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spoilers for Dark Souls 2
Meeting King Vendrick at the end of the catacombs.
Since you first reached the hub town (Majula), you've been told that Vendrick has the means to cure the undead curse and all you need to do is find him. And so the entire game up 'till this point has been about reaching his castle and then when you discover he isn't there, tracking him down to the very bottom of the catacombs.
At the end of a long corridor full of enemies, past a recurring boss fight against one of Drangliec's many dragon riders, you pass through the fog wall and face Vendrick's bodyguard, Velstadt. It's an okay fight, not particularly flashy or difficult but at least it's not Prowling Magus.
Velstadt falls, and the only way forward is a short, narrow corridor that opened up behind him. The corridor leads down into an unlit room and in the dark you can faintly make out some large shape moving about the farthest side of the room to you.
As you get closer you hear Majula's familiar theme begin to play as the creature in the room takes shape before your eyes.
It's Vendrick, succumbed to the undead curse.
So hollowed by now that he doesn't even acknowledge your presence, instead slowly walking the same circle in a loop. His withered arms barely able to raise the sword he once used to slay the king of the giants.
"What am I supposed to do now?"
As I sat there trying to figure out what my next steps were supposed to be, I couldn't help but contemplate Vendrick's fate.
Time and time again this game presents you with the inescapable nature of death. Of how no matter how good a life you lived it will come to an end. No matter what legacy you try to secure it will crumble and be forgotten. The iron king in all his tyranny is naught but ichorous earth now, even Vendrick is dead (though his body hasn't caught up on that yet).
"If life is short, and my deeds are inevitably forgotten," I thought to myself, "Why the fuck am I living as a man when doing so makes me miserable?"
Long story short, the next day I finally worked up the courage to talk to my GP about a gender service referral.
The final ending of Nier: Automata.
That game was all about a lonely world and then turned it around at very end. It’s not exactly hard to ask for help, but sometimes someone turns to you to ask if you need it. And even in a lonely time, it’s very nice, touching even, to think about someone reaching out to help.
Of course then, after accepting the help, I made the choice to offer myself to someone’s aid.
It wasn't exactly profound so much as it was a sudden appreciation for just how deep the game had gotten its hooks in me.
The end of Persona 5.
I was sad because it was over, but not just because I liked the game, I've experienced that before with plenty of others. What I felt at the end of that game was something I'd never felt playing a video game before, and that was a sense of loss. I didn't just want to play more of the game, I wanted to spend more time with these characters. I'd gotten so attached to them, and so into the life sim aspect, that when the credits rolled, it felt a little like I lost my friends.
Now granted this was during covid, and I was quarantined alone, having not been able to see my actual friends in months. Burning through Persona 5 became my primary unwinding activity for a few months, and as I got deeper into it, I spent solid days with it. So it's fair to say I was in a very susceptible state of mind to attach myself to some characters.
But even without that, I think that game really hit something special for me that made me temporarily forget these weren't real people, and for a fleeting moment, I felt a profound sadness at their absence
I killed an ODST for his sniper. Then I realized he probably had a family and reloaded the checkpoint. Never hurt a human npc in Halo ever again.
Journey by thatgamecompany - it is difficult to put into words what it is exactly that I experienced, and I think every person's take away will be a bit different, but there is a profound and overwhelming experience to be had with that short but wonderful game.
Firewatch has a turning point in its story which hits like a truck, and is very grounding. It takes a story which has felt almost whimsically frightening, and brings it much closer to home emotionally.
I started Fire watch and then got distracted by other things. I really need to get back to that.
Whole-heartedly agree. It’s worth it.
Detroit: Become Human.
The demo gives you one level, playing as an android helper to the police, helping to solve a murder.
The full game really took me through the looking glass in terms of empathy. Can't really say more without significant spoilers.
Kicking a window through because my brother beat me at Pipemania.
CoD: Black Ops 1 is a freaking masterpiece. It made me expect more from videogames and appreciate the little details. Then Ghost Recon: Wildlands and Fallout 4 were the first games that made me realize that an open world with such content was possible and the RPGs world. I know they are not massive, but I had only played in an Xbox and I had to be picky because I'm no rich. But yeah, I only have good anecdotes with those games and how impressive it was for me, mostly Fallout 4 because of secondary missions that had an impact on me, and then the other Fallouts which I'm playing in order right now and every one has its own impact, I love the franchise.
Extra: I love R6 and it was one of my favorites of all time, then I was introduced to the enshittifcation concept without knowing it lol. I kept playing Battlefield 4 rather than returning to R6.
At least two very different for me:
Myst: I was very small when I played it so maybe I missed some slightly hidden warnings or foreshadowing. But basically during the whole game two brothers that are trapped in two magical books claims that the other brother is evil and trapper him in this books.
It looks like the only way to progress in the game is to trust one of them and go do the quests they are asking in order to free them.
I thought I was smart and did everytime both quests for each of them, my plan was to save before the final quest of one and check if is the "good" one, otherwise reload and finish the last quest of the other.
I finish one guy. cue evil laughter I finish trapped in the book and the evil brother laugh that he managed to lie to me for this whole time. Fine, let's reload 5 minutes ago and free the other one. another evil laughter basically same thing happen with the other ... wtf ? There is no good ending to this game ??
Turned out there was the dad of this two also trapped in another book that was hidden somewhere else, he was the real good guy and lead to the good ending.
So: don't trust anyone, always look for more options than the two obvious choices that are only an illusion of free will. Lesson learned at a young age.
Other one that is more coming from the community than the game itself: world of Warcraft (vanilla, when it get out), more specifically beating the end boss of the latest raid for the first time. Especially when you are the raid leader. It give such a satisfaction and sensation of fulfilment.
There are a lot of games that require a lot more personnal skill than WoW to beat a boss. But getting 40 people to be ready, prepared, have to good class and good equipment, and play together for hours in order to achieve this common goal is incredible.
Basically the whole premise of Paradise Killer. Who ought to seek justice? Can a government be irredeemable? Is justice even possible?
I loved how that game managed to have an A E S T H E T I C that was absolutely gorgeous AND perfectly matched the games themes. It's also one of very few games where the open world-edness isn't just a gimmick, but is integral to the game play. A real detective doesn't get LEVEL COMPLETE messages or 10/10 CLUES FOUND.
Oh, and finally everyone was hot and the music is an absolute banger.
An RPG on Steam. A story beside. Never thought I'd play a RPGMaker game. One of the best storytelling I've seen. An incredible and truly magnificent voice acting and a gripping story. I was left without words at the end.
Played a cracked version of the game. As soon as I finished it, I bought it for me knowing I wouldn't be doing a second playthrough and bought 3 other copies for friends.
I think I'll remember it until my last day. Also, a single playthrough of this short game made me understand why voice acting is important, and what it can create when it's truly good.
The entirety of the last of us parts one and two
To the Moon.
It's a short story that's made into a game. The gameplay piece of it is minimal, but it's all about the story. I can't say too much about it buts it's an absolutely beautiful story with SNES style graphics that reminds me of the movie Arrival.
Had me speechless... Didnt know how to exist for a few after...
Homeworld mission three. Adagio for Strings still gives me chills because of that game. That was when teenage me realized videogames could be art.