not restricted to follow a plot, but you won't be able to find answers to your questions unless you search them out.
If you're caught in a thunderstorm, your metallic sword can actually act as a lightning rod and draw lightning towards you. If you're expecting it to act as the lightning version of the Skyward Strike from the battle against Demise in Skyward Sword, you'd be sadly mistaken, as it actually does damage you.
Going into freezing cold environs without wearing heavy insulated clothing will be bad for your health. Likewise, wearing clothing that's too thick (or nothing at all) and letting the sun beam down on Link in a desert biome will cause him to overheat. In addition, equipping a flame weapon will keep Link warm in colder climates, and ice weapons will keep Link cool in hotter climates.
As usual, Link can kick open treasure chests, but doing this while barefoot will hurt.
Trying to use bomb arrows in the rain will make them useless, due to their fuses being wet. Conversely, trying to use bomb arrows in deserts and volcanoes is ill-advised, as the heat will cause them to explode in your face.
Weapon types play an important role in resource gathering.
Small blades like swords and spears will dull and break quickly if swung against trees. Swinging an axe at them or blasting them with Remote Bombs is more effective, however.
Trying to use bladed weapons to mine ores will be time consuming, in addition to wearing your weapons down quickly. Using blunt weapons like sledgehammers, heavy axes or Drillshafts will let you mine the resources much more quickly, and with much less wear-and-tear on your chosen weapon.
Gerudo Town only admits women, as per tradition, requiring Link to be Disguised in Drag to enter. This is true even after saving the town from Vah Naboris. Just because the Gerudo are thankful Link saved their town doesn't mean they'll bend the rules for him. For that matter, just because their leader Riju is okay with Link being in her town doesn't mean the rest of the town would agree with her.
The Indie RPG LISA is a complete Deconstruction of the No Woman's Land and a Post-apocalyptic world ala Fist of the North Star. With all the women mysterously died out under the "Great White Flash", society crumbled instantly, and the entire male population is doomed to eventual extinction of the human race. This leads the men to act insane, amoral acts as a way to cope themselves before dying off. Electricity is out, so all the health restoring items are jerky and other foods that doesn't require refrigeration. Water is now filthy and alcohol is now a safer choice. When party members die in battle, they stay dead. Campfires are more common than the safer tents, but leaves players open for predators, thefts, and kidnappings. The main character Brad himself isn't exactly an ideal father. Finally, Buddy being the only living female left on the planet leaves her an open target for nearly the entire population. While others want to keep her around to give hope by repopulating the Earth. Some, want her for some nefarious plans. Even worse, Buddy simply wants to have her own life around but everyone, no matter how well-intentioned they were, controlled her leaving quite resentful to most of the males.
Fighting a wolf in hand-to-hand combat, even with a weapon, will almost always result in extreme injury or even death. It's impossible to fight back against a bear, which will just pin you down and rip you to shreds as your character screams in pain and terror.
Eating uncooked meat will result in getting food poisoning, and drinking untreated water will result in getting dysentry.
The cold is a constant threat and even just a few minutes of exposure can cause great harm. If you catch hypothermia, getting better from it will require several hours of rest and keeping your temperature above a certain level.
Drive around like a maniac like you do in that other open-world crime game while playing Mafia: The City of Lost Heaven and the police will chase after you. They won't just blow your head off for a traffic violation, though. Pull over and pay for a ticket and you can go on your merry way. Don't, and they'll start chasing you to arrest you. Pull out a gun or act too violent on the road, and they will use lethal force, just like cops in real life.
In Mafia III, you play as a (half) black man in 1960s southern America. Not only do normal white people not trust you, but no other race does, either. You can't even walk in front of the police without raising some suspicion, and they are all too happy for an excuse to beat you up.
Mark of the Ninja: Rock Beats Laser is averted, in gameplay and as a plot point. Elites can't be stealth killed with your sword unless you stun them first, but die easy if you trick a fellow mook into shooting them for you. The only reason your ninja clan has survived into the modern era, despite not using firearms and body armour, is because they have a trump card in the form of a poisonous flower that acts as a Psycho Serum that gives you magic powers.
Mass Effect: Andromeda: The trip from the Milky Way to Andromeda took 600 years. As a result, while the Initiative's destination might have seemed like a good place to start new colonies 600 years ago, by the time anyone actually gets there, things have changed a lot.
Due to your Player Character's father sacrificing himself to save the PC and making Scott/Sara the new Pathfinder, the leadership of the Andromeda Initative have an Ensign Newbie as the Human Pathfinder instead of the experienced soldier they were hoping for and at least one of them is extremely vocal about it; the others have accepted that you're their best shot at this point and are much more supportive, ex. giving you a Cool Starship because inexperienced or not, you're the only Pathfinder they have.
The angara, the species native to the cluster the game takes place in, had a brutal First Contact with the kett who preceded to oppress and outright murder them for eighty years. So, naturally, they don't trust the Milky Way species right out of the gate and it takes a major victory against the kett and the rescue of a major angaran leader before they become open to diplomatic relations. Even then, some angara are suspicious of the Initative and their resident anti-alien faction still tries to kill you even as you help the angaran resistance fight the kett. Even in another galaxy, people still have different opinions when confronted with the same situation.
Vetra's Loyalty Mission ends with the party confronting a crime lord who's holding her sister hostage. Said crime lord is an entirely normal human, lacking even specialized armor or biotic powers, so the minute the fight starts, she's gunned down the same as her henchmen.
Wrex's family armor, instead of being equippable and possibly the best piece of armor for Wrex, is obsolete by the time he retrieves it three centuries after his father's death. It turns out that he only wants it for sentimental reasons. In a setting where new advances in weapons and armor are constantly being developed, old pieces of technology don't hold up very well.
At the beginning of the game, Ambassador Udina attempts to expose Saren's operations and crimes to the council. However the only evidence to his argument is Shepard's "vision" and possibly one unreliable eyewitness. This goes about as well as you'd expect. Saren even points out the audacity of such a claim, since even if Shepard was their top spec-ops soldier instead, no civilized court could accept a dream as hard evidence. One dialog option can even have Shepard point this out. With that said, when solid evidence is obtained of Saren's crimes, the Council immediately dismisses him from the Spectres.
You can ignore the loyalty sidequests, but what do you think will happen when you take a team of people who aren't properly motivated to fight millennia-old Eldritch Abomination servants?
Or if you ignore the upgrades, what do you think will happen when a mere frigate with little in the way of weapons and armor is going to do against a race of aliens that cleaved your ship in half at the beginning of the game? Or, if you're feeling extra stupid, make dumb choices about the roles each of your teammates have during the final mission?
Ashley and Kaidan show what happens when a close ally is left in the dark when there are people who want them out of the picture. After two years of mourning, they are not even remotely happy when everything available to them says that Shepard faked their death to join a known terrorist group and they're not inclined to believe that Shepard was the first proven resurrection in recorded history or that Cerberus really wouldn't do anything to alter Shepard even if it was true. Of course, this is the one time in the series when Shepard isn't even allowed to make a token verbal defense, like pointing out that they weren't in touch because they'd been in a medical coma for two years as their body was rebuilt due to all the damage they'd suffered from being spaced and crashing into a planet from orbit.
Ever wonder why real spacesuits have as much of their life-support system stored inside the suit as they can? The destruction of the Normandy and Shepard's subsequent suffocation before re-entry shows you just how dangerous external air hoses would be in the off chance that they got snagged on something.
The Normandy's destruction is also notable as a reminder that even Shepard is mortal. By the end of the first game, Shepard has killed entire armies... but having their ship blown out from under them is just as fatal as it would have been at first level, and it's only the quick intervention of Cerberus that lets you continue using the same character.
Not stopping the reckless teenager from joining an assault against a renowned vigilante leads to the poor dude unceremoniously biting it the second he enters the fray.
Delaying the final mission after your crew has been abducted leads to their messy liquefaction at the hands of the Collectors.
In the Eva Core fight, if you fail to gun her down before she gets to Shepard, you catch a Hot Blade through the face... and die. No medigel, no Heroic Resolve, no barriers biotic or kinetic, nothing will save you.
The Extended Cut adds the Refusal ending, in which Shepard refuses to accept the options that the Catalyst provides. This promptly leads to the armada fighting for the Crucible to be completely wiped out, heralding the fall of galactic civilization once again at the hands of the Reapers. What else would you have expected from rallying the galaxy into devoting their resources into constructing and protecting a superweapon regarded as the last hope against the Reapers… and then deciding not to use it?
While Take Your Time is in full effect for most of the series, there are two notable exceptions in the third game, which drive home the fact that when you receive word that the enemy is besieging a school full of biotic students or searching for a bomb that can destroy much of a planet, you cannot afford to wait around.
Similar to the second game's suicide mission, you should not assume that Ashley or Kaidan will simply take your word that you aren't being controlled by Cerberus, especially not when Cerberus troops are being turned into Husks, or that they will simply accept you cheating on them in the second game. How much effort you put into regaining their trust determines whether they survive the standoff at the Citadel.
In preparation for the war against the geth, the quarians have armed every single one of their 50,000 ships, and some have the kind of guns dreadnoughts have. You'd think that'd be a hell of an advantage against the geth... except it isn't, because what the ships don't have is good armour, so they've just become even more vulnerable. Worse, by arming all the ships, the quarians forced the geth to target and destroy ships that they normally would have ignored if they hadn't been armed.
It's actually even worse than that. By arming all of their, previously noncombatant, ships, the Quarians effectively doubled or possibly tripled their offensive capabilities before re-engaging with hostilities with the Geth. This sudden increase in total firepower, combined with a newly developed technology that specifically hoses the Geth made the entire Geth Collective defect to the Reapers as a means of ensuring their own survival. Under Reaper control, the Geth would engage every Quarian ship down to the last man, armed or not. They wouldn't have any choice in the matter because, due to the fact that they are a machine race, being subservient to the Reapers means that they are simply avatars of the Reapers, rather than unwilling slaves.
The finale of the game brought us the long-awaited confrontation between Shepard and Harbinger. Feeling pumped up and ready to take on the leader of the Reapers? Harbinger utterly massacres the entire assault team with little effort from miles away, Shepard included (though they survive, barely). What exactly did you think was going to happen when foot soldiers go up against a 2-km tall Reaper dreadnought?
