Even in Papyrus's dialog. If you reset the game during any of Papyrus's lines while encountering him through the woods in Snowdin. The conversation will completely change to Papyrus realizing he's said all this before and Sans trying to keep him on track.
If you killed Toriel and reset the game, there's a very chilling line in Home while talking to her that goes something like, "You don't know how to tell her that you watched her die."
Almost every scene in the game can be altered slightly by some form of save/resetting. It's one of the most charming things about the game. Even when it doesn't affect the story or the endings at all, using particular items in particular battles or save-scuffing to get new dialogue just makes the characters feel so real.
One of the games that's also secretly juges you is "Don't starve together ". The game never says it,but there is a morality meter that goes down every time you kill something that doesn't attack you first, do it too many times and game sends a Crampus to steal all your stuff.
@@meliasnahtony2951yes, easily, though it does a lot of damage, can kite you so you need to time the attacks if you want to dodge (or just wear armor), and depending on how long you survives in that particular world, multiple will spawn. They also steal any item off the ground, annoying if you were killing the innocent creatures for their drops, and if left alone too long disappear with their loot. The easiest way to kill them is to stun them (ice staff, sleep darts or pan flute) and just continue attacking with a good weapon and armor.
The space ending ISN'T locked off by Johnny liking you. You can also get this ending by infiltrating Arasaka Tower with Rogue and then having Johnny join Alt on the net instead of taking over your body. The main change is that Johnny pilots your body during the assault and Rogue is killed by Adam Smasher while trying to get one of the last doors open. If you go by yourself/just with Johnny, then no one winds up sacrificing themselves, so all of your friends who lived until the ending continue to live on into the credits.
came here to say this. "The Sun" mini-plot where V goes to space isn't one of the endings, it's an epilogue. It's even possible to do "Don't Fear The Reaper" and still end up giving Johnny the body after "Changes"! The only thing V / the player gets out of the secret "(Don't Fear) The Reaper" ending to the main story is the satisfaction of completing the most difficult ending and doing an ending where none of V's friends get put in danger. Also getting to hear the line "Time to party like it's 2023!" as V attempts to recreate the lobby scene from The Matrix is a nice reward ;)
@@chrismanuel9768 Hot Drifter Momma indeed and riding with her and her crew sounds like a better ending. At least then you know you're with people who care about you, even if worst comes to worst. You've already made your name in NC, it's time to hit those dusty trails and ride off into the sunset.
What I love about that secret ending in CP 2077 is how halfway through it, Johnny laughingly replies to the tune of "holy shit! this plan might actually work!!" And you can hear in his tone that he's very pleasantly surprised that it's playing out like this. Revealing that he didn't actually think you would pull it off, he just wanted a way for V to die with his honor intact, and nobody else dying as a result. Like he HOPED it would work sure, but he didn't think you actually had a chance to solo run the tower. So as you push further in, he gets this gleeful undertone to his banter. It's really fun to experience.
Chrono Trigger does this right up front. At the beginning of the game Crono is about to go to the fair when his mother tells him "I want you to behave yourself today." But hey you can go to the fair, grab a shiny pendant before helping up the girl, steal someone's lunch, etc. A little later in the game Crono ends up on trial, where any good or bad deeds are brought up, and the game quite literally judges you guilty or not guilty. Not that it matters because the game advances the same, but still.
Because Chrono Trigger is my favorite game ever, here's a little-known trick for getting ALL the jurors on your side: They marked one of the in-game flags wrong for the "cat rescue" bit, so that if you talk to the little girl who lost her kitty first, it's actually an insta-fail for one juror! So ironic that the only way to get that one guy on your side is to come in already with the knowledge of the lost cat, and don't talk to the girl until the cat is already following you around! Now that's TRUE mastery of knowledge of events of the past to affect the future!
Chrono Trigger was the first thing I thought of. And I LOVED how you actually DID get warned by mom. Also, other things that affect the jurors: Talk to Melchior and depending on whether you tell him you'll talk to the girl about selling her pendant. Whether or not you wait on her to get candy. Whether you immediately give her her pendant back when asked. Whether you blame Marle for starting the whole thing or you take responsibility for running into her. I remember my first playthrough I got a Not Guilty verdict, but I'm also the kind of gamer who will reload a game save if I say something that hurts an NPC's feelings. 🤣😂
I love that you guys put a list of the included games at the beginning. So many channels will just be like "spoilers ahead!" but they never say for what games. And then WhatCulture almost always will be like "timestamps for the spoilers are in the description" but they very rarely actually put the timestamps anywhere in the description.
This is why I always try to choose the good option in a game first, even when I really don’t want to, because I’m paranoid about getting a bad ending if I’m too vengeful.
