Choice Of Games is a limited-liability company dedicated to producing high-quality, text-based, multiple-choice, Choose Your Own Adventure-style games. The games are written in Choicescript, a scripting language which they developed to allow authors to create games with no programming experience.Unlike many such games, they involve the use of stats, and this combined with the large number of possible pathways adds a good deal of personalization to the games.Currently, their games include:
Choice of Romance, Heroes Rise, and Choice of the Vampire have sequel games. Upon completion of the first installment, you will be given a password which should transfer your character over to the new game. (If you made the right decisions, of course...)The Web site also hosts some user-contributed games, some of which rival the official games in length and quality. These include:
The PC in Choice of the Vampire will be this unless you expressly play them otherwise.
Bi the Way: Possible in Choice of the Dragon and Choice of the Vampire but not Choice of Broadsides or Choice of Romance. Choice of Romance makes sense in that by choosing what gender you are attracted to you choose the gender of your love interests, but Choice of Broadsides seems to deliberately invoke No Bisexuals - you can only have an affair with Villeneuve if you choose that you don't want to get married because you aren't attracted to the opposite gender. Otherwise, you'll just have a drink together and end up good friends. Explicitly asked and possible in Heroes Rise, though if you choose this option, you are asked a follow up question of what you were last attracted to since this determines the gender of your romantic partner.
Gay Option: The programmers actually considered this a pretty important element, and every game with romance elements has one of these. In Choice of the Dragon you can decide which gender you want your mate to be (or if you don't care), in Choice of Broadsides you can have an affair with Villeneuve, who is always the same gender as you, in Choice of Romance you choose at the outset what gender your love interests will be and that will be the only thing that changes about them, and in Choice of the Vampire there are two main love interests, Clotho and Silas, regardless of what gender you are. (You can also engage in some pseudo-sexual actions with your Dominus and Jesse, both of whom are always male, regardless of your gender.) Choice of Broadsides is especially interesting in that Villeneuve is much more vital to the plot than any of the opposite-sex choices, and their route is arguably the 'main' one.
Black Magic in Heroes Rise becomes male or female depending on what you say your character's preference is but there's also your friend within the hero supervision agency who's always a gay female no matter what. However, if you're also playing a gay female, near the end of the game it's possible to express an interest.
Gender Flip: A rare case of an entire genre being flipped: In Choice of Broadsides, rather than force the player to play as a male, it's possible to to set an option such that the entirety of both navies (including the player) is staffed with females, thus turning the genre into Wooden Ships And IronWomen.
Gray and Grey Morality: Choice of Intrigues is a fairly dark version, where Nice Guys Finish Last, no one's hands are clean, but no one is completely unsympathetic either. Choice of Broadsides, of course, is about sailors fighting for their respective countries' wealth and power, and morality doesn't enter into it.
No Bisexuals: You can only get together with Villeneuve in Choice of Broadsides if you state that you aren't attracted to the opposite sex. Also, the first version of Choice of the Vampire enforced this, with the protagonist unable to get together with Silas if they pursued Clotho far enough. Later versions avert this, however.
In Choice of Romance, you can't be bisexual, though the King/Queen is.
That said, it is possible to romance Luis de Vega in the third game regardless of the Monarch's gender.
Politically Correct History: Choice of Romance is set in an alternate fantasy past where gender is irrelevant when it comes to marriage. Choice of Broadsides also uses it unusually - if you choose to play as a female sailor, the game world becomes a completely gender-flipped version of 18th-century Europe, with an all-female Navy.
Funny thing is, Choice of Broadsides is actually a subversion of this trope, because the gender-flipped world is just as politically incorrect towards men, as the real world once was towards women: men aren't allowed to join the army or the Navy, they are thought to be fit only for nursing babies at home; in romantic affairs, they are courted by females.
Railroading: It's a Multiple Choice Game. It's necessary. More specifically, there is no possible way to still be together with Clotho or Silas in Choice of the Vampire - if you don't break up with them, they will die.
Romance Sidequest: Present in most games, with Choice of Zombies, The Fleet and Treasure Seekers Of Lady Luck as the exceptions. Choice of Romance doesn't have a romance sidequest, as romance is the main plot, but there's a second romantic subplot in Til Death Do Us Part.
Schrödinger's Question: Common during the character-building sections. Occasionally occurs in later sections such as in Heroes Rise on several encounters Black Magic where you determine who they look similar to, what they want out of life, and what kind of style they have.
Starbucks Skin Scale: In Choice of the Vampire, both Clotho and her descendent have café au lait skin. In Heroes Rise, The Diva is described as having caramel skin.
Straight Gay: As noted above, you can pretty much be whatever gender or sexuality you won't and it won't affect your character one bit. Well, any more than you decide to change them, anyway. Also Villeneuve, and Silas if you pursue him and are male. Sort of in the case of Fistfull of Heroes Rise since he's in a secret relationship with Monk who is both male and female.
Story Branching: Nearly all games under the Choice of Games label go with a braided version. Taking different story paths will lead to different and often mutually-exclusive changes to your stats, and may lead to altered outcomes later in the game, but by and large you'll be hitting the same major events in every playthrough. A couple of games have split paths that last for about a chapter or so, but they usually re-merge after that (unless it's the ending, of course).
