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You Are Not Alone in Video Games.


  • In American McGee's Alice, the Gryphon joins Alice in a way to encourage her. For the first time since the beginning of the game, she has someone she can depend on (other than Cheshire, who can only be depended on for enigmatic sayings).
  • Inverted in the endgame of Baldur's Gate II. If you have Aerie in your party when you confront the Big Bad, then the usually timid White Mage will taunt him over how the protagonist isn't alone, while Irenicus most certainly is.
    Aerie: I came to hell to help my friend! Who helps you, Irenicus? Demons? You're going to die alone and you know it!
  • Batman: Arkham Origins: In his second year as Batman, Bruce Wayne's been in a fight for his life all Christmas Eve. After fighting through several assassins, corrupt police, and petty criminals, he returns home only to discover that Bane, having figured out Batman's identity, attacked the Batcave and injured Alfrednote . More piles down on Bruce when he finds out that criminals led by Bane and the Joker have taken over a prison. Bruce then gives up, only for Alfred to drive home a point that he has been making all night: he can't fight the war on crime alone and has plenty of willing allies to fight alongside him. This leads to Bruce donning the cowl once again to go kick a very large amount of ass.
  • BioShock 2: Zig-Zagged disturbingly. Along with being constantly reminded that "Big Sister Is Watching You", Sofia Lamb constantly reminds the citizens of Rapture that "[They] are not alone". In other words, neither she nor the Rapture family will ever abandon them, and if they ever turn against the Family, she will know.
  • BioWare just likes this trope:
    • The 'you are not alone' speech is the primary method of convincing both Aribeth in Neverwinter Nights to come back from the Dark Side.
    • Your True Companion uses it on the Player Character in Knights of the Old Republic. All the crew, save Carth, rally around you after The Reveal. Carth comes around later, and in a big way if you play female. And at the Rakatan Temple, Jolee and Juhani step up, insisting that you will not be alone when you face your destiny.
    • In Jade Empire, it's only there on the Open Palm, but Sun Li knocks out your party and traps you in a Soul Jar with demons of fear and doubt. You call on your party members' spirits to help, and they gladly battle the demons. Even Sagacious Zu, who made a Heroic Sacrifice of his life comes back and uses the last of himself to break you all free. Sun Li is left scraping his jaw off the floor.
    • Mass Effect:
      Joker: I'm sitting here in the Andura sector with the entire Arcturus fleet. We can save the Ascension. Just unlock the relays around the Citadel and we'll send the cavalry in!
      • Just knowing that it is not going to be just you and two companions fighting Saren, Sovereign, the Geth, and the Krogan, but that the Arcturus fleet has come to help you, is a big shot in the arm at a desperate time.
    • Mass Effect 2:
      • During Tali'Zorah's loyalty mission, Shepard and Tali have returned to the Migrant Fleet so that Tali can defend herself against the charge of treason. During the trial, the admiralty board, who have clearly already decided that Tali is guilty, inform her that geth have taken over one of their ships, killing everyone aboard including Tali's father. Shepard and Tali volunteer to try to take back the ship. On the ship, Tali finds her father's body and finally breaks down. The game gives you the option to give her a hug. It is generally considered to be one of the universal Paragon choices to make, even in a completely hardboiled Renegade playthrough. Paragon Shepards can give a rousing speech in her defense at the end of which one of the admirals thanks Shepard for standing in defense of one of their people. Shepard responds, "With all due respect, Admiral, I didn't represent one of your people. I represented one of mine." After the trial where Shepard's speech saved her father's reputation and kept her from exile, she says:
      Tali:I can't believe you pulled that off. What you said... I've never had anyone speak like that on my behalf. Thank you for being there for my father and me... even when... thank you.
      Shepard: Tali, about what your father said... what he did... you deserve better.
      Tali: I got better, Shepard. I got you.
      • An even more literal example occurs if Kal'Reegar survived on Haestrom and Veetor wasn't given to Cerberus. If both of them are present, you can take the option "Rally the Crowd" - at which point they both come forward and call the Admiralty Board on their crap, and Kal'Reegar even demands that if they exile Tali, they'll have to exile him as well.