The entire final battle is like this. No matter how many War Assets you've amassed, you're still facing an entire fleet of reapers. Even ground battles against their (expendable) husks go rather poorly, and the heavy weaponry intended to destroy the one(!) Destroyer in the way of the Conduit into the Citadel is mostly wiped out before it can even get into place, and interference prevents the few shots actually fired from landing on target until EDI finds a way around that. And then when you finally seem to be home free, guess who shows up?
As pointed out by Nyreen in Omega, Dating Catwoman might seem like a good idea, but that kind of relationship tends to result in conflicts because of the differing ideologies and often won't last long.
One might expect the different races to start cooperating once the Reapers arrive and it becomes apparent that everyone is royally fucked unless they start working together. HaHaHa-No. Just about every race Shepard asks for help wants something first: the turians want the krogan to help, the krogan want a cure for the genophage, the salarians want the krogan to not get the cure, the asari are focused on their own fight, the hanar, drell, volus and elcor are basically nonentities, the batarians want the humans to get fucked, the quarians are too focused on wiping out the geth and getting their homeworld back to care about the Reapers, and the geth would have helped, but the quarians trying to kill them all drove them straight into the arms of the Reapers, because it was that or get killed.
Reality ensued all over poor Vinnie, a mob lieutenant with more enemies than friends and such an incurable fanboy for a cartoon Kid Hero that he'll cosplay without hesitation. Doing so straps him into explosives, and since that puts him in an Enemy Mine situation with Max, you figure The Hero should be able to save his life. And he did. Temporarily.
In the third game, the favela Gang Bangers can threaten Max because of their numbers and Max's Cutscene Incompetence. They are still an untrained rabble, however, and are utterly dominated by trained, better-equipped paramilitaries or military police special forces.
You could say that reality ensues every time you exit bullet time in the middle of a jump in 3 and land with an audible thud. Or when you don't consider your trajectory properly and, thanks to Euphoria, collapse over an inconvenient couch or slam roughly into a wall and drop straight out of bullet time, struggling to stand up while continuing to take pot shots. Max's experience in this game is much more tactile than the previous games.
Leap down a flight of stairs and Max will slide down them and smack into whatever's at the bottom.
At one point, a character suicide bombs some mooks. Rather than leave a few burnt corpses, it results in the victims going from mooks to messes.
Max spends most of the first two games popping painkillers in his mouth like M&Ms in order to restore his health. Sure enough, come 3, he's addicted.
After you defeat the final boss of 3, Max and DeSilva let him live because they already have more than enough to put him away for a while. He even gloats that he'll walk. Luckily, he's later found dead in his prison cell.
If you find a gun with a laser sight in 3, it will shake violently whenever you do anything, making it very difficult to aim with.
Megadimension Neptunia VII plays this for laughs by applying it unexpectedly. Arfoire assumes direct control of a Dark CPU, a skyscraper-sized humanoid. The protagonists scout her out as she chases them, and find out she's moving a lot slower than they expected. Arfoire has no idea of her new body's physics and keeps tripping over.
Battling against one runs into this trope in a slew of ways as well. A special field is required just so the party can get high enough to take a proper shot at them. Dark CPUs are so big that basic attacks would be pointless, only special attacks can be used (and certain specials that require being grounded are still unusable). Despite violating the Square/Cube Law, the Dark CPU is still so massive that simply jumping straight up and falling back to earth produces enough of an impact to injure everyone present. And so on.
In another scene, the protagonists discover the villains have an airborne battleship and wonder how they were able to procure one. Cut to the villains having a Seinfeldian Conversation about having bought the thing on finance and its effect on their budget overheads.
A Cosmic Retcon is applied to the nations, changing their government structure. Lowee now has a lot in common with an RPG class system, with aptitude tests needed to get any sort of job, and when you do, it's all you do. This is a horrific dystopia that gives the guy on top far too much power and prevents those under him from organizing any ability to do something about it.
The need for proper computer security is hammered in repeatedly, as every almost single incident in the game is caused by black-hat terrorists hacking every element of the heavily networked and computerized world.
Megaman.Exe may be the strongest netnavi in the world, but Lan himself is just a normal preteen. Multiple times across all six games the usually thuggish, expertly trained and morally unscrupulous villains actively try to kill Lan with their own two hands or with deathtraps that Megaman can't save him from, requiring a Big Damn Heroes from a more physically powerful character. Battle Network 5 even explicitly opens with the villains ambushing Lan and his friends and stealing their Navis to make sure they can't interfere, Lan and Megaman only escape because the villains Failed a Spot Check because Lan passed out behind a dividing wall.
The Mental Series has the three protagonists kill their way through four games to get to where they need to be. This is all glossed over until the fifth and final game (befittingly entitled Murder Most Foul), where the three are now the most wanted criminals in the country after all the murders that they have committed.
Mega Man Legends 2 combines this with Bag of Spilling as Roll is forced to sheepishly admit that she had to sell all of Mega Man Volnutt's weapons and gear, all high-end and worthwhile, to pay for all of the repairs done to the Flutter, which was damaged near the end of Mega Man Legends. They're Diggers and they just came out of the last game empty-handed and broke (The Bonnes took the gigantic crystal for themselves)
Also of note is the camo system. If you decide to hide yourself in a bunch of tall grass but you still have that blue camo you used for the water, you are going to get spotted. Likewise, even if your current camo matches up perfectly with the environment, standing up and running around is going to make you much more noticeable than if you properly crawl through or simply stay in your hiding spot until the enemy passes by.
Any meat you keep in your inventory for too long will start to decompose, as Snake has no way of preserving it while on missions. Having him eat the rotten meat anyway will work as well as you'd expect. The only way to keep meat that won't expire is to catch live animals, but not everything is small enough for you to carry around on you, and you can only carry three at most.
Twice in Snake Eater Snake does the Janitor Impersonation Infiltration routine, once as a scientist and once as a a maintenance technician. It works fine with the soldiers, who don't know every single scientist or janitor, but if one of the real scientists or technicians gets a single good look at Snake's face they'll realize he's an impostor and your cover will be blown.
Metal Gear Solid 4, even though one of the game's "features" was an expanded arsenal of firearms and associated controls, only on the lowest difficulty, "Liquid Easy", can Snake take enough damage to get away with anything approaching a stand-up or run-and-gun fight, as he's still one old operator against however many enemies, whether human or Gekko.
Mention also goes to the game's Final Boss, which goes from a two-part nostalgia trip, to a romanticist revisit of Snake Eater, to a sad scene of two ragged, tired old men slowly slugging their fists at each other.
Metal Gear Rising: Revengeance showed that just because Snake and allies shut down the Patriots and their System, the war economy couldn't stop cold. It just went on to the next leg of the arms race, cybernization and nanomachines. Courtney even points out that the other cyborgs Raiden fights are basically SOP troops under another name - only, since there's no System to suppress their emotions or prevent them from knowingly committing atrocities, they're even less predictable than the guys from four years ago.
Metal Gear Solid 2 had Solidus Snake point out that, while the huge Metal Gear/sea craft Arsenal Gear was an impressive weapons platform complete with an army of Metal Gear RAY's and a full complement of high-yield nuclear weapons in addition to its information control capabilities, without a proper naval and air escort it was completely useless. "A floating coffin", as he put it.
Try rolling up stairs and you'll bash your head against them and tumble back down. Raiden can at least cartwheel down stairs without knocking himself on his ass, but rolling up them has the same result as Snake trying to roll along them.
While the outcome is the same as in the original game, Samus Returns shows Samus being prepared to kill the Baby Metroid as soon it hatches. Even ignoring that Samus was sent to SR388 to exterminate the Metroids because they've been repeatedly used as living WMDs, one should still be cautious around the newborn spawn of a hostile animal. Samus only dissipates her Charge Beam after enough time to conclude that the hatchling means no harm.
At the end of Metroid: Fusion, Samus is forced to draw a line in the sand by destroying SR388 with the BSL space station. While in the past her planet-destroying exploits have been ignored because the likes of Zebes and Phaaze were space pirate bases and their presence wouldn't be missed, the Federation had vested interest in the planet and it was one of their space stations used for extremely dangerous black-ops bioweapon research. Samus' final narration states she fully expects to be court-martialed or declared an outlaw for what likely accounts to an act of terrorism against the Federation's interests.
Mindshadow (an adventure game released in 1984) - At one point fairly early in the game, you tie a vine around some rocks near a cliff to climb down. If you're carrying too many items (which, given the genre's "take anything that's not nailed down" mentality, is fairly likely), the vine will snap under the load, resulting in a game over.
Swords can be made of (in order of ascending rarity) wood, stone, iron, gold, and diamond. For the most part, the rarer starting materials result in stronger weapons, except golden swords deal as much damage as wooden swords and break even faster. It came as quite a surprise when the players realized the second-rarest material made the weakest weapon, and a lot of people thought it was a bug... until they remembered gold is one of the softest metals in the world; just like in real-life, gold weapons are only good for decorative purposes. However, gold is also used in conjunction with redstone in a number of craftable items that are considerably more useful, such as powered track. This is because while gold is a terrible material to make armor, weapons or blunt instruments out of, it is well known as an integral component in precision electronic devices.
When parrots were first introduced in Snapshot 17w15a, they were tamed with cookies, likely due to being the closest thing Minecraft has to a cracker. This was a bit problematic as the cookies were clearly chocolate chip and chocolate is actually poisonous to parrots. They tried to anticipate the problem by adding a splash screen in the same update that said "Don't feed chocolate to parrots!", but decided to instead invoke this trope in 1.12-pre3 by making cookies insta-kill parrots, complete with poison particles as it dies. Now you have to tame them with seeds, which are a far more reasonable parrot food.
Monster Hunter 3/Tri/TriG/3U has a quest that pits you against the colossal Elder Dragon Jhen Mohran, chasing it down with a Sandship. Contrary to environmental damage not normally appearing in the game, Jhen actually can and will destroy the Sandship if you don't learn how to use its armaments to hold it off, resulting in a quest failure.