The games usually go along with you, but sometimes they call you out if you make some cruel choices. For example, in Choice of Broadsides, if you choose to hang the sailors you suspect of mutiny without launching an investigation first you get this:
I wonder how you can sleep at night after murdering some innocent sailors.
In Affairs of the Court, if you ruin the life of Lucio/Lucia de Vega for no reason, and then pick the option that says you found it a thrilling bit of sport, the narration says:
I...I don't know what to say. You do realize that you are a monster, don't you?
Personality Powers: Choice of the Dragon: A dragon's physical traits are bound to his personality. A brutish and cruel dragon is also a mighty dragon, while a dragon who focuses on Pragmatic Villainy (or a Noble Demon) will be swifter and more agile. Honorable dragons are also more skilled in direct combat.
Romance Sidequest: There is an optional mission in Choice of Dragon where the player is able to search for a mate. As the player can choose what gender they are looking for, a Gay Option is available.
Villain Protagonist: In Choice of the Dragon, you're a Card-Carrying Villain who kidnaps princesses and defeats knights because that's the dragonly thing to do, though you can play as a Noble Demon if you so choose. The player can be this in any of the others too.
Choice of Broadsides
The Captain: The protagonist of Choice of Broadsides, eventually.
Hello, Sailor!: In Choice of Broadsides, you can choose to say that you aren't attracted to the opposite sex. If you do so, the game will note that that sort of thing isn't unusual for navy men or women, but it's not the sort of thing you can generally talk about.
Istanbul Not Constantinople: Choice of Broadsides is set in the royal navy of Albion (Britain), who is at the time at war with Gaul (France).
Anti-Villain: Juanita is highly antagonistic to the player character, and will banish them from court if she gains power, but they're also one of the most honest, honorable and noble characters in the game, and perhaps the only character who is never involved in anything skeevy, though her husband might be.
Bastard Bastard: Tomas de Reyes, the one unambiguously evil character in the entire series.
Black and Gray Morality: 'Til Death Do Us Part is a dark mess. Some characters are genuinely evil, but even "good guys" like Mendosa will lie, cheat and murder to save themselves, their loved ones or Iberia, to win power for themselves, or to ensure that this situation can never happen again. The player character may be an exception, but if they are, they'll be the only one and will probably suffer for it.
The Caligula: The Monarch is never exactly a good person, but in Part 3, they go completely off the deep end due to Tomas de Reyes' manipulation, and unless you've behaved perfectly toward them and can both moderate their madness and eliminate the source of the problem, they need to be put down.
Dropped a Bridge on Him: In the third episode, if you're exiled from or flee Orovilla while the Monarch is alive, you'll die of a random fever within a year. This doesn't happen if you legitimately receive a country estate.
Enemy Mine: To resolve the conflict in Choice of Intrigues, the Monarch will either declaw House de Aguilar by marrying one of her heirs presumptive to a Sahran prince, or declaw Sahra by marrying that heir to de Aguilar's heir.
The Evil Prince: Tomas de Reyes. Possibly the PC, too; there's at least one opportunity per game to secure greater power by murdering the competition.
Golden Path: The King/Queen's route in Choice of Romance.
Gold Digger: Your job in Choice of Romance. You can subvert it by eloping with de Mendosa, but that means you won't be able to go on to Act 2 and 3.
Meal Ticket: Torres is pure Meal Ticket; canonically, in a romance with him/her, you're not in love and it leads to a rather depressing but rich life. The Monarch can also fit here, depending on whether you use them to gain love, money, or power.
Heir Club for Men: Choice of Intrigues has a variant. Gender is not an issue due to full equality of the genders in Iberia, but an heir with the proper kind of magical talent is a direct stand-in for having a male heir. A monarch's consort who isn't producing is a consort in trouble.
Incorruptible Pure Pureness: A difficult state to achieve, and impossible if you consider that you either have to become The Mistress or murder the Consort if you want to continue on to the second game. However, if you do manage it, you can avoid becoming the Monarch's target in the third game.
Insanity Defense: If you're caught murdering or attempting to murder Don Felix (and possibly his daughter) in Choice of Intrigues, you can plead insanity or Mind Manipulation. The first will lead to your banishment if it succeeds, the second will get you off scot-free. You can't do this if it's Juanita or Adelita, however.
I Want My Beloved to Be Happy: Odd example in Choice of Romance. If you marry Torres, you may still get close enough to the Queen/King to have an affair with her/him. If you do this and choose to tell Torres about it, he/she will reluctantly allow you to, telling you that they never met to force you into a marriage you weren't happy in. You can also attempt this with Mendosa, but they are not receptive to your idea...
Kangaroo Court: There's no such thing as a "fair trial" in Iberia. All trials are politically influenced even if the facts are clear, and if the Monarch knows they won't be able to get a conviction, they won't bother with a trial in the first place.
Kissing Cousins: The Duquesa de Aguilar wants to coerce Augustin(a) into marrying her daughter Juanita to her own firstborn son. The Duquesa is the younger sister of Juanita's parent, the former Consort, so Juanita's husband would be her first cousin. This can happen, but can be avoided.
By the Choice of Intrigues' time, s/he's reverted back to their old ways, though you're still their favorite. If you can manage to producea Life Mage child, or otherwise seriously impress them, they'll fall even more in love with you and give up their cheating ways for good.