@@TheRandomEevee Same. I'm doing my best to get through a Renegade run of Mass Effect Legendary and it is *so hard* for me to keep being mean to everyone.
In Famicom Detective Club: The Girl Who Stands Behind, the game is normally a point and click visual novel adventure game where you talk to characters in order to solve a mystery. However, your interactions with NPCs are monitored and used to determine your personality. At the end of the game, the outcome of your personality test is used to check your relationship compatibility with Ayumi, the game’s leading heroine. The real plot twist is that the entire game was an elaborate dating sim.
If I thought I was being monitored by the girl I wanted to date, I'd probably reconsider my feelings. Especially if she's building a specific psychological profile on me without my knowledge.
While it wasn't judging you for its endings, Steambot Chronicles had a "nickname" system. Throughout the game, depending on how you interacted with other characters, what you wore, what activities you partook in, and what you had equipped on your giant robot car, the game would give you titles like "Lazy Elephant Violinist" because you did nothing for a few days, had Elephant-themed apparel on your vehicle, and played the violin a few times. Or "Sleepy-eyed chef" because you spent time sleeping while dressed in a chef outfit, you know, as many of us secretly do every Tuesday night.
A subtle case in Haunting Ground - the game does tell you that it’s important to build your relationship with Hewie (your dog and the Best Boy), but not that it affects the endings. Admittedly, to get the worst ending your relationship with Hewie has to be so low that it’s hard to get by accident. But you have to be careful to praise him, pet him, scold him when he disobeys and not let him get injured too often.
The game that I think judges you the most is Disco Elysium. You can make many choices but regardless of what you do your partner Kim will lay you bare at the end of the game, either openly protecting you or undercutting everything you've done.
Kind of downplayed if (spoiler) Kim gets shot during the Tribunal though, although even without the report the ending gets affected (without Cuno or Kim you can’t go back home unless you’ve spent the game completely sober).
@@bellarmire could you maybe put the spoiler behind an actual spoiler warning? As in, something like this? Spoilers: . . . . So people don’t accidentally read it. Thanks for spoiling me on part of the game /s
The specifics of the Silent Hill 2 endings are pretty fiddly. To get the In Water ending you need to do some combination of examining Angela's knife in your inventory, going to the hospital roof and reading the diary there, staying on low health a lot, and going back to the bar after the hospital to read the message on the wall. To get the Maria ending you need to *not* bash into Maria a lot, don't follow Laura immediately, spend a lot of time with Maria following you, don't allow the sickbed conversation to complete, and go back and check on Maria when you leave her behind.
I got the In Water ending on my first playthrough because I tend to be conservative with my healing items, meaning I wasn’t at full health all the time. Apparently the game interpreted that as me being suicidal. Thanks, game!
I did indeed get chewed out by Flowey for not immediately being able to figure out how to spare Toriel, killing her, and then reloading on my first playthrough xD
To get one of the more worse endings in SH2 you need to examine the knife Angela gives you often, in the same vain as checking on Mary's photo for the better ending.
I hate stuff like that. I get morality systems and multiple endings... but making the endings based on something that you have no other reason to care about is dumb.
@@marhawkman303 In fairness, its pretty difficult to get the really bad endings by accident. You basically have to have your health in the red for most of the gameplay and keep running away from/bashing into Maria and staring at the knife over and over again. I think most people probably end up getting the good end without trying.
@@taylorgoff235 the leave ending is indeed the easiest to get. However, to think of it as the de facto good ending is missing the point of thr gsme. Every single ending is a reflection of james coping with an unbearable loss, and I would even argue the leave ending is potentially worse. In water he's dead. Maria he leaves with...something. a clearly inhuman something at that. In the leave ending, this disheveled, emotionally broken man leaves with a child that clearly has her own issues. Some good ending. Of course, this is just an alternate interpretation, but that's the point, really. In one ending he can't cope, in another he copes through denial and in the third he copes by taking on a responsibility. Also checking the photo gives you points towards the maria ending, not the leave ending. Shows that james doesn't have the strength to move on.
In psychonauts, the milkman level If you get caught by the g-men they interrogate you about everything you did in the level, from talking to girl scouts, to lighting bushes on fire, before resetting you to your last checkpoint
Ib kind of has a mechanic like this. During the game, you travel with Garry - another human lost in the art gallery, like yourself. There are a lot of events around the gallery where you can interact with him, and you can stop and ask for his thoughts on any room. He has a lot of fun, unique dialogue. He's one of my favorite videogame characters, probably of all time. Well, if you *don't* parttake in any of these interactions, or interact with Garry too little, you are LOCKED out of the good ending when you fall into the toybox. In the good ending, you will drop your rose (which is tied to your life force) and get separated from Garry by the fall. You'll be able to pick up your rose before waking Garry, and then keep moving on with him. In the bad ending, you drop your rose, but it doesn't spawn on the map, meaning you just have to wake Garry. Mary finds your rose and uses it as leverage, swaps it with Garry's, as Garry cares more about your safety than his because you are a child, and Mary proceeds to play love me, love me not with it. As she picks the petals off of it, he slowly gets weaker and weaker, and then dies. It is arguably one of the worst endings in the game, as anyone in their right mind should feel bad about lovable, scaredy-cat Garry dying in a cursed and haunted art gallery alone while everyone forgets he ever existed after leaving.