World is set in the New World, where the only human settlement is the Research Commission's base. While it's fairly safe, it must be self-sufficient, as getting a ship there and back is a very risky proposition that depends entirely on the tides cooperating, which often doesn't happen for years at a time. Resources are pretty tight, and everywhere outside the commission base's walls is untamed and dangerous wilderness; it's not the sort of place where you want to be having kids. It doesn't stop accidents happening, and with the vicious currents, sometimes they simply have to grow up in the New World.
For all of its emphasis on Gorn, a tie-in comic to Mortal Kombat X shows some surprisingly realistic consequences for Kotal Kahn. He earned his nickname of "the Blood God" by drinking the blood of his enemies, even encouraging a tribe of Amazon warriors to do the same with Spanish invaders. When Kotal Kahn went into the future, he found the Amazons were all dead because they weren't used to the diseases in the Spaniards' blood, which effectively wiped out their civilization.
Brutalities, in general, are essentially what would happen if the special moves acted in real life (i.e. D'Vorah's and Reptile's acid burning the flesh off someone, Kotal Kahn's macahuitl cutting someone in half, etc.).
The MOTHER trilogy is no stranger to this either, being devoted to deconstructing the RPG genre:
Various adults will question the party's free-range nature, with some pointing out that they should be in school.
The game pits Ninten and co. against three giant robots, each more powerful than the last. In a normal RPG, the heroes would defeat the robots with their strength & abilities alone after a challenging battle. As it turns out, giant robots tend to be very resilient and very powerful. These three can instantly KO a single party member, and can only be damaged by heavy artillery or another giant robot.
Related to the above, the fight against R7038 ends up leaving Teddy in critical condition, presumably dead in the original 1989 version. Being beaten to a pulp by a robot the size of a large building will do that to you.
The Bla Bla Gang stops attacking the party once Teddy joins. Sounds reasonable enough. However, as soon as Teddy leaves the party, the gang members go right back to assaulting the heroes at the slightest provocation. Just because Teddy was acquainted with you doesn't mean that his gang members will consider you an ally.
After Ness defeats Frank Fly and forces the Sharks to disband, he earns the key to the Traveler's Shack and can access Giant Step from there. After completing the dungeon, he is immediately arrested for trespassing. Then, given the trilogy's setting, Ness gets subjected to a police beating (he manages to defeat the police, though).
Jeff has a very strained relationship with his father, Dr. Andonuts, since the latter's been absent from most of his son's life. Anyone with a working grasp of human psychology (or has watched Neon Genesis Evangelion) will know that reuniting with an absent parent is a very strained process, as the parent is essentially a stranger to their kid.
Many of Ness's enemies show up in Magicant (a world inside Ness's mnd), calling Ness out for killing them and their acquaintances. This is inevitable, as what kind of mentally composed person in real life shows no remorse over harming others?
Near the end of the game, Giygas pulls a last-minute invasion on Onett, implied to be the start of his conquest of Earth. At this point, Giygas's men have been dropping like flies because of Ness, who's already awakened his true potential and is growing closer and closer to achieving victory. Given this, it's understandable that Giygas would panic and throw in everything he's got to try and stop the kid.
After Giygas is finally defeated, you'd expect Porky to be left at the mercy of Ness and his friends, begging for, well, mercy. Guess you forgot that Porky's a devious, borderline-psychopathic child who always finds a way to bail out. Porky proceeds to travel to a different era, and decides to taunt Ness about it twice, as expected from a kid of his nature.
After Giygas' defeat, a boy in Onett taunts Ness about all the homework he'll have to make up after skipping possibly weeks of school to go save the world.
After Lucas loses his mother, the trauma he experiences is portrayed disturbingly realistically. He is virtually catatonic for much of the first three chapters, seldomly talking and spending most of his time crying in solitude. As an adolescent, meanwhile, he has several flashbacks of his mom when she was still alive, and chaptersix can be interpreted as a product of his grieving imagination. Overall, Lucas forgoes both Angst? What Angst? and Wangst, instead mourning his mother's death as any other person would.
On the subject of Hinawa's murder, Flint's immediate response to it is also very realistic for someone like him. He's not afraid to put up a fight and get his hands dirty, and spends the first half of chapter one literally fighting his way through a burning forest. So, when he hears that his wife was found mauled to death, his aggressive side kicks in and he physically lashes out at everything & everyone around him.
After Lucas learns that Claus is the Masked Man, the inevitable "I Know You're in There Somewhere" Fight occurs. However, Lucas can't do anything to fight back for most of the fight. This is a kid who's lost most of his family at a young age, and has been sent to hell and back trying to save the world, all because he is one of a select few people who can use PK Love. Seeing that his final challenge is to relive one of his darkest memories is clearly gonna trigger something in him.
Then, when Claus finally regains his senses, he kills himself. Why? His mother died when he was young, his own life nearly ended during a failed revenge attempt, and for most of his life he was the mindless slave of a Psychopathic Manchild. Given the fact that he is still a youth with a developing brain, he instantly jumps to the first (and easiest) solution he can come up with: suicide.
Myst III: Exile: Saavedro's plan hinges entirely on Atrus being the one to come after him, and he's so certain that this will be the case that he never bothers to check once the player has followed him. When he's finally confronted with the reality, he flips his shit.
Similarly, the fact that you're not Atrus doesn't mean Saavedro's just going to let you go. Once in Narayan, you have to find a solution that works for all parties, because if you don't, this trope will hit you hard: and in most of the options, literally. If you go back to Tomahna without finding a solution, Saavedro will follow and kill you, Atrus and his family. If you leave Saavedro on the platform but go back to him, he'll kill you. If you do as he asks and flip the switches, he'll throw the Releeshahn book into the water and leave. If you get the book back but leave him stuck between the platforms, Atrus will call you out for it. You have to get the book back and let Saavedro go home to get the ideal ending.
After Myst firmly established Sirrus and Achenar as a pair of psychopaths who tortured and murdered hundreds of people, is it really so surprising that there's at least one person out there who came looking for revenge?
The bad endings of the Oddworld games certainly qualify: making less than a token effort to save a group of people/creatures in dire straits will make them much less willing to help you when you're in trouble, if they don't decide to just screw you over beforehand.
Played for Laughs in Paladins. Maeve is a Knife Nut with a seemingly bottomless supply of throwing knives, but if she loses a match, she'll complain about having to retrieve all of the knives she's thrown.
Papers, Please has the player working border security, determining who can or cannot enter the country, and morality frequently comes up against practicality. You can let people in who are desperate but don't have the right forms, but too many penalties mean you won't have enough money to care for you and your family. You can accept bribes, but the extra money will get the authorities suspicious of you. Denying someone you've been warned about entry when their paperwork is in order will get you a penalty, but letting him through will result in him killing the young woman who warned you. And revealing that you have evidence linking you to the local subversive element will get you arrested.
In Peasant's Quest, the humble peasant hero Rather Dashing goes through a bunch of trials to prepare himself to fight Trogdor the Burninator. When he finally reaches Trogdor's cave he's immediately flash-fried, because he's one ordinary guy trying to fight a giant fire-breathing monster.
Desert Bus from Penn and Teller's Smoke and Mirrors is Reality Ensues incarnate, made as a response to the violent video game controversy and meant to be the most realistic video game ever made. The entire game is about driving a bus from Tuscon to Las Vegas. For eight hours. Of real time. There's no pausing the game ("Does real life have pause control?"), and you can't just hold down the gas button with something while you do something else because the bus constantly veers to the right, and if you crash, you have to get towed back to Tuscon. Also in real time.
Persona 4 has, as mentioned under Anime, a scene where the player characters gather weapons to defend themselves in the TV-world... and are arrested by mall security because they were waving them around in public, in a town that recently had one of its residents murdered. The only reason that the protagonist and Yosuke weren't interrogated by the police was due to the protagonist having a relative on the force.
At the end of Yosuke's Social Link, Yosuke confesses that he'd always been jealous of the protagonist, and they work out their issues with a fist fight. Unfortunately, someone saw Yosuke and reported him to the police, resulting in Yosuke getting in trouble for fighting.
The Inaba police hire Great Detective Naoto Shirogane to help investigate the serial killer case. Naoto is an Insufferable Genius who continually contradicts and questions the police... which causes them to remove Naoto from the case entirely late in the game. Turns out you can't piss off your bosses over and over and get away with it. That said, it's also implied that not only is the male-dominated police force somewhat dismissive of Naoto as a high school student (as well as a woman, which is why she hid her true gender), but they also didn't want to admit that the juvenile suspect they arrested didn't actually kill the first two victims, an unfortunate reminder that some public authorities prefer to save face rather than do what is right.
When the School Festival rolls around, the protagonist is given the option of voting for what the class will be working on. But Thou Must! make a Group Date Cafe, because the protagonist is one individual in a class and is in no position to decide for everyone else.
Persona 5 has the protagonists inflict Heel–Face Brainwashing on corrupt adults. Eventually, they successfully manage to do this to the Big Bad who's been leading a political conspiracy to exploit the Palace to become Prime Minister. However, this doesn't immediately solve everything. The evil conspiracy ends up covering for the Big Bad because they would also be screwed over, and due their control over the media, the public doesn't care. In order to ensure the Big Bad can be found Guilty by society and that the conspiracy won't continue to exploit the Palace, the Thieves decide to destroy Mementos, the Palace of the Collective Unconscious and the source of all other Palaces, even if this means not being Phantom Thieves anymore. Furthermore, even after Mementos is destroyed and society starts moving to convict the Big Bad, he can't be found guilty without evidence. And since the Palace is gone, The Dragon is (presumed) dead and the conspiracy obviously unwilling to testify against themselves, the only person left who can testify against the Big Bad is the Protagonist, who will surely have to confess to being the leader of the Phantom Thieves and be sent to Juvenile Hall due to his prior record.
The protagonist's backstory starts out with saving a woman from being raped by startling her attacker, causing him to stumble to the ground. However, the man has a ton of connections to the police force and political world, so the protagonist gets arrested, sued by the man he 'assaulted', and ends up with a criminal record.
The Phantom Thieves meet in fairly public places to discuss their activities. Combine this with Ryuji, who has No Indoor Voice, and he very nearly spills the beans several times. In fact, Makoto, already tailing the gang under orders from the principal, gets solid proof that they're the Phantom Thieves thanks to Ryuji's inability to keep his mouth shut.