The Lady's Favour: The protagonist of Choice of Romance can do this for the King/Queen for the jousting competition. Alternately, she can take the Monarch's favor and joust herself.
Lipstick Lesbian: A lesbian PC in Choice of Romance is expected to be this; the junior partner is to let herself be courted, rather than trying to impress her suitors herself. You can subvert this if you so choose, however.
Magic A Is Magic A: The abilities of Life, Death and Sahran magic, and the principles of how magic is inherited between generations.
Magitek: An important plot point in the third act is de Mendosa's invention of Death Rods, an allegory for guns that allow commoners with the slightest trace of magic to fight like Death Mage nobility. (S)he's working on Life Rods as well, but they don't appear in the story.
Off with His Head!: In the first two games, this is likely to happen to [PCs] who screw up, or the enemies of those who don't. In the third game, the Monarch has stopped chopping off heads, and started burning people at the stake.
Oh My Gods!: Iberians swear by "the powers of Death and Life."
Red Herring: Several individuals are set up to look like a threat to your survival and power, but actually are not.
Rich Suitor, Poor Suitor: The way marriages work in Choice of Romance, though here it's "rich and boring," "poor and exciting," and "rich, exciting, royal, and already married."
Rightful King Returns: If you die and your son Ricardo doesn't, he'll return ten years later to the throne from whoever took you down. The same thing happens if you're forced to marry Tomas.
Sanity Slippage: In the third game, Augustin(a) goes down the tubes, both from sheer paranoia and their bastard son's mind control.
Shoot the Dog: In Part 3, the most reliable way to save your family and Iberia from Augustin(a)'s madness is to murder them, either by poison or palace coup.
Stalker with a Crush: Downplayed. The Monarch does not take kindly to you pursuing one of the other suitors, though they limit themselves to a few offensive remarks and neutering the political career of your spouse (should they have one).
Succession Crisis: The Monarch has no legitimateLife Mage heir, unless you can arrange one yourself. If you can't, then there can be three possible candidates to succeed them when they kick off: their legitimate Death Mage daughter Juanita, their illegitimate Life Mage son, Tomas de Reyes, and your son Ricardo or Antonio (depending on whether or not Antonio is a Life Mage). However, if Antonio is a legitimate Life Mage heir, then this is averted. It's also averted if you kill off all rival candidates, or simply seize power from the Monarch through a coup d'etat.
The Unfavorite: Juanita just can't catch a break. Not only does she have the wrong kind of magery to inherit the throne, but she's just high enough in the succession to be the PC's probable enemy, and her relatives really are plotting against the throne. She's not guilty of anything, but she's close enough to the fire to be executed if evidence or rumors linking her to the conspiracy can be fabricated.
Hollywood Atheist: In Choice of the Vampire, the choices necessary to reduce your level of superstition generally involve openly mocking religion. You can be quiet about your lack of belief, but the stat won't go down as far that way.
Our Vampires Are Different: Choice of the Vampire actually fits in pretty well with the standard modern vampires - they can't go out in sunlight, must drink blood to live, and can have some supernatural powers. Whether they're affected by holy symbols depends on their own beliefs.
Action Girl: If the protagonist is female. Also, the companions will all be female, although not all of them is this trope.
Dark Action Girl: The female protagonist can be sort of this. Especially if she treats the other companions in very nasty way, love doing Kick the Dog moments, and killing zombie more for their own satisfaction than saving other people! Up to Eleven if you even choose to burn down the church which is full of non-infected humans.
Bad Ass Bookworm: Chris/Carrie, sort of. They have some zombie knowledge from various sources, one of which is zombie video games.
Back-to-Back Badasses: Hard to tell, but during the horde in finale, it can be assumed the protagonist is doing this with Brian/Bonnie. Only if you choose the route to take them as your companion, of course. For the other route, it's harder to tell if the protagonist is doing this with the other characters in that moment, where they choose the route to take Michael/Michelle and/or Lev/Lisa instead, since none of them are straight Bad Ass.
Bi the Way: Anita, the refugees leader in church. She's heavily implied to had sex (perhaps outercourse sex and without naked... possibly) with Justin/Jennifer.... OR, if Justin/Jennifer and Kayden are not present, she will target on you (the protagonist). You can turn her down, though, and fortunately won't affect your survival.
Dying Moment of Awesome: One of the better ways to end up in Zombies, staying behind to fight the zombies alone after you get bitten and giving the rest of your group a chance to get away, as they promise that everyone in the world that comes after the Zombiepocalyse will know your name.
The Lancer: Michael/Michelle/Brian/Bonnie, they're first adult character to join you, regardless of the route (not counting Kayden who is a kid). Also, they are very often giving some advice during survival, despite how Jerkass they are.
Pet the Dog: The said jerkass characters are naturally have this moment of their own, though perhaps only if you know how to deal with them in right way. The protagonist can have some, such as being nice toward the kid Kayden, and/or later comforting Justin/Jennifer when he/she feels very stressed by the situation.
Anita has this moment, too, especially towards Justin/Jennifer (see Bi the Way above, though). The old lady Laura is also very nice towards Kayden.
