Follow TV Tropes

Following

History PaintingTheMedium / VideoGames

Go To

OR

Is there an issue? Send a MessageReason:
   THIS IS THE ONLY WAY IT COULD HAVE ENDED.   

   WAR NO LONGER NEEDED ITS ULTIMATE PRACTITIONER. IT HAD BECOME A SELF-SUSTAINING SYSTEM. MAN WAS CRUSHED UNDER THE WHEELS OF A MACHINE CREATED TO CREATE THE MACHINE CREATED TO CRUSH THE MACHINE. SAMSARA OF CUT SINEW AND CRUSHED BONE. DEATH WITHOUT LIFE. NULL OUROBOROS. ALL THAT REMAINED IS WAR WITHOUT REASON.   

   A MAGNUM OPUS. A COLD TOWER OF STEEL. A MACHINE BUILT TO END WAR IS ALWAYS A MACHINE BUILT TO CONTINUE WAR. YOU WERE BEAUTIFUL, OUTSRETCHED LIKE ANTENNAS TO HEAVEN. YOU WERE BEYOND YOUR CREATORS. YOU REACHED FOR GOD, AND YOU FELL. NONE WERE LEFT TO SPEAK YOUR EUOLOGY. NO FINAL WORDS, NO CONCLUDING STATEMENT. NO POINT. PERFECT CLOSURE.   

   T H I S I S T H E O N L Y W A Y I T S H O U L D H A V E E N D E D .   


Added DiffLines:

* ''VideoGame/{{Ultrakill}}'': The dialogue of [[spoiler:[[GeniusLoci Hell itself]]]] is either written in [[CapsLock all caps]], or the characters are spaced out from each other. Sometimes, it's both. Either way, [[spoiler:its]] dialogue is always written in [[RedIsViolent blood red]], just [[evil: L I K E T H I S .]]

Added: 32

Changed: 16

Is there an issue? Send a MessageReason:
None


* ''Franchise/StarWars'':

to:

* ''Franchise/StarWars'':''Franchise/StarWarsExpandedUniverse'':


Added DiffLines:

* ''Franchise/StarWarsLegends'':

Added: 195

Changed: 7

Is there an issue? Send a MessageReason:
None


* ''Franchise/StarWarsLegends'':

to:

* ''Franchise/StarWarsLegends'':''Franchise/StarWars'':
** In ''VideoGame/StarWarsJediSurvivor'', after Cal [[spoiler:taps into the Dark Side while rampaging through Nova Garon]], the skill tree menu becomes tinged inred for the remainder of the game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'', Ganondorf's powers break the rules/code of the gameplay.
*** When he curses the Great Sea, his theme music overrides the background music while Link is sailing.
*** It is always night when you visit Forsaken Fortress the first two times. Daylight only comes when Ganondorf leaves the fortress.
*** The player can never use the [[StatOVision Hero's Charm]] on Ganondorf.
Is there an issue? Send a MessageReason:
None


** When using the Directional Microphone in ''VideoGame/MetalGearSolid2'', subtitles will get larger and smaller depending on how on-point you are listening in.

to:

** When using the Directional Microphone in ''VideoGame/MetalGearSolid2'', ''VideoGame/MetalGearSolid2SonsOfLiberty'', subtitles will get larger and smaller depending on how on-point you are listening in.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/TheCorridor'':
** In one level, the narrator tries to discourage you by massively reducing the game's framerate. When that doesn't work, he tries reducing it even more in the next level.
** In one level, you unplug several plugs that apparently power the game's sound, textures, and models, as each of those things vanishes one by one.
Is there an issue? Send a MessageReason:
None


* In the first two ''VideoGame/{{Fallout}}'' games the character's dialogue options depend on his intelligence. A sufficiently stupid character will only be able to say "Duh." In the second one, they make a joke about it that also paints the medium. Early in the game, you meet a very dull-witted man (Torr). If you try to talk to him as a character of average or higher intelligence, he'll just respond with grunts and short words. If you are also of low intelligence, you will have a conversation of "Duh!" and "Grr bad man" translated into verbose and elaborate speech, in which you discover a very helpful piece of information much quicker than usual.

to:

* In the first two ''VideoGame/{{Fallout}}'' ''Franchise/{{Fallout}}'' games the character's dialogue options depend depends on his their intelligence. A sufficiently stupid character will only be able to say "Duh." In the second one, they make a joke about it that also paints the medium. Early in the game, you meet a very dull-witted man (Torr). If you try to talk to him as a character of average or higher intelligence, he'll just respond with grunts and short words. If you are also of low intelligence, you will have a conversation of "Duh!" and "Grr bad man" translated into verbose and elaborate speech, in which you discover a very helpful piece of information much quicker than usual.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Kindergarten}}'' and [[VideoGame/Kindergarten2 its sequel]] emphasises a character yelling particularly loud by doubling the font size, and sometimes even making the screen shake. The game also sometimes uses the text scroll in the dialogue box for this, such as by stopping the scroll for a second after every word to indicate the sentence is PunctuatedForEmphasis

to:

* ''VideoGame/{{Kindergarten}}'' ''VideoGame/{{Kindergarten|2017}}'' and [[VideoGame/Kindergarten2 its sequel]] emphasises a character yelling particularly loud by doubling the font size, and sometimes even making the screen shake. The game also sometimes uses the text scroll in the dialogue box for this, such as by stopping the scroll for a second after every word to indicate the sentence is PunctuatedForEmphasis
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{NieR}}'': The Forest of Myth sections of the game are presented entirely through text in a manner similar to an InteractiveFiction, even featuring a narrator and quests based on dialogue choices. Both Nier and Weiss seem to be aware of this and end up arguing with the narration itself.
** The ''ver.1.22474487139...'' remaster goes even harder during TheVeryDefinitelyFinalDungeon of the newly-added [[GoldenEnding Ending E]], in which [[spoiler: the HUD switches to the one from the game's sequel, ''VideoGame/NierAutomata'']].
** On a smaller note, the game's StrategyGuide ''Grimoire Nier'' features a group of novellas [[AllThereInTheManual expanding the game's lore]]. At the tail end of the last one, which served as the base for the remaster's Ending E, [[spoiler: Kainé's final yell towards Nier occupies two entire pages. The original version even includes various images from the game, while the ''Revised Edition'''s version appears shaky and doesn't fully fit in the pages]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/GoodbyeVolcanoHigh'' does this with its choice-based mechanics, which are portrayed as Fang's thought process. Choices with intense emotion behind them like steely bluntness, anger, or excitement may have special effects on their boxes. Choices can also require additional input in order for the player to select it, showcasing how difficult it is for Fang personally to make that choice. Some choices are actually intrusive thoughts that, when the player tries to select them, they glitch out and can't be selected. And sometimes, if the player begins to make a choice but doesn't follow through, it will glitch out, showing Fang losing their nerve.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''[[VideoGame/TheLegendOfZeldaTearsOfTheKingdom Tears of The Kingdom]]'' gives the player a surprise when [[spoiler: Ganondorf goes into [[OneWingedAngel his Demon King form]], by refilling his life meter from all the damage he took in the first phase, then filling it up even further, [[OffTheCharts up to about double the size of any other life meter in the game]], in order to show just how durable he is]].
Is there an issue? Send a MessageReason:
"1960s", not "60s"


** A delusional gardener's early-60s era turns the view into a Cinemascope-esque widescreen, shown in the oversaturated color of B-movies he liked.

to:

** A delusional gardener's early-60s early-1960s era turns the view into a Cinemascope-esque widescreen, shown in the oversaturated color of B-movies he liked.



''VideoGame/AssassinsCreedII'' takes it up a notch with the Animus 2.0, which adds several gameplay refinements and subtitles, which were absent in the first game. A note in the game's manual from Lucy is a reminder to fix the nasty bug in the Animus 1.0 software that [[SuperDrowningSkills prevented the ancestor from swimming]] (and indeed, Ezio is a very prolific swimmer), and a side conversation has Desmond thanking a member of his MissionControl for the subtitles. 2.0 is also the explanation for why the historical characters suddenly acquire regional accents. ''VideoGame/AssassinsCreedIVBlackFlag'' and ''VideoGame/AssassinsCreedUnity'' go even further, referencing the development of, and eventual release of, a Templar-developed video game console based upon the Animus technology.

to:

''VideoGame/AssassinsCreedII'' takes it up a notch with the Animus 2.0, which adds several gameplay refinements and subtitles, which were absent in the first game. A note in the game's manual from Lucy is a reminder to fix the nasty bug in the Animus 1.0 software that [[SuperDrowningSkills prevented the ancestor from swimming]] (and indeed, Ezio is a very prolific swimmer), and a side conversation has Desmond thanking a member of his MissionControl for the subtitles. Version 2.0 is also the explanation for why the historical characters suddenly acquire regional accents. ''VideoGame/AssassinsCreedIVBlackFlag'' and ''VideoGame/AssassinsCreedUnity'' go even further, referencing the development of, and eventual release of, a Templar-developed video game console based upon the Animus technology.