  • At the end of the Fade section of Dragon Age: Origins, you’re facing the sloth demon responsible for your current ordeal alone. However, breaking each of your party members out of their illusions allows them to find you at the core of sloth’s domain. If Leliana is in the party, she taunts it over how it could only stand against them when they were separated and confused, and sure enough the boss fight becomes an utter curbstomp battle.
    • Dragon Age II actually has this a couple times, depending on how you play Hawke/what responses you pick, particularly after Fenris's personal quest is completed. A good example is the dialogue between a Mage Hawke and Feynriel, a young half-elven apostate.
      Feynriel: Why do you even care? You don't even know me!
      (Hawke creates a blinding ball of light in one hand)
      Hawke: (gently) I am you...
    • Mass Effect 3:
      • As Shepard breaks more and more as a result of the war and The Chains of Commanding, their friends from throughout the trilogy (Garrus, Liara, and Joker in particular) constantly try to let Shepard know that they have friends to support them.
      • In the Synthesis ending, the narrator observes that thanks to Shepard's actions, this is now the case for them:
      EDI: Because of him/her... I am alive, and I am not alone.
    • The "Hope" trailer for Star Wars: The Old Republic ends with a subversion of Everybody's Dead, Dave, where Jace Malcom is seemingly left the Sole Survivor of a Republic squad that ran into a Sith Lord—but when he launches a signal flare, hundreds of such flares are shown launching into the sky across the planet, just as the Republic Fleet arrives into orbit. The original (unused) narration for the trailer even concluded with the words "We are not alone".
  • In Castlevania: Aria of Sorrow, Soma gets a telepathic pep talk from the whole supporting cast before going into The Very Definitely Final Dungeon. For bonus points, the music that plays during said talk is actually called "You're Not Alone".
  • City of Heroes players were famous for being genuinely helpful. Most MMOs will laugh at the newb for asking stupid questions. COH players would provide useful information and would even form up a team to help the new player slog through some of the more boring levels.
  • The main schtick of the Warrior of Sunlight and Heirs of The Sun covenants in Dark Souls. They are the covenants that specifically focus on assisting others in PvE gameplay. Before a boss gate, it's much more likely to see soul signs of those covenants than any other, waiting to be summoned to help out any who ask. While Dark Souls II showed that their forces were almost completely gone, Dark Souls III shows that they are once again great in number and strength. Jolly cooperation indeed!
  • While any MMORPG guild should be an example of this and/or True Companions, DC Universe Online's league Patriotic Heroes is built on the idea. Founded by two IRL friends, the league's main message is "no hero left behind," most of the members are recruited after helping or being helped by a current member, and they are always happy (or at least willing) to help each other with a difficult mission or gear hunt.
  • The good ending of Disgaea 2. Adell gives Rozalin this assurance, after she claims to be "a being of solitude", and that she can trust nobody, her memories of her painfully lonesome life as Overlord Zenon having returned to her.
  • EarthBound (1994). Paula's prayers cause the world and the player to aid the heroes in the final fight, making it one of the best examples of this trope.
    • Mother 3 also made it into this trope quite well. The final fight is Lucas alone facing the Masked Man, who turned out to be his twin brother Claus. Knowing the truth, Lucas cannot bring himself to fight. note  However, Lucas soon realizes that he is not alone (despite the rest of the party being knocked out by the Masked Man), for his father (Flint) and deceased mother (Hinawa) are all by his side the entire time. Makes it a very emotional fight.
  • This is part of the credo of the Fuel Rats in Elite Dangerous, a group of PC's who refuel ships who manage to strand themselves. No matter where you are, ping them for help and they'll get that fuel to you come hell or high water.
  • Fallout: New Vegas has a fair number, including several you can use on companions.
    • If you're a good person, this is what the Dead Money DLC is all about.