A God Am I: Black Magic will declare themselves as one in Hero Fall if you fail to stop them from going crazy.
The Ace: Rebellion, who's introduced as your character's idol and the leader of your city's resident hero team in the first game, and who's chosen to lead the national team other heroes are competing to join in the second.
Acid Pool: This is how the Meek finally manage to kill Miss Artillery. Prodigal is forced to watch her mother dissolve.
Attention Whore: A good number of heroes, especially Powered ones, are in it for the glory and the media attention. They spend more time in the public's eye than actually fighting crime. You can play your character this way.
This culminates in the second game with about half of the contestants on the Hero Project forming a faction called the Populars made up of well-known heroes. To counterbalance them, the lesser-known heroes form the Underdogs faction. Your two possible Love Interests are, naturally, on opposite sides, meaning you can't choose a faction without also rejecting one Romance Sidequest.
Avenging the Villain: Prodigal's goal is to become the greatest supervillain the city has ever seen as a homage to her mother, Miss Artillery. Getting revenge on the two superheroes that killed her through their child is a bonus.
Batman Gambit: Intentionally left vague and spoilered so as not to reveal too much about the story.
Betty and Veronica: The Hero Project sets this up with friendly, kind-hearted Lucky as the Betty and seductive, manipulative Black Magic as the Veronica. Lesbian and female bisexual PCs can Take a Third Option with Jenny (although Lucky and Black Magic become whatever gender your character's interested in themselves).
But Thou Must: In Heroes Rise, most of the choices are fake. Most blatantly, there's an option to refuse to have sex with Black Magic. If you choose it, the game simply overrides your decision, although this was changed in the later version.
Camp Gay: GG, your promoter in the second game is absolutely flaming. In the third game, you get to visit his massive estate, which he calls the Gay Gardens (hence his nickname). He actually has two peacocks following him everywhere.
Captain Ersatz: Black Magic is basically a somewhat Vamp-ier version of Zatanna, who resembles a celebrity of the player's choice.
Cast from Hit Points: You have two different scores for your health and the energy for your powers, but it's possible to convert health into energy in a pinch.
Comm Links: MeChips are, basically, smartphones embedded into people's arms. They have artificial personalities and can convert various data into a form you can understand (basically, your game stats). Oh, and you can use them to call people with the hologram projecting in front of you. At one point, you use a cell phone to call a friend and muse how weird it is to call someone without seeing them.
Control Freak: The PC acknowledges that Black Magic is one, being pretty much the one who sets the terms in your relationship.
Also, it's perfectly possible to turn Black Magic into a Tragic Villain by mistreating and betraying them.
Curbstomp Battle: In the second game you can flatten Rebellion, portrayed as one of the most powerful and formidable heroes in the world, with a single (highly potent) attack. The third game even has an achievement for finishing off Rebellion extremely quickly.
Cyanide Pill: Some Meek members have these and will take them if necessary.
There's also Jury, though he's on the petty, jerkass end of the scale and not nearly as much of a threat as his father.
The third game also reveals that President Victon is Prodigal's father, although he wouldn't hesitate to kill her. However, as described in the epilogue, he didn't father Prodigal; instead, Miss Artillery stole some of his semen and impregnated herself.
Depower: What the Meek intend to do to every Powered individual. This is also one of the ways you can resolve Black Magic's story, which they ironically thank you for, since they now have their sanity back.
Disproportionate Retribution: The protagonist's parents are given life sentences in a maximum-security prison built specifically for Powered individuals and not allowed to even call or send letters to relatives for what, in most courts, would be clear self-defense (they accidentally kill a super-villain trying to kill them when apprehending her). Unfortunately, they are tried by Judge Victon, who is running for Mayor on the platform of regulation of Powered individuals. The ending implies that there may be another reason for such harsh punishment.
Additionally, the ending of the second game suggests that their "victim" may, in fact, be alive.
In the third game, now-President Victon includes them in the list of Powered to be executed as dangers to society. Your character wonders how Victon could have amassed such an unprecedented amount of executive power without any other branch of the government stepping in and then reflects that fear is a powerful motivator.
Enemy Mine: At the end of the Hero Project, Prodigal comes to you and reveals that she's the one who sent you the anonymous messages about the Hero Project being corrupt and decides to side with you against Victon since Miss Artillery may not be dead.
Depending on your actions, your dealings with the Millennium Group, the police, Black Magic, and even Jenny can have this flavor.
Even Evil Has Standards: After Jury attempts to use a Power Nullifier on Jenny, he either kills her or serious wounds her (depending on your actions); this finally gets him to turn on his father, reveal a terrible truth, and offer to stand by your side.
Fallen Hero: The PC can slowly transition into a villain over the course of the series.
Black Magic can become one in the third game.
Rebellion and the members of the American Protectorate are this as well.
Fantastic Racism: There is a large amount of tension between the Powered community and non-Powered. Even more against Infini-Powereds. While the first game glazes over this in favor of focusing more on the player character, it's brought to the forefront in The Hero Project.
Fate Worse than Death: Pretty much every Powered person sees being de-Powered as this. The only exception is Black Magic in the third game, because getting de-Powered actually restores their sanity.
Freudian Excuse: The trauma of watching Miss Artillery's powers drive her mad is what set Mayor Victon on the course of advocating for tighter Power regulation. Of course, as time went by, his lust for power corrupted it into something much worse.
