• Has a video game ever invoked strong emotions in you?
    159 replies, posted
Rdr.
I had just completed Soul Reaver 2 and began playing Legacy Of Kain: Defiance straight after. It was so fucking terrible that it ruined my week.
Fallout 3 "NO DAD NOOOOOOOOOOOOOOOOOOOOOOOOO!"
The ending of Portal made me feel kind of empty inside. Not quite depressed, just a weird feeling of sadness mixed with something else. Not sure why. It wasn't sad at all.
[QUOTE=Dirf;28351588]The ending of Portal made me feel kind of empty inside. Not quite depressed, just a weird feeling of sadness mixed with something else. Not sure why. It wasn't sad at all.[/QUOTE] Because you realized that you beat the game in one sitting.
Umm... so I just decided to install Amnesia The Dark Descent. Haven't even seen a monster. But I am quivering and shaking and too terrified to continue. I just got a chemistry pot. :v:
On my ruby nuzlocke run when I lost my starter I cried a lil.
Well I get mad a lot in multiplayer games
Mass Effect 2, Mordin's loyalty mission made me pretty sad. Also the feeling I got when I found out who Archangel was. I was flipping out for like five straight minutes before I got back to playing.
The 'would you kindly' twist in bioshock blew my mind. Bioshock's story in general was brilliant. Also, Braid made me stop and think for a while after I finished it
Mandatory: [media]http://www.youtube.com/watch?v=lZqrG1bdGtg[/media] Yes, I'm aware it's not out yet, but it's video game-related...
Resident Evil 2 When Ada "died" in my Leon-B run. This was long before Resident Evil 4.
Several war games where brutal and realistic portrayals of violence and cruelty have been shown have made me feel... uneasy (specifically, ALL of Velvet Assassin, with emphasis on the ending, and several parts from CoD:WaW- especially the part where, at the beginning of the American campaign, you're [sp]taken prisoner by the Japanese, and have to watch as they torture a fellow soldier in a little shack/hut; then an officer walks in, shouts something at him, and brutally slices his throat with his katana- spraying blood all over the wall, hut floor, and screen[/sp]; I did not expect that when I first played that mission).
Red Dead Redemption ending.
Bioshock 2 made me pretty sad :(
big rigs over the road racing
Twilight Princess made me sad. It wasn't even trying to make me feel good about the ending.
Vorta coil from EP2(Poor alyx) actually; most of EP2, VALVe is good @ trolling our emotions. Heavy rain Halo 3 SGT Johnson. HL2 Canals, first part; [sp]you run out and a guy yells help! and when you look in the tube he gets shot; and if you do manage to kill the people shooting at him he runs out and gets mowed down by the Mounted gun :([/sp]
[QUOTE=glitchvid;28352499]Vorta coil from EP2(Poor alyx) actually; most of EP2, VALVe is good @ trolling our emotions. Heavy rain Halo 3 SGT Johnson. HL2 Canals, first part; [sp]you run out and a guy yells help! and when you look in the tube he gets shot; and if you do manage to kill the people shooting at him he runs out and gets mowed down by the Mounted gun :([/sp][/QUOTE] Yeah when I played that part I reloaded multiple times to try to save him. I actually do that in a lot of games with expendable npcs. Regardless of whether they're named or not I don't like seeing them die. [editline]28th February 2011[/editline] There were parts of Uncharted 2 and some of the older Ratchet and Clanks that made me laugh
[QUOTE=markfu;28352656]Yeah when I played that part I reloaded multiple times to try to save him. I actually do that in a lot of games with expendable npcs. Regardless of whether they're named or not I don't like seeing them die. [/QUOTE] Like Lazlo ... Poor Lazlo I reloaded that a good 10 times, tried using cheats etc; I stopped playing it on the Xbox 360 because of that (I tried to be all valve games on all platforms)
Half-Life 2, sandtraps. "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."
Brothers In Arms: Earned In Blood, when you hear about the death of Allan and Garnett, fucking hell made me break down to tears.
Vampire the Masquerade Bloodlines. When you have to leave that first city, or when [sp]Jeanette died[/sp] because at the time I didn't know it was preventable. Or EP2's ending. Or in the [i]beginning[/i] of HL2 when you walk by that playground and hear kids playing, because if you stop and think about it for awhile, it just gets depressing. It's like how if you think about some of the things in HL2's storyline you realise it's demented.
Actually I take back what I said, the first time dogmeat died when I was playing Fallout 1 was pretty upsetting, after he died I felt like to took him for granted. I was glad when Ian died though, can't aim for shit.
Pretty much most of the Metal Gear Solid series endings, they all had they're sad moments which brought me to tears....god i love these games.
I'm not even kidding I can't play anymore than 15 minutes of Amnesia I'm so scared.
[QUOTE=CommanderMayhem;28353491]I'm not even kidding I can't play anymore than 15 minutes of Amnesia I'm so scared.[/QUOTE] Skype chat with someone while playing, it'll take the edge off bro.
When a comrade is dying in Arma 2 and there is nothing you can do to stop it, and they say over the radio in their monotone voices "2 is injured, 2 is dead" [editline]1st March 2011[/editline] And when everyone in every squad is dying around you and you realize that all hope is lost, so you use a "suicide" script.
In Red Dead Redemption and GTA IVs storys I got really attached to the character, nearly wept at the end of RDR and felt terrible at the end of GTAIV
[QUOTE=JuniorG;28353590]Skype chat with someone while playing, it'll take the edge off bro.[/QUOTE] So my friends can tease me while I scream, whimper and cry?
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