    • Lonesome Road is made of this trope: If you're not talking to ED-E about his travels and reassuring him that you'll take care of him, you can see Ulysses watching you from far away, or talking through ED-E about your common destiny. While he does talk about your connection in terms of nuclear annihilation he still recalls the communities you both have traveled to, and how he has been walking the same path as you the whole time. In fact, while the DLC is called "Lonesome Road" the "Lonesome" refers to how you got there, not how you're going forward. Regardless of how you process, there will always be someone there.
  • Final Fantasy breathes this.
    • During the ending of Final Fantasy V, Krile is depressed by the death of her grandfather Galuf, only to be cheered up by the other heroes, who remind her that she'll always have her friends.
    • This is the major theme of Final Fantasy VIII. Realizing this is what allows Squall to escape time compression at the end.
    • The Trope Namer is the scene from Final Fantasy IX (accompanied by the same named music track playing during said scene) where Zidane's True Companions talk him out of a Heroic BSoD.
    • Final Fantasy XII pulls an unusual variation in that it is one of the villains, namely Venat, that tells this to Vayne as he is dying from the prior battle with the heroes. She then proceeds to give up her immortality to fuse with Vayne so that he doesn't have to die alone, cementing them as True Companions.
    • In Final Fantasy XIII, Fang careens straight over the Despair Event Horizon, only for the other characters to come striding out of the darkness to remind her that they'll stand together 'til the end.
      • In Lightning Returns: Final Fantasy XIII, Lumina and Yeul both try to drive this home to Lightning, saying that her friends want to help but cannot reach her the way she is now. Lightning herself doesn't want to admit weakness by asking for help, and this annoys Lumina to no end... but then it finally happens in the ending.
    • Final Fantasy XIV usually, due to the Warrior of Light being a mostly Silent Protagonist, is accompanied by a circle of major NPCs. However, at several points in the story the circle is broken apart, with the main companions' fates unknown. Best exemplified at the end of the A Realm Reborn storyline where, just whittled down to yourself, Alphinaud, and Tataru, your Ishgardian liaison Haurchefant assures you that even with two nations and a paramilitary company out for them, they still have friends in all the people they've helped over the years.
      • This idea is emphasized repeatedly during the Endwalker storyline, including when the Warrior of Light's companions sacrifice themselves one by one to enable their friend's survival. When the player is standing alone in a silent and seemingly empty area, they encounter shades who speak with voices from the character's past adventures, emphasizing that even without the Scions they are not alone in their fight. At the end of the path, they call on the help of two seemingly lost friends, Emet Selch and Hythlodaeus who manage to provide enough assistance that the Warrior can call the Scions back to their side. The quest in which all this happens is even titled You Are Not Alone as a call-back to Final Fantasy IX
      • Just after the above, during the final trial of Endwalker's main story, the Warrior uses up all of their energy to prevent a universe-ending attack from the despair-powered Endsinger and the end seems nigh...until the Scions use The Power of Friendship to save their life and encourage them using prayers for their beloved companion-the Warrior even gets a boost with each prayer from their friends!
    • In Final Fantasy Tactics, a particularly memorable example is when Orran finds Ramza in the Grogh Heights. He reveals that, even when nominally Ramza is his enemy, he actually considers him a friend, and would die fighting for his cause.
  • Fire Emblem: Awakening: The supports between a male Avatar and Lucina has him reassure her that she is not by herself in her mission. It's for this reason, along with his concern for her well-being in general, that causes Lucina to fall for the Avatar if they reach S-support.
  • In Grandia, Guido snaps Justin from his Heroic BSoD by gathering all the past party members to encourage him.
  • During the final battle in A Hat in Time, characters from the previous episodes, including some of your antagonists, will come into the room to support you (and to tell Mustache Girl to get lost). Later during the battle, they will aid you by using some of their previous tools and attacks to undo some of Mustache Girl's defenses and later, they start to kill each other so that you get a steady flow of Health Pickups.
    • Earlier in the game, if you chose to listen to the final boss and flee from the final battle, you'll get a cutscene that shows Hat Kid running away in tears before she trips and lays kneeling on the floor, at which point the credits will start to roll. However, soon after, it will show some of your previous antagonists (A Mafia Goon, an Alpine Goat, DJ Grooves, The Conductor, and Snatcher) all cheering for Hat Girl, making her stand up and put her hat back on with a determined look on her face.
