• Moments in video games that impacted you emotionally.
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I recently found this quote from another forum, and I feel it definitely describes the overarching emotions and feel of the Half-Life narrative. [QUOTE] There is a particular scene in Sandtraps I feel compelled to call upon. You exit the zombie-infested tunnel. The late afternoon sunlight glares in your eyes. The world around you is dry and barren; lifeless almost. The grass screams for moisture that cannot come. The ocean alongside the decaying highway has sunken ominously. Large fishing boats lay on what was once the ocean bed. A kilometer down the road, a large three-story coastal house looms into sight. A faint pillar of smoke rises into the air. Several Combine Soldiers stand outside near an APC, burning what is left of what one can only assume to be the remains of several resistance fighters. You can choose to approach the house or continue traveling onwards. It would be an entirely optional exercise. But you do stop. You liquidate the Soldiers from the area. They lay - almost fittingly - alongside the corpses they mercilessly slaughtered. The interior of the house is bare. There isn't much of a sign of any struggle having taken place. The real attraction lies on the top floor. As you climb the stairs, an unnerving sight catches your eyes. A man lay strewn across the wooden floor. His corpse is positioned in a peculiar manner; almost as if he were sleeping. A gun rests near him. You ask yourself, what could have happened to this man? So many possibilities. Perhaps he was attempting an escape. Or perhaps he had intended to fight the intruders. Was it the Combine who exterminated him too? But perhaps something a little more sinister rests beyond his peaceful corpse; a faint smile seems plastered across his lips - he looks almost relieved. No signs of a struggle. His body is not amongst those outside. Restful as he appears to be, it almost seems as if he took his own life. Perhaps he hid as the Combine executed his friends and took them outside to burn. Perhaps he heard their screams, the gunshots, and the smell of burning flesh. Perhaps he was afraid. Perhaps he no longer saw a point in going on within this terribly harsh and lonely world. He grabs his pistol. Raises it to his head. Fires. His misery ends. He is finally at peace. The poignancy of this scene is startling. The story behind this poor fellow stirs up an array of conflicting emotions. You wish you could have had time to save him. To talk him out of it. To tell him that there are things still worth fighting for. Then you ask yourself if it would have made a difference. Hope is a terribly dangerous thing to lose. Would he have taken his life regardless? And then a palpable feeling of guilt washes over you. As you stare at this innocent man’s lifeless figure, you recall the events that are responsible for this terrible loss. It is your fault. The prospect of envisioning a world not ravaged by the consequences of the Resonance Cascade hits you more powerfully than ever before. You’ve spent so much time running, so much time chasing, so much time killing without thought or feeling, that you have begun to forget your humanity. What once distinguished morale action from immoral action has become blurred. This guilt gives way to self-accusation. You killed this man. The potency of this one scene is a testament - in many ways - to the dynamic, interpretive and open world that Half-Life 2 and its Episodes present to players. We make of it what we will. We interpret each relationship, each event, and every scene as we wish, because they are constructed as such. Freeman - who has been absent from the world for nigh on two decades - is unaware of the changes that have taken place. So too are we. We are both forced to construct meaning through the desolate expanse of the Combine ruled world; to create our own understanding and to tie the knots ourselves. But it goes even deeper. There is such a monumental thematic and emotional quality to these scenes that stem beyond the mere superficial discernment of what happened; these scenes adopt a far more surreal attitude as a result. It is narrative delivered in a truly non-linear fashion. [/QUOTE] I remember that moment myself, but thought about it in a completely different way. It shows how different people can interpret moments in good games differently. Therefore, I ask you to share some moments in any video game which impacted you emotionally.
KOTOR the Revelation kinda made me feel saddish,Badass,and scared
Both Red Dead games. Revolver's ending made me feel like a person with nothing to live for walking away like a badass into the sunset- away from familiar faces that had kept me company on my journey-- never to be seen again. The vengeance factor made me feel satisfied, but at the same time a little sad that it had to end. Redemption's initial ending made me feel, as well, depressed; the second one made me feel a little happy and satisfied, but sad at the same time knowing that the journey was finally completed and done for forever. Fallout 3 really gave me a feeling of bleakness and hopelessness inside the entire time I was playing it. It reminded me a lot of the game version of The Road, just with all the strange creatures and weapons. And the Mothership Zeta mod only made it more intense, when you look down on the planet. It's barren and filthy, the atmosphere green with pollution. A sickly pall hangs around it, and you have to wonder to yourself what it's like elsewhere in the world- not just in Canada and the United States. What kinds of people are living out there? ARE there any people living out there? What monuments of the past still might exist? Etc.