Most of the protagonist's Confidants have someone antagonizing them, and leveling up their Confidant link requires going to Mementos and changing that someone's heart. The Confidants will notice that this change of heart happened after the protagonist learned of their problems, leading them to correctly conclude that the protagonist is one of the Phantom Thieves.
The school rooftop is repeatedly stated to be off limits. When the group's trespassing up there is finally noticed they get a warning and it is properly locked up.
Late in Sojiro's Confidant link, Futaba's uncle claims that Sojiro is an abusive parent to Futaba (so he can get money from Sojiro) and that Joker attacked him. The lead detective doesn't arrest Sojiro or Joker, instead asking a series of questions to everyone involved, including Futaba. By the end, it's clear that the uncle filed a false police report, so the detective bids the group good day and leaves with no one getting arrested.
What happens when you put an SMG, airsoft or not, in the hands of an average schoolgirl with no firearms training? It's all she can do to not hit her allies, and each bullet hits an enemy at random.
For the entire game ace detective Goro Akechi has made no secret of his intention to capture the Phantom Thieves and bring them to justice. As soon as the Phantom Thieves' popularity hits an all-time low and the police are working overtime in trying to find them, Akechi approaches the group and offers to join. He gets accepted in because he says he's grown fond of them, and plans to let them escape the cops if they disband... except not really. The Phantom Thieves aren't fooled for a second; they figure out that Akechi plans to sell them out to the police, and only let him in to keep him in the dark about their plan to circumvent him. After all, nobody changes their convictions that easily.
Pokémon gives us Deoxys, one of the Olympus Mons who travels through space in... a meteor. In most stories the obviousconsequences of this are ignored for the sake of the plot - except in Omega Ruby / Alpha Sapphire, where the meteor(oid) in question is six miles wide and would likely make not only Hoenn (the predicted impact point), but the whole world go the way of the dinosaurs. And when you succeed in destroying it? Deoxys emerges from the rubble and, the uncomprehending alien being that it is, attacks you for destroying what could reasonably be called its interstellar wheels.
In Alpha Sapphire, if one has Kyogre, and Surf around the general Sootopolis area on their Kyogre, nobody will challenge him/her to a battle, since the trainer is riding on the very same legendary Water Pokémon that nearly destroyed the Hoenn region a short while ago.
In the first Pokémon Mystery Dungeon games, the main plot culminates in the heroes adventuring to the sky to get Rayquaza to destroy a meteor that will destroy the world if it impacts. Not only does the backlash from Rayquaza destroying it nearly kill you, the meteor ends up breaking into lots of little pieces, some of which naturally go everywhere and end up causing subplots (one piece hits Latias, breaking her wing and making her fall into a dungeon, driving Latios to go a little crazy in the process of trying to rescue her; another piece hits a cave and fills it with one real Deoxys and a bunch of phantom Deoxys).
Pokémon Mystery Dungeon: Gates to Infinity has the player character, who's called to the Pokémon world to save it. After the main plot concludes and the player returns to the human world, they get a message via the partner's Frism that says, among other things, that while the partner wants the player to stay, he's also realised that in all likelihood, the player has friends and family in the human world who must be worried sick about them, and he thinks it'd be selfish to ask the player to stay and leave all their loved ones wondering if they're even alive, so he won't protest the player's leaving. Later, when the other main characters suggest that he could wish for the player's return, he says that it'd be unfair to pull the player away from their loved ones again, and they suggest changing the wish to making the player able to move between the two worlds at will, so nobody will have to suffer from the player's absence.
In Pokémon Super Mystery Dungeon, it's not established how old the player character actually is, but you look like a child- and the partner actually is a child. Free-Range Children is firmly subverted in the first part of the game- you and your partner have to go to school, the adults refuse to let you do anything dangerous and get mad when you do, and nearly everyone in the village thinks you're too young to leave it... at least at first.
Pokemon GO is an Augmented Reality game that lets the players walk around the world catching Pokémon that appear nearby. Sounds neat, right? Unfortunately for everyone in this world, in real life, players do not have Surf to go on water, cars may be nearby, people may trip over rocks nearby, people will lose cell phone reception if they try to climb mountains or go spelunking (just like in the games). Worst of all, players will find mostly Com Mons around since they can't just walk to another ecosystem in half an hour like they can in a video game.
Due to Pokéstops and Pokémon often showing up inside businesses (and police stations), naturally they've begun to get annoyed at the influx of non-paying customers and unwanted foot-traffic. Private property are also completely nonexistent in the games - and Pokémon GO will often spawn Pokémon inside private property such as inside peoples' yards. Naturally, you can get in trouble for trespassing.
Pokémon GO was also released for smartphones - unlike a Game Boy or a Nintendo DS, which are optimised to run games, smart phones don't handle resource-heavy apps well. Naturally the game can and will crash.
People who walk in strange neighborhoods, distracted, with an expensive smartphone out, are an ideal target for ordinary muggers.
The game was also released in July - the hottest month of the year in most of the northern hemisphere. Since the game requires you to go out and walk physically, you start experiencing the effects of walking around for prolonged amounts of time in 35+ degree weather - whereas trainers in the games could run all day in both deserts and in cold.
Amaria is very depressed, and Titania only dated her because she was afraid that Amaria would kill herself if she didn't. When Amaria finds out that Titania never loved her, she jumps off a waterfall. Worse, while Amaria survives, she wakes up with amnesia, having forgotten the last few days. Titania doesn't take it well.
The game makes no bones about the fact that Pokémon are weapons of mass destruction. Using the PULSE machines, which can power up even weak Pokémon, Team Meteor lays waste to parts of cities, causing earthquakes and massive damage to both people and buildings. A single Tangrowth makes vines and trees grow everywhere, including through the roads.
Corey's story shows what happens if you take away someone's reason to live: either he's exposed as a Meteor Admin and his daughter runs away because she's horrified by his actions, or he's not exposed and his daughter runs away because she's sick of his controlling nature. Either way, having lost the only thing keeping him alive, he throws himself off a bridge. The result is not pretty.
Worse, one of the people in the crowd who found the body is another Gym Leader... who's 12. The poor girl has a breakdown from the sight.
When you storm Yureyu HQ to free your friends, two Grunts threaten to cut Shelly's throat if you get closer. As later pointed out by Charlotte, you can easily make someone lose control simply by making them believe that they don't have any: after telling the Grunts that she didn't care if they killed Shelly and just walking up to the panel and unlocking the gate, the Grunts were left with no idea of what to do, giving Charlotte an opening to rescue Shelly.
Team Meteor hooks an Abra up to a PULSE machine to see if they can amplify its teleportation powers enough to get them where they want to go. But as it turns out, the Abra doesn't want to play along, leading to it randomly teleporting things that it wasn't meant to teleport. Worse, they can't turn it off because as soon as they try, it just teleports them away from the machine.
Team Meteor's attacks are designed to drive people out of the places they attack. Given that they don't care about killing innocents, they kill and hurt a lot of people. But while some of the Grunts are OK with that, others aren't, especially when it comes to the people they care about. Unfortunately for Eclipse, Sirius does not take desertion well.
Blake extorts the Ruby Ring away from the player and flees up the peak of Ametrine Mountain. At the top, once the player beats him, Shelly suggests that since Blake lost, he has to give the player the ring... only for Blake to refuse and mock her. Not only is he an enemy, but he's an enemy with no respect for the rules- why the hell would he play along?
In the backstory of Portal 2, Cave Johnson is the Crazy AwesomePointy-Haired Boss of Aperture Science, who has no qualms whatsoever about working with hazardous experimental substances, blatantly ignores the advice of his scientists because Screw the Rules, I Have Money!, and wildly misapplies potentially revolutionary scientific breakthroughs because he doesn't realize what they could do. Unfortunately, it's not a cartoon, and these practices have the same result they would in real life, i.e., he dies slowly and agonizingly from exposure to dangerous chemicals while his company collapses into financial ruin.
Chell's boots are what happens when people apply this to a game during design. During testing of the first Portal, the playtesters refused to accept that a human being could survive the falls Chell has to survive on a regular basis, some pointing out that Gordon Freeman, the protagonist of Valve's earlier Half-Life series, would be pasted by the kinds of falls Chell has no problem surviving. The developers applied a Hand Wave by giving her boots that are described as diffusing the shock of landing and ensuring she lands on her feet. This restored the playtesters' suspension of disbelief.
One of the pre-recorded messages from an alternate Cave Johnson in the Perpetual Testing Initiative DLC is Prison Warden!Cave telling his test prisoners why the Air-Vent Passageway trope is dumb: ventilation shafts are not a secret escape tunnel, they're how the Prison Ship is ventilated. You try to escape that way, you're most likely just going to end up in the air conditioning unit. And since it's also pretty dusty up there, you have a good chance of dying, especially if you're asthmatic. In short, just don't try it.
Also, Prison Warden!Cave installed a Force-Field Door on all of his prison cells instead of metal bars. Then the power goes out, and all the prisoners get loose.
Warden!Cave: Man, those blue force fields looked good, though. Every time I saw one, I thought, "Wow! I am in space." Still, though... A door made out of paper would have been better in the long run. Would have at least slowed 'em down for a second.
Radiation Island: Since it's a survival game, many common sense rules apply: starvation, infection, and radiation can all kill you; falls can break bones; sleep means you aren't eating, so you're going to wake up hungry; water will drown you if you stay submerged for too long. Other nasty realities:
Taking too long to root around in your pack or loot a chest gives mooks a fine opportunity to sneak up on you.
Escaping mooks by taking to the water in a canoe won't work—crocodiles just swim after you, zombies follow you by walking along the bottom.
Everything is out to kill everything else, not just you. It's common to wander the island and find random Organ Drops from animals killed by mooks. And what do you get when zombies can infect animals? Poison-spewing zombie beasts that are much worse than their mundane versions, and travel in packs.