  • Invoked in the "Hanamura Showdown" trailer for Heroes of the Storm, when Diablo has Genji on the ropes.
    Genji: But on my journey, I learned another lesson! You don't have to fight alone!
    (D.Va flies in and opens fire on Diablo)
    D.Va: Let's do this!
  • ICO has Ico and Yorda, despite being unable to talk, convey this message to each other with nothing more than an outstretched hand and a smile.
  • Kingdom Hearts naturally has one, being a game based on the power of friendship and such. Sora's keyblade is taken from him by Riku and Donald Duck and Goofy leave him (as they had orders to follow the keyblade). Later, he catches up to them and when Riku attacks Sora, Goofy blocks the attack followed by Donald joining him and stating "Well, you know: all for one and one for all." Cue Sora's speech about not needing the keyblade, since his friends are his power. (After which the keyblade immediately reappears in his hand).
    • Mickey says this to Riku during Chain of Memories while the latter is worrying about being consumed by his inner darkness.
    • Kingdom Hearts II sees Sora scold Riku for trying to take on so many burdens himself when he has so many friends who'd gladly help. Even Donald and Goofy, who aren't as close to Riku as Kairi and King Mickey, confirm it.
    • This once again comes up in coded, where the digital Riku in Jiminy's Journal admits his envy of Sora having so many friends that trust him. Data Sora stops him right there, countering that his friends are Riku's friends, too. Cue Mickey, Donald, and Goofy cheering Riku on from afar.
    • Invoked by Sora in 3D, when he says that hearts are what tie people together even when they're apart, the ties he shares with his friends are what make him strong, and that he's glad to be a small part of the group the Keyblade chose. While it's not done in the trope's usual form, the visuals definitely have this vibe.
      Sora: My friends. They are my power!
  • The Legend of Heroes: Trails of Cold Steel:
    • This happens to Gaius when an attack hits close to home on the southern portion of the Highlands. He tells his comrades that he wants to do this alone. But alas, they refuse
      Jusis: I would never disgrace the honor of my family name by fleeing in the face of danger.
      Alisa: Besides, it seems like your people have done a lot for my grandfather.
    • In Cold Steel II, Rean really starts to feel the burden of being the Ashen Awakener and is reminded more than once that he's not alone; that he has the support of Class VII and everyone else he's come to know and appreciate at Thors Academy.
    • This is the focus of Rean's character development in Cold Steel IV, with the main theme of the game itself being the lesson of people being stronger and better when they work together. Rean can only finish Ishmelga off if he accepts the help of not only the Holy Beast of Earth, but also from all his friends and comrades, who gave him enough energy through the ARCUS to expel Ishmelga out of his body. The last boss fight is also all the 39 characters against Ishmelga, with Rean finishing it off for good with Millium's help and Osborne's guidance.
  • Ignitus to Spyro at the ending of The Legend of Spyro: The Eternal Night.
    • After Ignitus' Heroic Sacrifice and himself being pulled back from being Dark Spyro , Spyro is feeling lost and alone after his mentor and father figure's death... until Cynder tells him he's never alone and gives him a nuzzle.
    • An example that crosses over with Worth Living For near the end when Cynder breaks Malefor's hold on her through sheer willpower to bolster Spyro's spirits. "There's always something to fight for..."
  • At the end of Mario & Luigi: Bowser's Inside Story, Bowser, while facing off against Dark Bowser and barely keeping his footing with the hurricane in the background, gets this from Starlow, who tells him that Mario and Luigi have been inside of them this whole time and that they've got his back the entire way. While Bowser can't hear any of this due to the hurricane, Starlow yells at him not to forget that his archenemies are helping him to the end.
  • Metal Gear Solid 4: Guns of the Patriots's ending is all about this trope. From the fight between Outer Haven and the Missouri, to *sniff* Otacon telling Old Snake that he'll be there for him until Snake dies from clone degeneration. Otacon even lampshades this.