* The level map of ''Videogame/DeBlob 2'' shows all of the locked levels as their normal names with the Blanc-symbol attached. After [[spoiler:INKT takes over]], the symbol changes to [[spoiler:the INKT-logo]], and the names of the levels change to match [[spoiler: the new INKT-regime]].

to:

* The level map of ''Videogame/DeBlob ''VideoGame/DeBlob 2'' shows all of the locked levels as their normal names with the Blanc-symbol attached. After [[spoiler:INKT takes over]], the symbol changes to [[spoiler:the INKT-logo]], and the names of the levels change to match [[spoiler: the new INKT-regime]].



* iOS game ''VideoGame/{{Device6}}'' uses this as its main draw, forcing you to turn the device as the character moves.
* When Laharl first encounters Vyers in ''VideoGame/{{Disgaea}}'' he decides to start calling him Mid-Boss instead of his real name. Apparently this counted as an ''official'' name change, as not only does everyone start calling him Mid-Boss without batting an eye, but even his own text boxes start referring to him as such.

to:

* The iOS game ''VideoGame/{{Device6}}'' uses this as its main draw, forcing you to turn the device as the character moves.
* When Laharl first encounters Vyers in ''VideoGame/{{Disgaea}}'' ''VideoGame/{{Disgaea}}'', he decides to start calling him Mid-Boss Vyers "Mid-Boss" instead of his real name. Apparently this counted as an ''official'' name change, as not only does everyone start calling him Mid-Boss without batting an eye, but even his Vyers' own text boxes start referring to him as such.



** The makers of ''VideoGame/CrisisCore'' promised that their slot-machine-inspired "Digital Mind Wave" combat system, which seems like just a game mechanic, would somehow prove to be a pivotal, emotionally intense plot point at the end of the game. Anyone who doesn't believe them obviously hasn't played to the final battle...

to:

** The makers of ''VideoGame/CrisisCore'' promised that their slot-machine-inspired slot-machine–inspired "Digital Mind Wave" combat system, which seems like just a game mechanic, would somehow prove to be a pivotal, emotionally intense plot point at the end of the game. Anyone who doesn't believe them obviously hasn't played to the final battle...



* Used to [[PlatformHell kill the player]] in ''VideoGame/IWannaBeTheGuy'' - in [[TheVeryDefinitelyFinalDungeon The Guy's Castle]], the [[VideoGame/NinjaGaiden Ryu]] room has a Windows XP error message pop up... [[spoiler:then drop down and kill you]]. Amusingly enough, the game has a tendency to actually crash.

to:

* Used This trope is used to [[PlatformHell kill the player]] in ''VideoGame/IWannaBeTheGuy'' - in [[TheVeryDefinitelyFinalDungeon The Guy's Castle]], the [[VideoGame/NinjaGaiden Ryu]] room has a Windows XP error message pop up... [[spoiler:then drop down and kill you]]. Amusingly enough, the game has a tendency to actually crash.
Is there an issue? Send a MessageReason:
None


* The pause menu of ''VideoGame/HotlineMiami2WrongNumber'' is presented like a VHS tape, and whenever the story goes [[AnachronicOrder forwards or backwards in time]] the tape "skips" and goes FFW or REW respectively.

to:

* The pause menu of ''VideoGame/HotlineMiami2WrongNumber'' [[IndecisiveMedium is presented like a VHS tape, tape]], and whenever the story goes [[AnachronicOrder forwards or backwards in time]] the tape "skips" and goes FFW or REW respectively.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/ThePedestrian'', the pause screen is displayed diegetically on a TV screen in the vicinity of the current puzzle. [[spoiler:This remains true even in the first-person sections of the final area.]]