When John Marston died. :smithicide: [editline]20th January 2011[/editline] [QUOTE=LunchboxOfDoom;27555486]Both Red Dead games. Revolver's ending made me feel like a person with nothing to live for walking away like a badass into the sunset- away from familiar faces that had kept me company on my journey-- never to be seen again. Redemption's initial ending made me feel depressed; the second one made me feel a little happy and satisfied, but depressed at the same time knowing that the journey was finally completed and done for forever. Fallout 3 really gave me a feeling of bleakness and hopelessness inside the entire time I was playing it. It reminded me a lot of the game version of The Road, minus all the strange creatures and weapons. And the Mothership Zeta mod only made it more intense, when you look down on the planet. It's barren and filthy, the atmosphere green with pollution. A sickly pall hangs around it, and you have to wonder to yourself what it's like elsewhere in the world- not just in Canada and the United States. What kinds of people are living out there? ARE there any people living out there? What monuments of the past still might exist? Etc.[/QUOTE] Damn ninja.
There are some others I'll go into more detail on later.
Spoiler tags, come on guys
When I finally paid off all of my house in Animal Crossing. Tears of joy were wept.
[QUOTE=OutOfExile2;27555515]Spoiler tags, come on guys[/QUOTE] Sorry man. [sp] They work now. [/sp]
That bit from The Darkness [sp]where jenny is shot. It was at that point that it turned the whole game tale upside down - you don't have to rescue the girl. You have to avenge her - no happy endings[/sp] Made the ending all the sweeter as well. Very underrated game IMO, had lots of moments that made you think and had a very realistic way of telling the story.
Gta 4 when [sp] Roman dies [/sp] it was really sad for me.
[QUOTE=gta-man12345;27555630]Gta 4 when [sp] Roman dies [/sp] it was really sad for me.[/QUOTE] I was sad... but also glad that he wouldn't be calling me to go bowling [b]ALL THE FUCKING TIME[/b] anymore.
[QUOTE=gta-man12345;27555630]Gta 4 when [sp] Roman dies [/sp] it was really sad for me.[/QUOTE] [sp]I deliberatly chose the other option that let that one girl die, because I was too attachted to BIG AMERICAN TEETEES[/sp]
[QUOTE=gta-man12345;27555630]Gta 4 when [sp] Roman dies [/sp] it was really sad for me.[/QUOTE] [sp]Depending on your choice, either Roman or Neko's love interest (that I forgot the name of) dies.[/sp]
well one time in hl1 when i encountered the strobe light twitching zombie i was like "whoa that's pretty freaky" i thought that was pretty emotional in the freaky way
At the end of Mass Effect 2, I got the same feeling I get when I finish a good book. No other game has done that to me :unsmith:
Dead Space when you see a person pleading for help.
Pokemon Red (the original GB one) when I finally caught all 151. Had about 700+hrs on it.
In the Halo games, when you see the soldier holding the gun to his head, mumbling about what happened. I just feel sad and think about what happened to his buddies lying dead on the ground next to him, how traumatizing it must have been.
Not achieving perfect ending on Mass Effect 2. Tears were shed.
The end of MOTHER3.
Dying in the CoD campaign over and over due to stupid moves. I got angry but got through it.
I wept in Shadow of the Colossus when [sp]Agro fell.[/sp]
[QUOTE=acfan;27556178]The end of MOTHER3.[/QUOTE]
Eli's death. Did not see it coming at all. oh come on everyone's already played episode three here edit: doh
In the Prince of Persia: Sands of Time... [sp]At the end, when you reverse the whole game. I found it very sad when Farah didn't remember all the experiences of the game. [/sp] To below user: Mention "Heavy Rain" outside spoiler text. Kinda defeats the purpose if you don't know if it'll be a spoiler, eh?
[sp]Cutting off your finger in heavy rain[/sp]
Pretty much all of Majora's Mask. That's an emotional game. [media]http://www.youtube.com/watch?v=XDX4ZwUeOok[/media]
K.o.l.m.
I think there should be a rule for threads like this: name the game you are spoiling and [I]then[/I] use spoiler tags to hide what you are talking about. Otherwise, there is no way of knowing if you can view the spoiler or not. Anyways, the ending of Shadow of the Colossus impacted me quite a bit. My emotions were very... mixed.
Not getting a perfect end in ME2. Wasn't too happy. Though I laughed my ass off every time General Knoxx speaks to you (in his DLC and Claptrap DLC, both for Borderlands) "So yeah. I'm gonna kill you and stuff."
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