Functional Magic: Black Magic's not sure if he/she believes in actual magic, but his/her powers come pretty close.
Go Mad from the Revelation: In the third game, Black Magic straddles the line of insanity after learning the truth of their powers and about the conspiracy behind the Hero Project. Whether or not they recover depends on your relationship with them.
Life Drain: In the third game, one of Black Magic's powers manifests as this. Before, it was always an aspect of them.
Love Interest: A few throughout the games. Not much of a choice in the first game with Black Magic, a popular hero. In the second game, you can stick with Black Magic, switch to Lucky (a hero from your home district), or go it alone. In the third game, Prodigal and Jury becomes options. Jenny Yu's also an option for a properly-oriented character, but her gender and preference are always the same no matter what kind of character you create.
Mercy Kill: Prodigal kills her pet pterrot, which is seen to be suffering, claiming that she won't be able to take care of it.
A Mind Is a Terrible Thing to Read: In the third game, Prodigal uses a Powered journalist to help you enter her mind in order to prove that she's telling the truth. It's an extremely disturbing experience, especially since it forces Prodigal to realize even more just how messed up she is. Even worse, her mind is booby-trapped.
Mistreatment-Induced Betrayal: Mistreating either Prodigal or Black Magic in the third game causes them to turn on you, which potentially leads to your death: either through Prodigal not showing up to take the bullet, or through Black Magic destroying the world.
Morality Chain: The PC is implied to be one for Black Magic in the third game. The fact that they go crazy and try to destroy the world if you mistreat or neglect them helps.
Muggle Power: The Meek, a nationwide organization that seeks to regulate Powered citizens.
They endorse non-Powered heroes as they claim that their gadgets were created by normal humans.
Interestingly, they refuse to elaborate exactly what they stand for and what their political platform is and only fire back vague slogans. One of their claims, though, is that allowing Powered citizens to run around rampant is "un-American". During an interview, you can do a Shut Up, Hannibal! and point out that they're the ones who are "un-American" for seeking to regulate what opportunities people with different abilities have. As usual, they do their best to make you seem the unreasonable one. Additionally, you can retort to the poster-boy for the Meek, an un-Powered hero using expensive gadgets provided by the organization, that his gadgets were given to him, same as your Powers; he didn't earn or make them. And being extremely expensive, these gadgets are not, in fact, available to everyone as the Meek claim. Once you get behind their closed doors in the finale, all the concentration camps and mass graves start showing up in their iconography.
The Hero Project also features two un-Powered heroes in the competition who are unaffiliated with the Meek. One of them resents the Powered for having special status but doesn't like the radical policies of the Meek or their quasi-religious nature. The other one is a friend of yours who goes by the alias Null and is actually an undercover agent sent to investigate corruption in the Project.
And again in The Hero Project, as the public blames you for the deaths caused by Prodigal's Death Wave, if you were unable to stop it in time.
Not So Different: Prodigal points out the similarities between your past and hers many times.
Black Magic's backstory is also similar to yours—orphaned teenagers out to become famous heroes with near god-like powers under their belt.
Not Quite Dead: Miss Artillery is revealed to be alive at the end of the second game.
If you killed her in the first game, Prodigal reveals that she was just Faking the Dead.
Passing the Torch: The protagonist's father passes the hero duties onto his child just before he is imprisoned.
Pinball Protagonist: The PC isn't given much choice about how they go about being a hero, and many times, an outside figure (such as Grandma, Black Magic or Sonja) decides something for them and they go along with it. In fact, Prodigal has been effectively orchestrating their entire life behind the scenes.
Though this does get much better as the series goes on; by Hero Fall, pretty much every one of the PC's actions has a significant outcome.
Powered by a Forsaken Child: Almost literally. Black Magic's powers are powered by the life force of a group of various disabled people, including a pair of mentally challenged girls, that he/she keep hidden. According to him/her, they are only chosen if they have no chance of living long anyway or would never be able to lead a normal life. It's up to the player to decide if they can accept this or not.
In the sequel, this is brought to light and may result in Black Magic being voted off the Hero Project by the public. It's also revealed who created the technology to make this possible.
Pro-Human Transhuman: As Infiniti-Powered, the PC, the Crush, and Black Magic all have near-god like powers, but can all potentially advocate humanity.
Rich Suitor, Poor Suitor: Black Magic and Lucky respectively, as the showrunners for the Hero Project are intentionally pushing a Love Triangle as part of the PC's storyline. This is especially prominent when both are candidates for Eleventh Place elimination and are depending on the PC to vote for one over the other. Lucky has no money, no job, and a poor single mother with a pack of younger siblings who are depending on him/her to make the cut. Black Magic's Dark Secret has been leaked to the public and s/he is in danger of losing everything s/he has accomplished. Refusing to make the choice between the two results in Black Magic's being voted off.
Roaring Rampage of Revenge: You can choose to dedicate yourself to getting revenge on President Victon in the third game. Also, Black Magic may or may not go on one of these.
Sadistic Choice: Near the climax of the first game, Prodigal has kidnapped your sidekick and your press agent. You are forced to choose on live TV which one will live and which one will die. Especially heinous because your sidekick is either actually Prodigal in disguise, or blackmailed into assisting her all along.