  • Minecraft's ending basically exists to say that the game's "true creators" are existent, you can see their thoughts, and they tell you that you did well and they love you.
  • Monster Hunter Freedom Unite has a tagline of "In the world of Monster Hunter, you are never alone." Which should be true as trying to solo some of the Harder Than Hard G-Rank quests can result in repeated death with High Rank armor and weaponry. Doesn't really help that the entry G-Rank quest just pits you against two Joke Characters with rather bad weapons and armor...
  • In NieR: Automata, after the depressing endings to Routes C and D, you're given the chance to try to unlock Ending E by clearing some Mini-Game Credits. It's impossible to succeed, but as you keep failing and retrying, messages of encouragement begin to appear from other players until, as a trilingual reprise of "Weight of the World" swells, a swarm of other ships appears around yours to help clear the game's hardest shoot-'em-up segment. After viewing the ending, you're informed that the players who helped you did so by deleting their save data, and you're given the option to do the same, helping some stranger just like others helped you.
  • Ōkami: When Amaterasu is in the brink of defeat during the fight against the Final Boss, Issun (who is traveling across Nippon as a Celestial Envoy) makes sure that everybody cares about her, and their combined faith grants her the strength it takes to defeat Yami once and for all.
  • In Oni, if Konoko chooses not to kill Griffin, she fights Muro and cronies in the final battle, as he berates her for coming alone against him. Cue Griffin and a pair of TCTF Black Ops helicoptering in. "She isn't alone!"
  • Overwatch: In the short "Shooting Star", D.Va, determined to protect Busan from invading omnics, goes out to fight them alone. She insists on going it alone since reinforcements would not make it in time...but eventually comes to realize that she needs help, and has a friend help her self-destruct her MEKA to take out the last omnic.
  • A running theme in the Persona series:
    • Persona 2: Innocent Sin eventually becomes very clear about this for the protagonist, Tatsuya. For much of the early game, he seems an aloof "lone wolf" type thrown in by circumstance with his rival from another school, a girl who has a crush on him, and a reporter and her partner looking for a scoop. As the backstory unfolds, it's clear that Tatsuya is an emotionally-scarred loner who already lost his closest friends as a child and is reluctant to get involved with anyone or anything. But now they're finding each other again... just in time to be viciously subverted by the ending, leaving him scarred even worse for the sequel, Eternal Punishment.
    • In the endings of both Persona 3 and 4, the Main Characters are empowered by the Social Links they made throughout the games, with the characters they've formed the strongest bonds with cheering them on and encouraging them to fight, ultimately granting them an 11th-Hour Superpower. This is especially evident in the ending of Persona 3, where the Protagonist faces Nyx, Goddess of Death, by him/herself. As Nyx continues hammering the Protagonist with attacks that he/she barely withstand, the members of SEES cheers him/her on and empower the Protagonist through The Power of Friendship:
      Fuuka: He's going to face it all by himself!
      Junpei: No, he's not alone! I won't let him die!
      Shinjiro: All right. Let's do this.
    • Persona 5: Invoked by our heroes, the Phantom Thieves of Hearts. The four initial members justify continuing to Heel-Face Brainwash corrupt adults after defeating the Starter Villain as a way to encourage others to stand up for themselves. Each new party member similarly mentions that one of their reasons for joining is so that no one will have to be exploited or suffer like they did. Eventually, the public returns the favor; when the battle against the Big Bad looks hopeless, it's the people's faith in the Phantom Thieves that allows the protagonist to unlock his 11th-Hour Superpower.
  • Phantasy Star Online 's Tag Line: "You are not the only hero."
  • In Phantom Brave, the alternate campaign Another Marona has the entire cast pull this on Carona, who up until then had never had anyone to rely on.
  • Receiver 2 has this in spades. You can find Threat Echo tapes which contain what were intended to be the last words of the individuals. Surviving the subsequent Psychic-Assisted Suicide gives you a second tape which details their survival and them moving on to get help and provide help for others. Other tapes include details about the world, letting you know that while you can't see them, other Receivers are there supporting you through notes and tapes they've left behind in the world. Finally, some tapes encourage you to reach out to your friends if you're feeling suicidal, and not to feel like a burden on others for doing so.