Rainbow Six: Vegas 2, while the final villain of the game is delivering his Motive Rant, he pulls his gun on you, you pull yours on him in return... and then he continues ranting at you for a few more minutes before shooting, at any point during which you can shoot him in the face. This contrasts with the confrontation with one of the Co-Dragons much earlier in the game, where you're not given control back until almost the very end of the interaction with him - if you shoot him at any point before he pulls his gun on you, you fail the mission and have to restart; but at the same time, you've got maybe half a second to react once he does pull the gun before he blows you away with it.
No matter how much of a badass you are, taking on the army in a standup fight won't end well. And that's how John Marston dies, when Edgar Ross decides that You Have Outlived Your Usefulness.
The game's epilogue. So you faced your father's killer and killed him in a duel? Hooray! After all these years, you finally got your revenge! Too bad your father is still dead and remembered as a brutal criminal even if he was a good guy, and no one but you knows what Ross did so he goes down as a retired cop who was brutally gunned down while fishing. Oh, and also too bad that the days of the old west and vigilante justice have come and gone so you'll spend the rest of your life as a depressed loner on the run from the authorities. What? You thought you could get revenge and everything would be awesome? Nah, what do you think this is? An old western movie?
What happens when you put structures designed with mostly Rule of Cool in mind under real-world physics? According to Red Faction Guerrilla and its extremely robust destruction engine, they collapse. The game designers had to take a crash course in real-world architecture to create buildings that would stay up long enough for the player to destroy them.
Used amusingly at the beginning. How is the evil Umbrella corporation finally destroyed? Through a daring black-ops raid with soldiers fighting its myriad monsters in one final battle? The heroes of the previous games banding together and taking out it's leaders one by one? Nope! The U.S. government freezes its assets in retaliation for the destruction of Raccoon City, and the highly publicized disasters plaguing the company cause its stock prices to drop, sending it into bankruptcy! One statement from the developers in a Nintendo Power article says that there was no way the US government would have allowed Umbrella to continue operating after being responsible for a disaster that forced them to nuke one of their own cities.
That too gets a dose of Reality Ensues. Simply removing Umbrella from business does not magically evaporate all the data, personnel, research data and equipment. Their B.O.W.s and viruses are sold to the highest bidder on the black market, the highest level researchers are able to continue their viral weaponry without a traceable line, and the BSAA is formed to counteract the outbreaks that follow.
The fact that the BSAA is an NGO also results in reality ensues, as the US Government decides to have its own group to deal with it, the FBC(Federal Bioterrorism Commission), leading to Interservice Rivalry. Later, the FBC is replaced by the Division of Security Operations after the FBC is dissolved due to them giving bioweapons to terrorists in a plot to get rid of the BSAA
Apparently, Salazar believes Talking Is a Free Action. Too bad for him that Leon does not. Both times that Salazar tries Evil Gloating, Leon makes him pay for it, first by pinning his hand to the wall with a knife, and the second by seriously damaging his hearing.
Speaking of the BSAA, they take massive casualties in both Resident Evil 5 and Resident Evil 6. The next time they show up, they send a single agent leading operatives that are part of "Blue Umbrella", a PMC dedicated to bioweapon containment and disposalnote It was founded by the few sane Umbrella executives using left over assets from the old Umbrella, in order to help clean up the damage caused by Umbrella and the various groups that have taken up the role of "evil corporation/conspiracy making bioweapons". Turns out, all military or paramilitary groups have limited amounts of personnel and resources, so if they keep taking large amounts of casualties, they'll eventually need to rely on others to provide manpower for their operations.
In most video games, a weapon with a Laser Sight will always be steady as a rock so the player can see where the laser is pointing at. In Resident Evil 6, like in real life, attaching a laser sight doesn't magically remove the hand sway.
Riven: Gehn taught himself the Art, and as a result, his understanding of it is flawed. While he managed to successfully write Ages, writing an Age does not necessarily mean that it's a stable Age, and as a result, Riven is on the verge of collapsing. Atrus has to stay behind so he can edit the Riven descriptive book enough to keep it going while you're in there.
If you use the Trap Book to trap Gehn, and then link into it again, Gehn will just leave you in there. Why the hell would he free you, knowing what the book does?
Used wonderfully in Rudra No Hihou. A few days after the other protagonists have already received their magical Power Crystal, Squishy Wizard Surlent is still lacking his. Being a scholar, he finds it inside an ancient artifact he's set out to research. It promptly flies towards him to merge with his body... and the impact kills him. Instantly. He has to claw his way back up to the surface all the way from the realm of the dead.
In The Saboteur the final boss is just an average human that has gone insane due to your actions up to this point. He is left broken, drunk and just accepting death as even if you don't shoot him, he will just jump to his death on his own.
Saints Row IV: The Boss may have beaten countless numbers of gangsters, policemen, even a State Sec with futuristic weapons, but nothing prepares them for a massive alien overlord with superpowers. The Boss tries, oh do they put up a fight, but once Zinyak decides to stop playing around and use his powers the first fight quickly becomes a Curb-Stomp Battle in the villain's favour.
In Scribblenauts, you can create anything and put it next to anything, with fairly realistic results: people will eat food, run from wild animals, die when attacked; predators and animals who were attacked will fight back and kill each other; buildings will be destroyed if sufficiently damaged; putting two rabbits together will result in them breeding until they fill the item limit... and while you can put things like walls and fences in the way to hinder attackers, don't expect them to last long if the attacker's big enough or strong enough.
Senran Kagura: when the Homura Crimson Squad goes on the run as renegade Shinobi, their greatest threat turns out to be... getting enough to eat. They're assassins, not survivalists, and while they have a working knowledge of edible plants, they live in a city. Their only recourse is to find jobs - minimum-wage part-time jobs that don't mind the fact they have no legal papers or proof of education. Plus they're all busty, healthy young girls... you can imagine where this would go if this point was taken to its logical conclusion.
Shinobi are capable of some pretty outrageous stunts and special powers, but these require them to be at their physical peak. From a story perspective, the very first serious blow landed is the match ender, since being injured will slow a Shinobi down, making them easy to finish off. First blood means the loser has to choose between running or dying, with very few exceptions. The only exception to that, Murasaki, is armed with a special power that would make her The Dreaded if she were actually training.
The narration does occasionally mention that living with such huge breasts comes with its own problems - it's mentioned the girls only avoid back pain because they're physically strengthening themselves anyway, Asuka notes hers can get in the way and speculates the only reason Katsuragi's even bigger pair don't is because she doesn't use her arms, and Yumi laments that she'll never be able to wear a kimono properly (at the time they became popular, the female ideal was a slim, straight figure, so Yumi can't get one that fits which doesn't show enormous amounts of cleavage).
Angela's prologue has her thrown into the aptly named Sub Zero Snowfield wearing nothing but a highly Stripperiffic leotard. Less than ten minutes later, she starts coming down with hypothermia.
In contrast to the Lovable Rogue type of mercenary, Duran is loud, brutish, uncouth, and smells bad. Also, the first time Duran goes up against the Red Wizard, he gets curbstomped, because Duran's never faced anyone who uses magic before.
Hawk is a thief in a gang of them. Once Hawk decides he no longer wants to be part of the gang because of their growing corruption, they don't graciously let him leave; they try to have him killed (it didn't help that he was framed in the murder of one of their own). When he returns to the gang as a hero trying to stop the end of the world, only two of them side with him and the rest are all Mooks who have to be cut down.
Kevin can transform into a werewolf and kick major amounts of ass, but he can't control it. The first time he transforms, Kevin kills his beloved pet Carl (or so he thinks), and spends the rest of the game hating his power.
Both Kevin and Carlie are Half-Human Hybrids whose genetics give them significant abilities, but also cause a fair share of problems. Both of them have some sort of brain deficiency as a result of being a mix of two species, with Kevin talking in Hulk Speak and Carlie still having the mindset of a small child (and looks to match) despite actually being sixteen.
Lise is an Action Girl, but she's not a One-Man Army. When raiders invade her kingdom, kill her people and kidnap her brother, she has to run in order to find help. She also never gets a chance to go on a Roaring Rampage of Revenge, instead having to find ways to stop the plans of the Big Bad while putting her kingdom's reconstruction on hold.
Choosing to reveal you killed his community elders to Law causes the PC to pause and actually consider the consequences. Mainly, that informing a large and skilled hacker group that you killed their leaders is a great way to have all your secrets dug up and made public. It's so stupid that the PC decides ultimately not to do it.
The PC has the option to give Law some meta-data on their runs so he can post it on the Shadowland BBS. This lands him in hot water with Kindly Cheng, who is rather upset that he's been posting information about her team and their runs online, putting everyone at risk.
Shadow Warrior (2013): After spending a big part of the game chasing after Zilla, Wang duels him for about five seconds before simply cutting off his sword hand since, despite gaining Super Strength from his deal with Enra, Zilla is still just an old man who appears to never have held a sword in his life while Wang is a trained assassin.
A lot of the deaths or otherwise failure scenarios in Sierra's games fit under this. Among other events in them.
The first game can have you get an STD that destroys your genitals from unprotected sex with a prostitute, be shot by a clerk for stealing from his shop, and try to leave a cab without paying its cabby only to get beaten by him.
A non-lethal example happens in Larry Goes Looking For Love (In Several Wrong Places), where Larry goes to the home of Eve (the woman he ended In The Land of the Lounge Lizards with) only for her to not only forget about him but angrily demand he gets his stuff out of her garage before going away. Turns out having what was a one-night stand with a woman doesn't mean she'll stay fond of you, let alone remember you. This happens again with Passionate Patti in Pursuit of the Pulsating Pectorals, which has Larry's wife from the last game tell him she's dumping him for another woman. As Larry learns the hard way, you saving a woman's island doesn't mean the two of you won't have any marital problems or that any annoying behavior of yours she notices after getting to know you won't offend her.
Patti in LSL 3 can try to offer sex for a male stripper, only to get shot down by said stripper refusing then pointing out how her experience has made her a STD risk. Patti gets told upfront that the stripper won't touch her unless she shows him what is, in his words, a clean bill of health.
As police lieutenant Sonny Bonds, you have to follow police procedure by the book to avoid the myriad of ways you can get a game over. While some decisions are obvious (such as not shooting someone who has a gun drawn at you), some are not. Shoot someone who only might be reaching for a gun in his glove box? Turns out he was an unarmed FBI agent, and you're fired. Forget to frisk the raving lunatic? He'll draw a knife and kill you. Need to open a door with a battering ram? You have to get permission from a judge to use it first.