It goes past just this! If you had him attack any of the creatures of the gallery, like the mannequin heads or kicking the dolls, he can also slowly start to go insane and if you fail the doll room with his sanity low enough, he could be lost to insanity for good and be unable to leave the gallery as a whole. I love Ib and the way it plays with all of this!!
You’re actually wrong, Gary’s life depends on the DOOM meter. The game’s endings depend on 3 different counters actually. 1 is Garry’s friendship, you get points by interacting with him. The second is Mary’s friendship, and increases in the same way and by agreeing with her. The last is the doom meter. Garry dies if your doom is too high, which happens if you destroy the art museum, fail the doll room mini game, etc. If you aren’t close to Garry, he will survive, but he won’t cut himself on the glass and require Ib’s handkerchief. Which makes it so Ib and Garry forget one another. If the doom counter is high, that’s where the bad ends come from. Cuz regardless of whether you spare or kill Mary, it’s a pretty sad or bittersweet end. And tbh, I think the game has worse endings than the one you described. Besides all 3 versions of “Ib all alone”, there’s 2 endings where if your doom is too high and you fail the doll game, Ib will give up. If your friendship with Mary is high enough, she gives up on escaping and decides to stay with everyone. However, since she’s not human she doesn’t realize that Ib and Gary die cuz of the other painting friends. So shes just sitting, talking happily with 2 dead bodies, not realizing she’s all alone. If your friendship with Mary isn’t high enough, Mary will try to leave without killing either of you. And because she didn’t take anyone’s place, the museum decides to punish her, and she wanders alone in the dark crying for help, and dies. So all 3 die.
@@BelBelle468 Christ. I love this game. I guess Forgotten Portrait just sticks out to me as particularly tragic in the way that it's pretty brutal that one survives and completely forgets the other, haha. Thanks for the extra info !! I didn't realise that there were different metres rather than just having all of the endings be choice-based, but it makes sense when you think about it :o
@@BelBelle468 Mary got done dirty in her alone ending, honestly. She tried to drag Ib and Harry out when they went insane, but failed, and when she finally escaped, the whole world just decided to slowly fade away, leaving her in a constant darkness. I know she's an evil, scheming selfish brat in all other endings, but she really didn't deserved it this time.
Most games in the Megami Tensei series have a hidden Karma mechanic. SMT 4 is a good example as it locks you in to a specific ending and does not give you a practical way to check your alignment if you are trying for a specific route, making the neutral ending a bit of a chore to achieve.
SMT4's is actually really, REALLY obnoxious, because you need to between a value of 8 and -8 after the final choice to get the neutral ending. The final choice will either give you +10 or -10. Its possible to be TOO NEUTRAL to get the Neutral ending if you don't plan to be at least a little bit of an extremist in advance.
@@TuskaiTheKid sounds like they really needed a third option with no score change. Shame I don’t know enough about the game to know if that would even be possible.
@@demonzabrak There is a third, neutral option. It ends the game early and you don't get to fight the final boss. Tbh, I don't really get why people act like that last choice is such a big deal when there are several choices like it. The other guy made it sound like you can pick a Neutral option for every choice except the last one which greatly alters your alignment score, but there are actually several major choices like that throughout the game. At multiple points in the story, you'll be forced to choose one of two major choices that will heavily affect your alignment score. The trick isn't to stay Neutral the whole time by saying no to everyone. It's to balance the number of Law and Chaos points you have, which can be confusing but not really as hard as people make it seem.
My problem with the morality system in most games is that you can be an evil bastard... and that's the GOOD guy option. I go into a lot of games wanting to play the good guy, but then finding that I can't progress without torturing someone, murdering an innocent, betraying a friend or the like.
Play biomutant. Its the complete opposite. You can't end the biggest dickhead in the game without being judged for it. Luckily it doesn't affect your ending if you collect enough "good noodle stars" via side quests. Did this by accident tho.
And then there’s Undertale where you can be kind to everyone except for having to fight two enemies but still have to leave someone behind to a fate worse than death
@@WillieManga But the whole point is when you find Alphys she tells the Underground everything and lets them go, and they seem to be happy despite their state! It's Flowey whose ending I didn't work my ass off to be stuck with!