Sex for Services: Never fully stated, but it's heavily implied that despite their powers, Black Magic had to sleep with the Diva before they could be accepted into the Millennium Group.
Sex Slave: They're also implied to have been this for Madame Vice at one point.
Super Team: Heroes Rise has the The Millennial Group. If their team player stat is high enough, the protagonist can join them at the end of the game. Also the Everyman Brigade and a villainous version in the Splice Circle.
The sequel is all about a reality show called the Hero Project designed to whittle down 100 contestants to just 6 founding members of a new national team called the American Protectorate with Rebellion (the leader of the Millennial Group in the first game) as its leader. The Diva takes over for Rebellion in the Millennial Group.
Sympathy for the Devil: Sort of. After you're captured by Prodigal, the game notes how obsessive she is about ruining you. To the point of pretty much living in a small, dirty room, covered in defaced posters of your parents, deep underground, monitoring you nearly 24/7. Later, its revealed that she was living on the run for most of her life, possibly being watched and manipulated by Victon into eventually becoming who she is by the time of the game. The game notes how kind of sad this is, and how she never had a chance to live a normal life like the player character.
In the third game, Prodigal reveals that her use of the Death Wave has given her Infini Cancer. Her powers only work while she's psychologically "at war," so the only thing keeping her alive is her current war against the Victon regime and the need to see her mother one last time .
Villain with Good Publicity: Mayor Victon is the judge who sentenced your parents (the premier superheroes of the time) to life imprisonment over an accidental death... and used that to jump into politics. While he does do some good as Mayor, it's all motivated by his desire for political advancement. Another example is Mayor Victon suggests that he allowed — maybe even protected — your arch-rival over the years in order to keep on antagonizing your family as well as hinting he might have framed your parents to begin with.
By the end of the sequel, he's become president and co-heads a nationwide anti-Powered movement.
It's not so much that he becomes President but how he achieves that. Specifically, he helps orchestrate a known Infini-Powered terrorist-turned-hero (and/or you) going into an Infini-Power meltdown on national TV on the day of the election in order to boost Anti-Powered support Up to Eleven.
By part 3, he has pretty much become President Evil and has somehow amassed enormous executive power without any other branch of the government stepping in (then again, they could be influenced by his allies, the Meek), forcing all Infini-Powereds to undergo Power Nullification and even ordering executions of those he claims are a danger to society (including your parents).
Violently Protective Significant Other: Your life being threatened in the third game is what causes Black Magic to come out of their coma and start wrecking havoc on the one attacking you. Granted, they'll still show up if you aren't dating them, but for a muchworsereason.
Wallet Moths: Heroes Rise since your character basically grows up in a slum.
Well-Intentioned Extremist: What multiple figures (President Victon, the Meek, Rebellion) claim to be. Whether or not they are, or whether or not this justifies their actions, is up to you.
What the Hell, Hero?: Numerous times. The most significant has to be selling Jenny out just so you can stay in the show during the Hero Project; your relationship with everyone (except maybe Black Magic or Lucky) goes down, your Legend goes down, and Jenny tells you that you are "dead to me".
You are always going to fail your first mission, and your name is always going to get trashed.
Prodigal will always survive the first game, no matter what you did, so she can team up with you in the third.
Either Black Magic or Lucky (whichever one is still in the competition) will always fall into a coma at the end of The Hero Project, either by Taking the Bullet or being unfortunate enough to be standing next to The Crush when he goes berserk.
Not only that, but the civilians are for the Alliance, which may cause a rift between them and the military personnel.
You Are in Command Now: As Admiral Kalla's fleet is getting pounded by the enemy, he gives command of the remaining ships (minus a small squadron) over to you, promotes you to Fleet Captain, and tells you to get out, protecting the civilian ships, and find allies.
Choice of Kung Fu
Armour Is Useless: In Choice of Kung Fu when duelling against the western heavily armoured knights, it's very easy to turn the enemy's armour into a disadvantage.
Arranged Marriage: In Choice of Kung Fu, most of the possible romances are begun by meeting the boy or girl's father and being introduced to their child, and the marriage is expressly for the purpose of securing a political alliance or (for the farmer) to ensure that his family will be provided for. However, this isn't a forced marriage, and the partner must be courted and give their consent as well. In addition, should you meet the requirements, a father will allow the protagonist to court their child of the same sex as a "companion," though the irregularity of the situation is noted.
Mind Game Ship: In-Universe in Choice of Kung Fu. One of the possible romance options is Feng, the nine-tailed fox spirit, who is playing tricks on you from your first meeting, and continues to do so even if she becomes your lover.
Mundane Wish: In Choice of Kung Fu, one of the questions you can ask the Dragon Sage is "Why do kites fly?"
Supernatural Martial Arts: The Magic stat in Choice of Kung Fu combines flight and Ki Attacks with more straightforward magic, such as divination and command over the forces of nature. It's all part of the same thing.
Trickster Mentor: Feng, the nine-tailed fox in Choice of Kung Fu is screwing with your head from the very beginning, but she's quite helpful if you can match wits with her. Also a Stealth Mentor. It's her purpose to test monks and lure them away from enlightenment, but succeeding in the tests builds character.