  • Done a couple times in Resonance of Fate.
    • Once where Leanne tries to sneak off to break into a heavily guarded facility on her own to try and see her old mentor/foster father, who she's not even sure is alive. Her boys intercept her half-way there, causally asking if she 'needs to hire some hunters?' and taking turns listing off everything they've done together up to that point as a 'resume' of sorts. They won't take a no for an answer.
    • And again when Zephyr and Vashyron try to keep Leanne in the dark regarding some fairly important points of her own life, thinking they're protecting her. She catches them out and scolds them rather sternly, telling them she's one of them now and an adult on top of it. At the same time, Zephyr finally comes close to his very own breaking point that he's been rapidly progressing towards since Lagerfield. After discovering the truth behind a lot of what's going on, he blows up at how calm the other two are. He admits he's frightened and insists the other two are frightened, too, no matter what they say, ending with- "I can't- I don't... want it to end like this." Leanne gently takes his hand and his gun, tells him nothing is ending, and telling them that they both have changed how she lives and thinks, and that she's going to get her answers. It's subtle and quick, but with the little touches- including a brotherly clasp to her shoulder from Vashyron, who until that point has notably refrained from such gestures unless they're playful- it's a touching little moment of solidarity and self-made family.
  • Possibly one of the darkest instances of this trope: in Shin Megami Tensei III: Nocturne, in the True Demon Ending, Lucifer has given you the power to challenge God's genocidal plan to destroy and rebuild billions of parallel worlds. He warns you, though, that God will curse you... but he will never, ever, abandon you. And, as other games confirm, this is his stance for the whole of Humanity.
  • Spec Ops: The Line has the parting words of Konrad be a reminder to Walker that despite everything that has transpired in the story, he still has a home to go back to. Walker and Konrad had previously served together in Afghanistan and Konrad was of the cynical opinion that soldiers could never go back home, they had a line they had to cross where they would ultimately die bitterly on the battlefield. Konrad urging Walker to go home is asking him to prove him wrong.
    Konrad: No matter what happens next, don't be too hard on yourself. Even now, after all you've done, you can still go home. Lucky you...
  • One of the ending sequences to Star Fox 64 has the main character's father do this from beyond the grave to show his son the only safe way to escape from the Big Bad's Taking You with Me Collapsing Lair.
    James McCloud: Don't ever give up, my son.
    Fox McCloud: Father?
    • Really, a lot of this goes on in Star Fox. In Star Fox Adventures, Fox is saved and assisted in fighting Andross when Falco returns just in time.
  • Technically the message all the series in Super Robot Wars V give to the Norma, to show that they are human, too, and not all other humans are evil. Far from it, many are willing to help you under whatever terrible circumstances you're in. Therefore, they become far more sane and grow to be less of a Dysfunction Junction.
  • Super Robot Wars W manages to turn the Tekkaman Blade finale into one of these: Blade, who has lost all of his memories except how much he hates the Radam beasts and just had his Evil Twin brother Shin'ya die in a Heroic Sacrifice, goes off alone to fight Big Bad Tekkaman Omega, actually his older brother Keigo, much like in the show. After two turns of facing off hordes of Radam beasts with no music except the sound effects, Ruri appears saying the Trope Namer alongside the rest of the playable crew, who then call out to Blade and get him to snap out of his rage. Then the whole team crushes together Omega and the Radam beasts.
  • Tales of the Abyss has this with Guy to Luke, other than a brief stint after the first plot point.
    Guy: Even if the whole world rejected you, I'd still be here, by your side.
  • The Legend of Zelda: Tears of the Kingdom basically feeds on this trope. Unlike the previous game, Link has allies everywhere-old and new! From the new sages (Sidon, Tulin, Riju, Yunobo, and Mineru) to Rauru through Link's new arm. Heck, even the Light Dragon (who is actually Zelda) comes to join the fight in the end!