to:

* In ''VideoGame/ThePedestrian'', ''VideoGame/ThePedestrian2020'', the pause screen is displayed diegetically on a TV screen in the vicinity of the current puzzle. [[spoiler:This remains true even in the first-person sections of the final area.]]
Is there an issue? Send a MessageReason:
None


* In the final battle of ''VideoGame/KingdomHeartsIII'', Sora appears to get knocked out as if it's a GameOver... except you hear Donald and Goofy shout "Sora!" through your controller's speaker ''and'' it vibrates.

to:

* ** In the final battle of ''VideoGame/KingdomHeartsIII'', ''Kingdom Hearts III'', Sora appears to get knocked out as if it's a GameOver... except you hear Donald and Goofy shout "Sora!" through your controller's speaker ''and'' it vibrates.
Is there an issue? Send a MessageReason:
None


** In the Light World, text boxes are black with plain white borders, and menus once again take after the ones in ''VideoGame/EarthBound'', being segmented into multiple of these text boxes. In the Dark World, a more advanced menu divided into drop-down tabs is used, and text boxes have a fancy silver border.

to:

** In the Light World, text boxes are black with plain white borders, and menus once again take after the ones in ''VideoGame/EarthBound'', ''VideoGame/EarthBound1994'', being segmented into multiple of these text boxes. In the Dark World, a more advanced menu divided into drop-down tabs is used, and text boxes have a fancy silver border.

Changed: 302

Removed: 135

Is there an issue? Send a MessageReason:
None


*** After getting ATasteOfPower during the opening, the protagonist gets arrested, and [[PoliceBrutality interrogated]]. What follows is a pure example of ControllableHelplessness. "Sign here. [[FalseConfession It's a confession, under your name.]]"
---->[[HelloInsertNameHere Sign your name.]]
*** The traitor is revealed as such when they gain a [[TraitorShot much more sinister-looking]] CharacterPortrait than their usual set.

to:

*** After getting ATasteOfPower during the opening, the protagonist gets arrested, is arrested and [[PoliceBrutality interrogated]]. What follows brutally interrogated]], and [[HelloInsertNameHere entering his name]] is contextualized as signing a pure example of ControllableHelplessness. "Sign here. [[FalseConfession It's a confession, under your name.]]"
---->[[HelloInsertNameHere Sign your name.]]
FalseConfession.
*** The A traitor is revealed as such when they gain a [[TraitorShot much more sinister-looking]] CharacterPortrait than their usual set.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In ''VideoGame/PokemonOmegaRubyAndAlphaSapphire'', the battle theme for Primal Groudon and Kyogre is the game's remix of "Battle! Super-Ancient Pokémon" with an added synth beat and the original Game Boy Advance version of the song fading in and out, reflecting how the Pokémon have reverted to a more primitive and dangerous state.

Added: 336

Changed: 2

Is there an issue? Send a MessageReason:
None


* The ''VideoGame/MaxPayne'' games maintain their noir-themed presentation even in the main menu, as the prompts for quitting the game are formulated in the same way as Max's {{Private Eye Monologue}}s.
-->'''The wail of sirens was a constant echo in the night.'''
--->> But I was too tired to go on.\\
> I couldn't stop. I had to push on.



---> [[HelloInsertNameHere Sign your name.]]

to:

---> [[HelloInsertNameHere ---->[[HelloInsertNameHere Sign your name.]]
Is there an issue? Send a MessageReason:
None


* In ''The Sacred Armour of Antiriad'', the health bar and lives counter don't work before the PC finds and wears the PoweredArmor suit, gaining high-tech tracking for those things.

to:

* In ''The Sacred Armour of Antiriad'', the ''VideoGame/TheSacredArmourOfAntiriad'': The health bar and lives counter don't work before the PC finds and wears the PoweredArmor suit, gaining high-tech tracking for those things.
Is there an issue? Send a MessageReason:
None


* The ''VideoGame/{{Warcraft}}'' games have a subtle detail. The UI has a sword on the button for "attack", a shield on "stop," et cetera, so upgrading equipment makes those buttons fancier. This is also true of ''VideoGame/WorldOfWarcraft'''s auto-attack and auto-shoot buttons, which use your currently equipped weapon's icon (or cat or bear paws, for druids in those forms).