Wuxia: Choice of Kung Fu. One possible character is someone who was a xia before they joined the Order.
Harpo Does Something Funny: After your return to the GWA and subsequent unmasking, Alex Dobbs doesn't even try to script your storyline, though she'll interfere if you don't create any hot angles for her to work with. All she cares about is that you play your part with complete commitment.
Kayfabe: Exists, and with the integration of shootfighting into the GWA, all the lines between reality and kayfabe are getting tangled. How strictly you keep kayfabe is up to you.
Love Triangle: Can be booked at one point under Kayfabe. You're expected to play along; how real it gets is up to you.
Unusual Euphemism: Promoter Vinnie Gaider's most prominent idiosyncracy is his use of wresting terms in place of curses.
"What for clothesline's sake are you still doing here?!"
Wrestling Family: The Atuas, a real (In-Universe) family of wrestlers (though Griss/Giana isn't a wrestler, but remains important to the plot).
Worked Shoot: The GWA has begun including shootfighting in their lineup to mix things up, but except for the championship (always a shootfight), whether a fight is a work or a shoot is kept under the tightest secrecy. One fight is both at once: a fight that starts as a work, then goes shoot, and switches back to a work.
Xanatos Gambit: Alex Dobbs' response to Paul's coup d'etat is to run with it, since it's not her ass on the line. If Paul wins, then she gets rid of Solitary; if he loses, she loses nothing, and she has another champion lined up to challenge Solitary's reign. She even points that you and JJ are also not at risk, but in this case she's incorrect.
Xanatos Speed Chess: In a world where only half the storylines are planned out, Alex' greatest strength is her ability to simply roll with events and take advantage of opportunities.
Reckless Space Pirates
The Captain: Captain Zoa is a 60-something woman who kidnaps prospective crew members and forces them to prove their usefulness and loyalty. She is the only one who can keep Krantic in line.
The Cracker: If your Hacking skill is high enough, you can solve many problems if you're near a console.
Future Slang: "Groundsiders" are people who live on planets, "Shippers" are people who live on ships, and "Stashies" are people who live on space stations. An old saying is mentioned a few times: "Stashies lazy, Shippers crazy".
The Medusae yell at one of the pirates, resulting in the pirate being hit by a nonlethal electrical discharge. Once they figure this out, they start yelling at the pirates as a means of defending themselves.
You can grab a needle from a medi-bed at one point to use as an improvised weapon.
You can hack the speechbox to mimick the Medusans' shouts.
Insanity Defense: If your Empathy is low and your Infamy is high, and you are taken into IHP custody, the sentencing committee will decide that you've been contaminated by living on a pirate ship and sentence you to Groundside rehabilitation.
Lightworlder: Ny-bat is from a human colony where gravity is 3/4 of Earth norm. S/he is tall and lanky with all features stretched out. However, s/he is far from being weak and is the best hand-to-hand combatant on the ship.
Mega Corp.: "Spider" is a Medusa conglomerate that has a monopoly on vermite trade with outsiders.
The Metric System Is Here to Stay: A variation. Shippies and Stashies don't use "minutes" and "hours", preferring to keep everything in multiples of 10. So, their equivalent of minutes would be "kiloseconds" (1000 seconds = 16 minutes 40 seconds). Groundsiders still use the old-fashioned time units.
Organic Technology: The Medusae are masters of this, and their "vermite" substance, capable of altering its shape and density on command is highly valuable to human ships and stations, as they can quickly seal hull breaches.
Space Is Cold: Averted and lampshaded. If you opt to escape your cell by going outside the ship, you will muse that such things as boiling blood and instant frostbite that Groundsiders think are the first thing to be afraid of are not a concern for a short spacewalk without a suit. It's the lack of pressure and oxygen. You must breathe out before attempting such a spacewalk.
Starfish Aliens: The so-called "Medusae" are a race of fungus-looking aliens who communicate by electrical discharges in their highly-moist atmosphere. They are frequently referred to as "Mushrooms".
Torture Technician: Krantic is a sadist who loves to inflict pain on others even when torture doesn't provide useful results.
Translator Microbes: The speechbox allows humans to communicate with the Medusae, although the translation has a feel of somebody running it through Google Translate (i.e. you still have to guess at the meaning, as grammar is terrible).
Choice of the Deathless
Aerith and Bob: There are names like Damian Stone and Ashleigh Wakefield mixed with names like Cassoway Chen and Golan Varkath.
It's there for the preset PC names, too. You can make names like Jamie Shepard or Ailing Cavendish.
Amoral Attorney: Your law firm can be extremely ruthless in its dealings and especially its internal politics, and there are plenty of chances for you to act out this trope. Varkath barely comprehends the concept of morality.
Deal with the Devil: Contracts between humans and demons. Which, of course, require lawyers to sort out.
Dem Bones: Skeletal undead are apparently fairly common, but special mention goes to Golan Varkath. Unnervingly, he wears a painted leather mask with glass eyes. You can also be turned into a skeleton if you're injured too severely in the final battle.
With enough stats, you can depose a goddess. This is a Stealth Pun; you're actually taking a deposition from her...but it's a harrowing mental battle on par with the other kind of "deposing a goddess."