There are also non-fatal ways this shows up, too. In the third Police Quest, you can miss points if you fail to follow proper procedure when writing someone up for a ticket. You can question witnesses, some of whom lie or are uncooperative. Sonny's wife is also getting improper care in the hospital, but Sonny brings it to the attention of a trained doctor instead of fiddling with the machines himself like any other game of the genre would likely expect you to do.
In the second Police Quest game, the climax is a shootout with the Big Bad. After the whole ordeal is over, the suspect dies from gunshot wounds. Sonny Bonds is then given three days administrative leave while the Internal Affairs division of the Lynton Police Department reviews the case, in order to ensure that Bonds using deadly force was justified. Thankfully, they determine it was, and Bonds is given two weeks paid vacation as reward for taking down the bad guys. Unless you shoot first in the confrontation. If you do, and manage to take down the bad guy, then the review will find Sonny at fault of using deadly force unprovoked and arrest him for murder.
The Secret World: You're a supernaturally-empowered secret agent who works for one of three ancient conspiracies and goes to the worst eldritch hotspots in the world, killing monsters and saving the world... but half the [PC]s have never heard of you and a quarter hate your guts. Thing is, you're basically a good super-villain: (1) You're using a major connection to Agartha that most magic users will never be allowed to touch, (2) you started this job just a few months ago and are borrowing power from conspiracies that are stronger than you will ever be, (3) said conspiracies are borderline psychotic and regularly ruthless (Templars are classic Knight Templar no matter how fervently they try to pass that era off as a teenage phrase, The Illuminati outright admit they're selfish pricks, and the Dragon like to poke butterflies so they can get data on the hurricanes). No matter how much power you get or how self-justified you feel, your character would be next to nothing without the conspiracies, and those conspiracies are 90% super-villains - to the point that the Illuminati had to issue threats just to make sure you joined and the Dragon flat-out abducted you. You are not the hero, you're the cleanup roadie, and most of the epic showdowns are just you stalling the boss so the real heroes can get into position with magic stronger than what you're wielding - or you've been empowered by forces you don't have access to on your best day. In fact, on the one day you end up taking the fight to the apparent Big Bad in Tokyo, the only reason you survive the encounter is because said character doesn't actually want to fight you.
Illuminati players are warned of dire consequences if they piss off their chosen faction; given that they're the apparent "heroes" of the game, this might be taken lightly by said players... up until the failures in Kingsmouth and Egypt make it abundantly clear that the Illuminati weren't joking. After all, they wouldn't be the organization they are today if they weren't prepared to make good on their threats: letting Excalibur slip through your fingers results in you being KO'd and hauled off to Questions and Answers for a very thorough dressing down; getting on the bad side of the Orochi Group in Egypt results in a diplomatic backlash so severe that when you get back to HQ, there's an assassin waiting for you. And the only reason why you don't end up dead is because Kirsten Geary steps in.
The Tokyo story arc ends with the players leading an all-out attack on the Orochi Group's headquarters and attempting to kill the apparent Big Bad. As you progress through the penthouse, CEO Samuel Chandra flat out warns you that he is going to make your life a living hell if you continue; naturally, you ignore him - after all, even with Orochi's vast resources, Chandra can't very well declare war on a secret society like the Illuminati or the Templars, can he? Well, it turns out he doesn't need to: after all, Orochi's a legitimate corporation, and actually has even more pull than the secret societies because it doesn't need to conceal its existence. You arrive home to find that Chandra has sent the security footage of your break-in to the media, successfully framing you as an international terrorist. From then on, you are a fugitive - in both the legitimate world and the secret world - and the only way to avoid ending up being subjected to random assassination attempts is to have your face surgically altered.
As demonstrated in both The Secret World and The Park, Nathaniel Winter spent a fortune building Atlantic Island Park on a relatively obscure island off the coast of Maine, using his immense wealth and government connections to ensure that the construction continued despite the numerous fatal accidents. Once the park was actually opened, the "accidents" continued, this time killing several guests - some of them children. End result? The Park was closed within two years, and Nathaniel Winter's continued attempt at bribery left his reputation in tatters and his finances ruined. Because construction is a dangerous business, corruption can sweep a few worker deaths under the rug, but once paying guests and children start turning up dead, nobody's going to look the other way.
After four combat zones populated by Badass Normal types able to ward off zombies, ghouls, cultists and Filth infectees with minimal resources and often minimal training, the spinoff game The Park and its continuation go to great lengths to show what happens when untrained Muggles are pitted against the heavyweights of the secret world. Hint: it's not a David Vs Goliath scenario, but an unmitigated tragedy. There's no fighting, no gunplay, no Heroic Willpower, no chance to resist, just an entire game featuring Lorraine being tormented, tortured and traumatized for life.
The later games in the S.W.A.T. series are realistic shooters, much like Police Quest above is realistic to police procedure. You play a member of a SWAT team, who realistically must break down doors with specialized ammo, not fire on civilians, and must secure a scene, including all evidence in it such as dropped weapons, before moving on. The game is even set in the same universe as Police Quest, with Sonny Bonds being a SWAT captain in the fourth game. That said, the game does go a little too far in its portrayal of what SWAT officers are expected to do; for instance, in SWAT 4 you're penalized for "unlawful use of deadly force" if you shoot a bad guy with a regular firearm at any point before he shoots (at) you - in a game in which you can barely survive taking five bullets across a mission.
The ending of the third game in the Sly Cooper franchise has the title character fake amnesia in order to be with his love interest. When she discovers his deception early in the fourth game, she pretty much dumps him on the spot, and it takes nearly the whole game for them to reconcile.
Penelope's Face–Heel Turn isn't so surprising when one remembers she's a criminal who had her enemies in a flying competition killed so that she could win and joined Sly's gang under the lure of riches. It's a reminder that not everybody who Sly works with is a Noble Demon who'll stick with him and his friends through thick and thin.
In Sonic the Hedgehog, with the addition of the Sonic Boost in later games, we see a more realistic take on what happens when an object gets hit by another object moving at the speed of sound.
If you're moving at the speed of sound, your ears can only pick up sounds whose audio waves are moving faster than you are. Later games take this into account and mute the lower audio frequencies while you're using Sonic Boost.
A key part of Spec Ops: The Line's project as Deconstructor Fleet is its use of this trope. At one point Capt. Martin Walker and his squad use a white phosphorous mortar to kill a large group of soldiers in a base barring Walker's way to an objective. The game cuts to an overhead camera depicting each soldier as a white blob, as the player gleefully rains down death from above upon the helpless foes. Then, you get to walk through the carnage you just caused, seeing and hearing your soon-to-be-dead enemies crawling around on their hands and knees, screaming in agony and begging to be put out of their misery. And that group of stationary enemies huddling in the back of the base? They were civilians.
A bigger one is the central premise. Walker and his team are a recon crew, they're supposed to bring back word if they find survivors so the army will know it's worth sending in a full-scale rescue. Trying to play hero and get directly involved instead of doing their job not only gets the team killed, it means hundreds of survivors that would have been saved die needlessly too.
In Chaos Theory, Sam is facing down Shetland on the rooftop, with their guns drawn. Shetland goes on a Motive Rant, ending it by saying that Sam "wouldn't shoot an old friend" and putting his gun away. Sam can, at this point, opt to put his gun away, triggering an I Surrender, Suckers moment where Shetland draws his gun and catches a bad case of knife in the heart for his trouble. The other option is to just shoot him in the face the moment he puts his gun away.
Conviction. Normally, EMP devices in media are depicted as being rather benign, temporary things. Even a large EMP bomb only takes about a minute or so to recover from. The game even includes a small EMP device that only temporarily disables electronics. But when two of three EMP bombs go off in Washington DC, the results are horrifyingly realistic. The traffic grid immediately breaks down, all the lights go out and in general, anything electronic including cell phones and defibrillators go out and stay out.
Star Citizen prides itself on its (relatively) realistic physics for space combat. However, it pairs these realistic physics with fanciful Space Fighter designs, leading to some glaring design flaws in many ships. The Mustang is one of the most glaring, as it has the main engines mounted off-center from the center of mass, which means that it continuously nosedives unless its ventral thrusters are firing.
Expanded Universe material shows that before the events of the game, the Confederacy was a laughably inept, top-heavy government run by corrupt and incompetent people who would gladly nuke a planet into oblivion just for opposing them and being Arrested for Heroism was a very real possibility, and most of the people under their rule were looking for any excuse to be rid of them. Only superior firepower and a consolidation of military training and supplies kept them in power for so long; the moment they were up against Mengsk, a charismatic figure who won much of the Confederate military over to his side and a competent strategist who knew how they operated and could think around them, the war was over before it even started.
The Protoss campaign in the first game ended with Tassadar committing a Heroic Sacrifice to kill the Overmind, leaving the Zerg Swarmwithout a leader and putting an end to their invasion of Aiur, the Protoss homeworld. Right at the beginning of Brood War, it's revealed that, even without a leader, the Zerg are still rampaging everywhere on Aiur, just in a more disorganized way, and the Protoss are forced to leave anyway to ensure their survival.
In StarCraft II, Rory Swann discusses how he and some fellow miners rose up against the Kel-Morians oppressing them... and almost got themselves all killed but for an intervention by Jim Raynor, because they were hopelessly out-gunned.
Swann: Havin' right on your side ain't no match for Gauss guns and combat walkers.
Heart of The Swarm shows that even after Kerrigan is cured of Zerg infestation, she's still nobody's best friend. As the Queen of Blades she went out of her way to antagonise and backstab everyone else in the galaxy just because she could, and no one has any reason to think differently of her because as far as they know, she was still herself when she did all those things. Only Raynor has any real appreciation for her, and even he can't accept it when she voluntarily goes back to being a Zerg-Human hybrid considering she killed an old friend of his and he was forced to kill another to keep her alive in Wings of Liberty, so as far as he's concerned she just invalidated his sacrifices.
The Nova campaign ends not with a Boss Battle but Nova executing the Big Bad, since she's the best Ghost in the Dominion, and her opponent is an elderly general.