  • One of the main points of the plot and gameplay of Thomas Was Alone. In fact, by finishing the game, you get the achievement "Thomas Was Not Alone".
  • Twisted Metal 2 gives a brutal Alas, Poor Villain example in Grasshopper's ending. The driver, Krista Sparks, drives to Calypso and reveals herself to be his dead daughter, but having undergone Unwilling Roboticisation into a bomb sent to his doorstep by the LAPD. She says she might Just Be A Machine, but worries that the explosion will hurt. In response, Calypso tearfully hugs her instead of running away. Damn.
  • In Undertale's Pacifist ending, all your friends tell you this while being strangled to death by Flowey as they deflect his attempts to finish you off. Their kind words fill you with so much determination that your HP begins to refill slowly, and then all the minor side characters you've also befriended barge in and start to encourage you as well, filling your HP up. Subverted as Flowey was planning something like this to happen so he could steal everyone's SOUL. But double-subverted when their kind words and friendship manage to persist even after the timeline has been destroyed and you should have forgotten them, which ultimately allows you to call them back to their senses and save them all.
    • And perhaps even stronger on the Genocide route; despite everything you've had to do to get there, Papyrus is willing to spare you, offering to be your friend.
  • In Valkyria Chronicles, most characters have a list of other characters they get on particularly well with. If a character launches an attack with one of their friends nearby, the friend will sometimes provide covering fire while saying a unique piece of dialogue along the lines of "You're not alone."
    • This is what ultimately saves Alicia from performing a Heroic Sacrifice, convinced that this is the only thing she can do as a Valkyria to stop the war.
  • Warframe: This is ultimately how the Tenno were created. The warframes were humans infested with the Technocyte Plague, driven insane with pain and rage. The Orokin tried to control them with torture and drugs, but nothing worked. They finally tried to use the children who had survived a Void accident instead; they assumed that the children would use their strange Void powers to break the warframes, but instead they showed the warframes basic empathy and joined together with them to fight as the Tenno. The Orokin were completely baffled by this development.
    Ballas: We had created monsters we couldn't control. We drugged them, tortured them, eviscerated them... We brutalized their minds... but it did not work. Until they came. And it was not their force of will - not their Void devilry - not their alien darkness... it was something else. It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing - and take away its pain.
  • Wild ARMs 2 has a variant, in that it's a self-induced epiphany... at first. A recurring theme states that heroes exist only to sacrifice themselves so that the weak don't have to fight. After the resolution of the main plot drives this point home, the protagonist's depression allows his Enemy Within to take over, trapping him inside of his own soul. However, in order to prevent what just happened to Irving from happening again, he calls out to the hearts of his companions to give him the power to draw the Sword of Plot Advancement. Not only do they respond, so does the entire population of Filgaia, whose prayers and desire to help protect their own world fuels the hero's new Combined Energy Attack. The ensuing Final Duel Boss fight is set to an orchestration of the game's theme song, titled "You'll Never Be Alone No Matter Where You Go".
  • In the Ending Theme Tune of The World Ends with You, (called "Lullaby for You", by Jyongri) these words are used. (In the Japanese version, it's "Hitori janai".)
    A lullaby for you...
    Don't you worry baby,
    I'll be there by your side.
    Make tomorrow be wonderful, too.
    Close to you I hope to stay,
    Endlessly from today,
    Even through cloudy days,
    You are not alone.
  • During the already pretty darn epic "Cypher of Damnation" questline in the Burning Crusade expansion of World of Warcraft, during the final Big Bad fight some of the characters the player interacted with during the quest, including one who's dead, show up to help, with the head of the group shouting so loud the whole zone can hear it, "You do not fight alone!" Although the Big Bad turns out to be an intelligent and evil MOUNTAIN, as it also turns out, one of your rescuers is a tank, and one of them's a healer, and they're all elite, so the player is suddenly fighting with a self-contained unit which can royally kick the Big Bad's ass if played intelligently.
  • Part of the ending cinematic for XCOM 2 has a resistance broadcast telling people in the ADVENT controlled zones to hold their ground and that help is on the way.

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