The final battle allows you to defeat John Smith, an Eldritch Abomination with limitless power due to a broken contract. You can do it yourself, or call on allies to do it. Golan Varkath's method of defeating him particularly exemplifies this trope.
Energy Economy: The currency of this world is "thaums," which are a measure of soulstuff. Used both for the Craft and as currency.
Wakefield claims that their relationship with the PC is this, if you chose to drop the big L word during their I Uh You Too moment. Though it's quickly obvious to both parties that they don't really mean it.
Gentleman/Lady Snarker: Ashleigh Wakefield. S/he is almost constantly sarcastic and superior while being polished, dignified, and dressed to the nines.
How We Got Here: The game begins with the PC facing off against the Big Bad and having their body and mind shattered into pieces. It then flashes back to the PC's early days in the firm and works its way forward as the PC tries to piece him/herself back together.
Humanoid Abomination: John Smith, a major client of Varkath Nebuchadnezzar Stone. Until the end where he switches to his real form.
I Uh You Too: All of your love interests give statements to this effect during their confession scene. You can chose to respond in kind, or outright say you love them back.
Loophole Abuse: It's primarily your job to prevent these. Unless it's your job to commit them; being a lawyer puts you on either side of it.
Man in White/Woman in White: Wakefield has a penchant for wearing very light colored clothing, and wears an all white suit while attending your PC's workshop. Though their choice of dress in said chapter becomes very ironic when they suffer from Demonic Possession.
Mundane Made Awesome: Courtroom drama (admittedly rather awesome even in its unrefined form) that involves magical battles, in a world where you can really sell your soul if you get into a bad contract.
My Life Flashed Before My Eyes: When the PC's body and mind are shattered, he/she has to review his/her memories over the years in order to piece him/herself back together.
Really Gets Around: If your PC plays their cards right, it's possible to sleep with all three potential love interests on the same playthrough.
Rescue Romance: You have to save Wakefield from demonic possession while keeping him/her in one piece in order to romance him/her.
Scars Are Forever: In this business, your body's as much at risk as your soul. Multiple characters have injuries or lost body parts, or can lose part of themselves over the course of the game. That includes you.
Surprisingly Elite Cannon Fodder: On the mission to depose the goddess, you're not supposed to win, you're supposed to make your firm look weak so she doesn't retain counsel. That doesn't mean you can't actually win it.
Triple Shifter: Working for a law firm does not leave much time for sleep. That goes double if you live in a bad part of town, because you have to spend more time commuting when you could be sleeping.
Video Game Caring Potential: If want to play as a Crusading Lawyer, you're going to do a lot of this. The most noticeable example is after you discover that the firm was outright expecting you to lose the case against Ajaia. With this information in mind, you can chose to either offer her a chance to get counsel by referring her to Wakefield, or outright leak your battleplans to her so she's on more even footing. Playing this way nets you a lot more opportunities for your PC in the endgame.
Video Game Cruelty Potential: If you're going down the Amoral Attorney route, there lots of opportunities to be a total jerk in the story. If you wish, you can join Stone's slow smear campaign of Vega just to suck up to him, outright force you demon pro-bono client to return to the demon world with his parents, completely ignore Wakefield's Demonic Possession and double cross a goddess in order to get the upper hand in a case. And that's not even taking into account all the mean dialogue choices you can pick...
Choice of the Rock Star
Ace Custom: You and Hawkins both start with customized versions of standard-issue mecha before possibly upgrading to Super Prototypes.
Ace Pilot: You. You start the game with 60 confirmed kills, and go up to 63 before you need to make any choices.
The Chains of Commanding: You can definitely play it this way. Ensign Asadi gets hit by this pretty hard after he/she nearly gets the squad killed during his/her first command.
Char Clone: Commandant Hawkins is the mysterious blond masked rival, though their color scheme is blue instead of red.di
Downer Ending: No matter what choices you make, no matter how many people die, most of the endings are at least bittersweet. However, if you side with Hawkins and self-destruct the Lightbringer, you and your love interest end up as hard, joyless pirates with no real future, and the protagonist bitterly reflects that the philosophy they followed was deeply wrong.
Earn Your Happy Ending: It takes a lot of work, but if you make the right choices it is possible for your entire squad and every other named character to survive.
Energy Weapon: Both sides have access to Plasma Cutters, but CODEC has a monopoly on long-range particle rifles. They're also developing the particle storm rifle, which allows for Beam Spam from a single mech.
Flawed Prototype: The Lionheart has some very buggy piloting software that chokes when the Lionheart goes to full speed, and fixing that means installing limiters that make it move as slowly as a mook mech.
Grand Theft Prototype: Multiple cases, starting with stealing one of your side's prototypes back from the Empire. Oh, and the achievement for hijacking said prototype mid-fight is actually calledGrand Theft Prototype.
Jack of All Stats: Of the three starting mechs, the aging-but-reliable Pictus is the most versatile and performs well for characters whose builds haven't focused on either Piloting, the close combat stat, or Perception, the most important ranged combat stat.
Sadistic Choice: During the Battle of Crown Station, once the Lightbringer comes online. The Lieutenant Commander must choose between saving ten million innocent people aboard Crown Station, or the retreating battlefleet, including, potentially, his or her love interest.
Shout-Out: The game is absolutely studded with shout-outs.