The entire war with the Sith in the first game is seen largely as a Jedi matter. Since very few people outside either the Jedi or Sith orders understand or can even particularly tell the difference between the two. The conflict is even called the Jedi Civil War by most of the galaxy in the sequel.
Revan killing Darth Malak in the first game didn't instantly fix everything. While the larger war is over, its aftermath still has a massive effect on the galaxy. The monumental damage alone from both the Mandalorian and Jedi Civil Wars will take years if not generations to fix, and political tensions are high as the Republic struggles to regain its footing and begin the reconstruction. Part of it is that Revan, at least in the second game, was presented as something of The Chessmaster, fighting the war in such a way that no matter who came out on top, the galaxy would be stronger for it, able to continue functioning as it did before the wars, and ready to take on the True Sith once they came knocking. Contrasting this is Malak, your typical Saturday morning cartoon-type villain with no greater agenda other than total conquest and making up for a lack of tactical prowess by having limitless reserves of personnel and ships to throw at everything that got in his way - perfect for the usual tone of Star Wars, mind you, but also so prone to mindlessly and absolutely obliterating even minor obstacles with the full force of every fleet that could aim in their general direction that the Republic had to spend decades rebuilding afterwards.
The remaining Sith didn't just disappear, either. The remnants simply went into hiding and continued attacking the Jedi from the shadows - and without any sort of centralization to give the Jedi a big, easy target, they've come far closer to wiping out the Jedi than they did in open combat.
Stardew Valley opens with you learning you inherited a farm property from Grandpa who died XX years ago. Since it's been abandoned for over a decade (at least), the property has become overgrown with trees, shrubs, grass, and erosion-exposed rocks, which you will have to clear away if you want to do anything useful with the land.
Raiding trash cans for items will disgust anyone who sees you at it (except Linus, who does the same).
Fixing up the Community Center and driving the cheap but oppressive Joja Mart out of business doesn't do any favors for Jodi or Pam, who shop at Joja because they can't afford Pierre's high prices, or Shane, who worked for Joja and consequently loses his job.
The game likes to shine a harsh light on the collateral damage Velvet causes. One of the biggest examples is Hellawes, where early on, Velvet has the entire port firebombed as cover for stealing a ship. Most games would go the Inferred Holocaust route or show the town bouncing back from the damage - not here. The town remains inaccessible for over half the plot because it simply doesn't have a dock big enough to moor the Van Eltia anymore. Even once the port is repaired, it's still only barely functional because sunken wrecks are blocking most of the docks, and they can't be moved from the arctic waters. The destruction of the merchant fleet cratered the town's economy, they're limping along on relief supplies and being lucky enough to have an older generation who have the know-how to resurrect the fishing industry. Austerity measures are in place, and the town has been all but cut loose by the Abbey for no longer having a worthwhile export. And things go From Bad to Worse late-game, when Velvet commits an act of terrorism in the sister village (as in, terrifying the population to get something from the government) causing it to be evacuated and the Abbey to declare it a no-go zone, meaning Hellawes is now flooded with refugees and cut off from its only cheap source of fuel. It's stated that if not for another upheaval waking the Emperians and undoing a decade of global cooling every settlement on the landmass would have been abandoned.
What happens when you take a ten year old noble who recently lost all of his memories, motor skills, and general knowledge about the world, throw him back home and tell him he can't leave until he's almost twenty? As the game shows us with Luke, it causes them to grow up into a Jerkass with no social skills, no friends, and nobody to truly turn to. Then, when Luke gets teleported outside the city, he's completely ignorant about simple things, like buying food requiring money.
Also, being totally sheltered and ignorant about the world around him makes Luke incredibly easy to manipulate. This is exactly what Luke's sword teacher, Van, was counting on. By setting himself up as the only person Luke could trust, Van makes Luke into an Unwitting Pawn.
What happens when Milla loses the Four Spirits of the Elements, on whom she has relied for all sorts of things, ranging from being able to swim, fight or use magic? She can barely do things on her own. She can't swim, has no idea how to properly use her sword and can't do any proper combos during battle, until she gets a little instruction on how to fight. Once she does get that part down, her natural ability lets her improve very fast.
Alvin has repeatedly backstabbed the party, but keeps getting let back onto the team. While this mostly is allowed and shrugged off by Jude, who is rather idealistic and naive, the rest of the party keep their suspicion about Alvin. Eventually, they do allow him to return, but only because they know that he'd follow them, anyway, and willingly taking him in would give them the advantage of being able to keep a close eye on him. Easily Forgiven? Think again. The sequel proves that he is still trying to better himself, so that people can trust him again.
Once again for Alvin, he is trying to shake Jude out of his Heroic B.S.O.D., while rather suffering one of his own, by trying to egg him on into getting angry. During this event, Alvin accidentally shoots Leia and almost kills her. Contrary to it being dropped after Leia is healed up, their interactions become extremely awkward, stilted and they try to avoid each other. Things took some time to get better between them.
The backstory of The New Order Last Days Of Europe gives the Axis massive breaks to let them win a decisive victory in World War II... and then stops giving them breaks the moment the final peace treaty is signed, leaving them with the consequences of draining occupations of huge chunks of Europe, Asia and Africa, costly genocidal campaigns, political infighting, economies built on looting and a liking for grandiose projects ranging from wasteful to outright damagingnote especially Germany — Italy benefits from not being as genocidal or quite as encouraging of political infighting, but still gets hit hard and has to find alternative alliances, and Japan hasn't had enough revealed on it to make it clear how bad their situation became and is. Consequently, it does not take long for their economies to collapse, leaving them barely hanging on and tearing the Axis apart, with Germany in particular on the brink of collapse by 1962. This in turns leads to the Italy-founded economic compact and counter-German alliance being nearly impossible to keep together — uneven distribution of the economic benefits breeds resentment between the members, and Enemy Mine between rivals gets shaky when the common threat begins to look obviously weaker.
In the Thief series Garret is, well, a thief, and not equipped or trained for a stand-up fight, something the player will painfully learn if they try going One-Man Army like in so many other games.
Trillion: God of Destruction. The eponymous antagonist is a world-destroying mass of a trillion curses. Your Overlords are going up against it solo, with short-notice training and limited opportunities to retreat. They're going to die. It is hammered into the characters, and then the player, that going up against Trillion is a true Suicide Mission and the best they can hope to do is do enough damage before their inevitable demise that they might be able to wear it down before they run out of time or candidates. This realization, especially the first fatality, horrifies everyone and morale starts to become a serious problem.
In Uncharted 4: A Thief's End, Captain Avery's utopia of Libertalia goes exactly as well as you'd expect from a society run by ruthless, cunning, and greedy pirates. The concept was a great way to lure wealthy pirates into joining, which made them easier targets to track down. Libertalia's founders hoarded all the wealth for themselves and forced the rest of the population into poverty and enslavement. Eventually, the founders turned on each other in a brutal Gambit Pileup that resulted in everyone getting slaughtered, and their massive treasure was lost to history.
Shopkeepers won't let you sell items to them. The first shop you visit even lampshades the absurdity of buying random junk from people who walk in. You can sell items at one specific shop, but it's said outright that it's because that shopkeeper belongs to a race of Cloud Cuckoolanders, and they're also really bad with money and desperate for patronage.
Poor Sans the Skeleton. When he realizes he is too tired to outfight a player on a No Mercy Run, he resorts to an alternate tactic: trying to trap you in battle forever by never finishing his turn. Unfortunately, he fails to factor in the fact that standing around forever is pretty damn boring and falls asleep within minutes, giving you the opening needed to finish him. But, to be clear, he was trying to bore the player into quitting the game.
A No Mercy Run overall can be seen as this in regards to playing as a Villain Protagonist. Most games that have the option of being "evil" often try to play it off for Rule of Cool, Rule of Funny, or still have you in a "lesser of two evils" situation. Not Undertale. To do a No Mercy run, you need to go out of your way to hunt down and kill absolutely everything you can, and the game will make you feel horrible for it. The quirky humor of the game vanishes, replaced by a dark and dreary ambiance. The NPCs will either run from you in terror or treat you like the despicable scum you are. All the encounters are either pathetically easy or hair-pullingly hard so that you never get to actually enjoy yourself in battle. Your sympathies throughout the whole thing will lie with the victims. All of the game's puzzles are automatically solved (because Flowey is helping you), and all non-essential areas are warded off by force fields, so you can't do anything except fight. And most importantly, if despite all that you still go through with it, you can never "reset" your way out of the consequences - short of tampering with your computer, your sins will remain with you forever.
Killing anyone, even if it's just one person, will net you consequences: Sans will call you out for it, Undyne will refuse to make friends with a murderer, and a lot of the NPCs will react if you murder their loved ones.
On that same note, if you go on a murderous rampage but stop short of a No Mercy run, you will absolutely not be Easily Forgiven. You're still a killer, just not a genocidal killer. Sans will still hate you if you murder his brother, Undyne (if left alive) will be plotting your death, and Alphys will say she should have killed you when she had the chance.
Undyne's cooking lesson goes exactly how you'd expect it to: pounding the vegetables for the sauce just covers you and all available surfaces in crushed vegetable matter, using energy spears to stir the pasta dents the pot, and turning up the heat to maximum sets the whole place on fire. As Undyne herself admits, "Man, no wonder Papyrus sucks at cooking."
The Unreal Tournament games play this in regards to No OSHA Compliance. A lot of the "real world" (for the games' time period) venues the player can battle in would be incredibly unsafe to work in, including being able to easily wander into something that smashes you to bits, no guardrails along walkways that you could fall a long way off of, etc. They're available as arenas for the Tournament thanks to the Liandri corporation confiscating them from their original owners because of these dangerous working conditions - the only reason they remain as such afterwards is that it adds to the challenge of fighting for your life in them.
In any ending where Sam is one of the survivors, she'll outright refuse to tell the police that the true threat on the mountain is explicitly supernatural and just cryptically tells them to explore the mines. Even as broken as she acts, she's probably aware she'd either be laughed off or it would be attributed to a mental break like Josh suffered. In the Golden Ending this does get two officers eaten by Josh as he's turning into a wendigo, but likely means word will come back that there's a serious threat on the mountain as opposed to letting history repeat because it's passed off as an urban legend.