to:

* The ''VideoGame/{{Warcraft}}'' games ''I'' and ''II'' have a subtle detail. The UI has a sword on the button for "attack", a shield on "stop," et cetera, so upgrading equipment makes those buttons fancier. This is also true of ''VideoGame/WorldOfWarcraft'''s auto-attack and auto-shoot buttons, which use your currently equipped weapon's icon (or cat or bear paws, for druids in those forms).
Is there an issue? Send a MessageReason:
None


* The 1985 wargame ''Theatre Europe'' simulates conventional WWIII. Accessing nuclear weapons requires a real-world phone call. Website/{{Wikipedia}}: "The telephone number connected the player to a recorded message, which started with the sound of air raid sirens and dramatically built up through various sounds of war to a huge explosion, followed by the sound of a crying baby. As this faded out, a voice stated "If this is really what you want... the code is 'Midnight Sun'"." Global thermonuclear war is a complete loss; for single strategic missiles, the player has to remember to turn off automatic retaliation for nuclear attacks with equal or stronger force, a system that both sides use and which responds to retaliations. At the hardest difficulty level, it's impossible to win as the Warsaw Pact.

to:

* The 1985 wargame ''Theatre Europe'' simulates conventional WWIII. Accessing nuclear weapons requires a real-world phone call. Website/{{Wikipedia}}: "The telephone number connected the player to a recorded message, which started with the sound of air raid sirens and dramatically built up through various sounds of war to a huge explosion, followed by the sound of a crying baby. As this faded out, a voice stated "If this is really what you want... the code is 'Midnight Sun'"." Global Also, the global thermonuclear war is option has no helpful uses and ends the game immediately with a complete loss; for score of 0%. The single strategic missiles, the strike option is answered in kind, until an unknown but low number of nukings triggers global thermonuclear war instead. The player has to remember to can turn off their automatic retaliation for nuclear attacks with equal or stronger force, a system that both sides use and which responds response to retaliations. head this off, but will then be in the hole if the enemy uses nukes. At the hardest difficulty level, it's impossible to win as the Warsaw Pact.Pact, reflecting NATO's first use policy.
Is there an issue? Send a MessageReason:
Word Cruft; YMMV sinkhole.


** Another example is when you see Snake's HP and Psych gauges drop to zero in the [[SignatureScene microwave hallway]]. Without this tiny detail, the player wouldn't be able to appreciate just how much damage Snake was taking [[{{Determinator}} while still pushing forward]]. He wasn't merely close to death but ''[[BeyondTheImpossible should]]'' [[BeyondTheImpossible have died]].

to:

** Another example is when you see Snake's HP and Psych gauges drop to zero in the [[SignatureScene microwave hallway]].hallway. Without this tiny detail, the player wouldn't be able to appreciate just how much damage Snake was taking [[{{Determinator}} while still pushing forward]]. He wasn't merely close to death but ''[[BeyondTheImpossible should]]'' [[BeyondTheImpossible have died]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/BugFables'': Dialogue from holograms or robots will have some letters randomly flicker to symbols, to show their digital nature.
Is there an issue? Send a MessageReason:
None


** In ''VideoGame/FinalFantasyIVTheAfterYears'', the game's spritework is of higher quality than the original game; in general, everything is larger and, as a result, more detailed and more smoothly drawn. This is especially noticeable on people. Whenever the story calls for a flasback (flashing back to the destruction of Mist, for example), the spritework reverts to the original squat style of ''VideoGame/FinalFantasyIV''. A copout to avoid remaking the scenes with new sprites? Not quite, as the style also reverts when flashing back to events not in the original, like Ceodore's birth.

to:

** In the original release of ''VideoGame/FinalFantasyIVTheAfterYears'', the game's spritework is of higher quality than the original game; ''VideoGame/FinalFantasyIV''; in general, everything is larger and, as a result, more detailed and more smoothly drawn. This is especially noticeable on people. Whenever the story calls for a flasback (flashing back to the destruction of Mist, for example), the spritework reverts to the original squat style of ''VideoGame/FinalFantasyIV''.''Final Fantasy IV''. A copout to avoid remaking the scenes with new sprites? Not quite, as the style also reverts when flashing back to events not in the original, like Ceodore's birth. Later releases keep the art style consistent across both games.

Top