It's revealed that Josh has been on a wide variety of antidepressant medications for a very long time, and that just prior to the game, he decided to give up on his meds altogether. Needless to say, his doctor warned him that quitting the drugs mid-course would be extremely dangerous, but Josh was under the impression that he could cure himself via catharsis - more specifically by committing a karmic prank on the friends who accidentally got his sisters killed. It doesn't work: Going Cold Turkey on antidepressants only makes Josh even more volatile, a fact that only becomes all the more obvious when you find a list of devastating withdrawal symptoms among his medical history - and realize that he's been suffering from just about all of them over the course of the game. The whole thing ends up with him being reduced to a sobbing, barely-coherent wreck of a human being, assaulted from all sides by terrifying hallucinations - to the point that he can't even defend himself. And then he gets either killed or captured by the Wendigos.
Urban Reign: The final boss of the game is the corrupt mayor, William Bordin. Not being a hardened street fighter or skilled martial artist like the other characters, he falls easily to a few attacks.
On the other hand, Bordin is the only character to use a gun and it deals a One-Hit Kill... no matter how tough your character is. Turns out that being a skilled martial artist or hardened street fighter doesn't make you capable of surviving a bullet to the head.
William Bordin is also a playable character. He is a secret character with very high requirements to unlock. Naturally, you'd expect him to have amazing stats befitting an Infinity Plus One Character. Well, you'd be wrong. Turns out that former head of a security company turned city mayor isn't conducive to being a skilled brawler.
The rabbit-people bring out their ultimate weapon: Humongous Mecha. The best anyone else has amounts to pointy sticks. They slaughter their enemies en masse, and are completely invulnerable to you, the player, fighting spirit be damned. Well, until you become a giant divine monster yourself.
Early on in the game, Hakuoro and the villagers start an uprising and are ultimately successful in overthrowing the corrupt, despotic emperor. Do they live happily ever after? No, because now Hakuoro has to actually run the country as its new emperor, and there is a ton of work involved in ruling a country, especially one that is just recovering from a civil war. Not to mention that other surrounding nations try to take advantage of the country's weakened state by launching their own invasions.
Utawarerumono: Itsuwari no Kamen: Anju, the young Princess of Yamato, has a Precocious Crush on Oshtor, one of her father's generals. So she decides to fake a kidnapping of herself to get Oshtor to come save her and invoke a Rescue Romance. Well... Oshtor does come to her rescue, and he is furious with her. Not only did she put herself in danger, but the people who were involved in her "fake" kidnapping are now all wanted for high treason and will certainly be executed when caught. While Oshtor is aware the kidnapping was fake, the rest of the Empire only knows that their Princess was kidnapped, and Oshtor's word is not enough to sway the courts. Anju is deeply disturbed that her rash actions have resulted in people being put to death for crimes they did not commit.
Early on in The Walking Dead: Season Two, you meet and befriend a Post-Apocalyptic Dog. Unlike most examples of this trope, it's a starving animal which has been living in the wilds with no human contact, and it has absolutely no sense of loyalty to it's new-found human friend. When Clementine attempts to share a can of beans with it, the dog snatches the whole can and then attempts to maul Clementine when she picks it up. This is Truth in Television, as taking food away from a dog is a really good way to get bitten, even in the case that the dog in question is not particularly hungry and thoroughly domesticated and friendly with most people.
The Tenno in Warframeis actually a Human teenager controlling a surrogate body. When they first awaken they're so weak they can only crawl, since they haven't had to move in god knows how long. Even after getting some awesome powers and the ability to move freely in The War Within, they're still an extremely vulnerable Glass Cannon in combat. Being a frail teenager with no armor or shields.
While pistols are the only firearm which can be used at close-range with no accuracy penalty, that's the only range they're really useful at, and they're usually not packing much power either. Pistol specialists will soon find themselves being horribly out-ranged and out-gunned by practically everybody else by the time the mid-game rolls around, and the player who decided to try and build one will feel very silly.
The Witcher franchise is known most for its dark and more serious take on fantasy. What happens when you're an alchemically enhanced mutant trained to hunt monsters which are far less of a problem than they were before? Work is hard to come by, and people call you a freak and monster for being a mutant. Geralt may have abilities greater than a regular person, but he's still a man. Run head long into enemies with no planning and expect to be killed.
In a shout-out to Assassin's Creed, a white robed man can be found dead near a cart in The Witcher 2 prologue. Turns out a small amount of hay isn't enough to cushion the impact from falling several stories.
The Witcher 3, it doesn't matter how much of a Kavorka Man Geralt is, or how impressive his bedpost count is, he is not in a Dating Sim. If Triss and Yennefer find out Geralt's been romancing them both they will dump him, permanently, after they humiliate him.
Geralt's choices in the third game can also be this, if you assassinate Radovid and allow the Nilfgaardian Empire to conquer the Northern Kingdoms, rather than helping Radovid win the war. Turns out that, if the player believes it so, a mad tyrant of a king that allows a cult to persecute people for no good reason is far worse than allowing an empire to roll in and conquer the unstable and nearly constantly-warring Northern Kingdoms.
In Wolf, you're perfectly capable of killing cattle - if you don't mind the rancher showing up and shooting you (and, naturally, killing you very quickly; no Almost Lethal Weapons here). You can also attack human hunters, assuming you're feeling suicidal. The smart thing to do is exactly what real wolves do: avoid humans if at all possible.
UFO Defense has you command a hopelessly underequipped and out gunned force of humans fighting against endless hordes of alien monstrosities. Most of the soldiers die early. The most likely cause of death even for a battle-hardened Colonel is some random mook with a plasma cannon.
Enemy Unknown, but in the player's favor, mostly by averting With This Herring: the member nations of the XCOM project know it's their last hope, and supply it accordingly. Good-quality Earth-native equipment is free and standard issue. Your soldiers are also properly trained and very competent with said gear, they're the member nation's best of the best; since they're all that good though, they use XCOM's internal rank and specialization hierarchy.
XCOM 2 has the aliens win the war in Enemy Unknown. They do this by bringing in late-game enemies (Sectopods are stated to have been seen 20 years ago, despite XCOM falling within months) after they see both that humans have what they want and that they're very capable of fighting back. Lacking the more advance tech the player needs to beat these enemies results in a quick and decisive victory for the aliens once they stop testing humanity. It also strongly implies the first game was just a series of simulations the Ethereals were running to exploit the commander.
The game world has its landmasses be mobile Titans constantly migrating on a sea covered by clouds. The implications of a world like this are explored in detail:
Since the Titans move around each other and turn as they do, magnetic north is useless as a navigation tool. Local directions are given relative to the Titan itself (such as moving towards the head). Compasses have the World Tree - the only terrestrial landmark poking out of the Cloudsea - at the center and one winds them to see where the major settlements will be on a given date.
Some Titans walk on the seabed instead of swim or float. This gives them "tides" as they travel peaks and troughs of the oceans floor, the Cloudsea lowering and rising around their biomes.
The lack of any permanent borders and even short trips between Titans taking days makes military action a complicated affair. Supply lines are delicate and the only way to hold a territory is the have a permanent occupation force. Mor Ardain's simple ability to do this has the rest of the world on edge.
Doughal, governor of the occupied province of Gormott, was a self-important blowhard clearly assigned to the new territory to get him away from the capital. After he's kicked out of office following a ruckus caused by the party, racial tensions with the native Gormotti rapidly get worse, as the occupying Ardanian military isn't being kept on a tight leash anymore - pointless egocentric micromanagement was at least keeping them away from the locals. Lampshaded when the party return later and are genuinely shocked that Doughal's administration might have been doing some good.
Artifical Blades are incredibly complex, the culmination of three generations of engineers' life's work. However, they were trained engineers, meaning every step of the design process was well-documented. After the prototype is stolen, the only thing Tora needed to make Poppi was parts and time, and strong-arming a single one of the engineers was enough to establish a full production line. By the same token, the creator of the original Ether Furnace didn't document the design, and the ability to make a full-spec one died with him. Consequently, Poppi outperforms any other Artificial Blade, as they're running on inferior power sources.
Players who try to reverse-engineer Alien Alloys to replicate their metals will be disappointed to find that they can't craft armour from it because they don't have any tools or machinery made of a material capable of cutting and shaping it. You actually have to research alien weapons to craft armour that is proof against it from Earth-made materials. At the start, your soldiers will be kitted out just in bright blue Highly Conspicuous Uniforms: there's no point in weighing down troops with body armour that may well offer no protection at all, and camouflage is pointless because who knows what kind of visual spectrum the aliens see in.
Likewise, while psionics is a powerful game-changer in XCOM, in Xenonautsit's a dead-end tech: humans have no psychic potential.
You can pluck plasma weapons out of the cold dead hands of your alien foes right from the start, but troops using them take severe accuracy penalties due to being made of materials too strong to be made ergonomic for human hands and lacking optics.
Your troops' stats are improved not by levelling up but by performing context-specific actions: lugging around a load of equipment near their limit will increase strength, shooting at targets in the field increases accuracy, etc.
Anything to do with the "Reputation" stat. Students will talk if they see you doing something suspicious (such as being covered in blood, laughing, or carrying a weapon). If they see you commit a murder, most of them will not stay silent; they will tell as many people as possible, slowly lowering your reputation over time. The easiest solution is to silence them the second they see you. It's also possible to get a lower reputation other ways, such as spreading rumors (people will see you as a gossip even if they believe you), Obfuscating Stupidity too often (it'll work too well), or not attending class (you'll be seen as a Delinquent). You can apologize if you're spotted doing something odd, but it only lowers the penalty.
If you steal an item to frame a rival but don't go through all the steps, the person stolen from will take extra care not to lose it again, making it impossible to steal it a second time (a teacher will take closer care of her answer sheets, a student will be more careful setting a ring down, etc.)
Go on, try to attack a teacher, a martial arts master, or an armed delinquent without raising your "Strength" stat. It won't work out badly for you, an average teenage girl, right? Wrong. And even if you do up your "Strength" stat, it's still possible to be overpowered. Additionally, killing someone with a group of students nearby will result in them actively joining up to bring you down.