Metro 2033 locks the good ending behind getting "Moral Points", which you earn through doing nice things for others, refusing certain rewards for quests, and fully listening to enemy idle dialogue before you stab them in the neck. I only learned this existed after finishing the game without getting the good ending and apparently Last Light just goes with the bad ending as canon so I'm guessing a lot of people also had no idea that system existed on their first time through (it was probably all the premature neck stabbing that cut me off)
"...apparently Last Light just goes with the bad ending as canon so I'm guessing a lot of people also had no idea that system existed" -- Played both games years ago and I didn't know this until today.
Chrono Trigger was one of these games. You play along just fine and then are taken into a courtroom and judged for things like walking past someone without talking to them or picking up an item during a festival.
The trial comes about a third, or maybe half-way through the game and doesn't really have too much impact on the overall story or endings so perhaps not quite worthy of being on the list?
Man, I remember being so mad on my first playthough that the game was suddenly judging me for trivial things I did at the beginning of the game. 😆 After that I always checked a walkthough to make sure I did everything perfectly so my record would be spotless.
Ah yes, the courtroom. And after you beat the game, or restart it, and play it perfectly up until that point, you realize that you're still going to jail.
Yeah, I was shocked it wasn't mentioned, it feels like the literal answer to this, especially as it even looks at if you killed the possessed humans or used too many of the alien upgrades.
There's a neat line of foreshadowing too talking to Sarah Elazar: "I don't know what you're planning, Morgan, but just remember: the only thing that matters is how you treat the people who are still alive."
Prey doesn't actually care what you did in game, it changes some dialogue but as long as you don't try to bail early your end game options which determine what ending you get are the exact same.
The final ending doesn't change at all no matter what you do. Just the phrases change. To be honest, the ending is one of the weak points of the game. It feels like it didn't finish
There are multiple endings in which you go to space.. the one you get from Johnny specifically is about a suicide run that lets all your companion characters live... because whenever you choose a group/individual to help, something tends to happen to them during the final mission and going on the suicide run means that you are sparing everyone from that risk.
The Mass Effect series is all about judging you. Not finishing their loyalty mission can cause your squadmates to die in ME2's Suicide mission. If they survive, they can even die later in Mass Effect 3! I know that dating Miranda in ME2 and dumping her in ME3 will cause her to die also, even if you finished her loyalty mission, so there might be other Romance options who are the same.
Then in a really meta twist, it judges you outside the game too. Or maybe you guys missed that, but it was a lot of fun after the game came out. If you criticized the ending of the game (if you've never seen the original endings, you really, really should), the developers would openly accuse you of all sorts of awful things, because their ending was perfect just the way it was. After months of deflecting valid criticisms they finally caved in and updated the endings to something that kind of sort of respected the important player choices they'd been talking about up until that moment. Oh when I said fun, I actually meant it was one of the worst things I've ever seen a developer get away with doing. ME3 was a travesty.
@@KingRidley I think you've forgotten just how vitriolic that criticism was from the fan side of things - there's a reason the reaction is as much known for the anger and harassment from fans as it is for Bioware eventually making the extended endings. It was an embarrassment on both sides.
It is sort of trivial, but the original Final Fantasy 7 had a secret system that judged you. Sort of. It kept track of how much you interacted with Barret, Tifa, Aeris, and Yuffie. The one you interacted with the most is the one you took on the date in the Golden Saucer. While it is possible to date Yuffie, you basically have to spend the entire early game being a jerk to both Tifa and Aeris.
I could be wrong, but I think I heard you can farm those points for Yuffie by constantly 'failing' to recruit her. I think you had to do all (or most) the dialogue choices correctly and then mess up at the end. Again not 100% sure this is true or not though.
@@chaossnowkitsune6377 yeah, looked that up in a guide at some point. You have few options for Yuffie, and that was the easiest one to farm for liking her.
@@chaossnowkitsune6377 To quote the wiki: "For every correct answer Yuffie gets +2 points, for every wrong answer there is no change. It is possible to give the correct answer for all the questions except the last one and repeat the event to increase her affection value each time. However, the player will lose 700 gil each time, as Yuffie robs the party once the player enters the menu. The highest amount of affection points the player can get like this is +30, so the player can do it three times to benefit." So there is a limit, but doing it would mean that Yuffie would be at 40 points versus Aeris' starting at 50. Additionally: During "The Nightmare Beginning Anew" When captured, Tifa asks Cloud if he can break out: Note: This question can be answered repeatedly, and adds or subtracts to Tifa's value from 0 up to 255 with each response. So Tifa can be made a non-factor with just one event.
When I first encountered Demon Snake in MGS 5 I thought it was a glitch, but then I read that this happens when you kill a lot of people. I mean A LOT of people. So looked at my stats screen and saw that my kill count was at 758. I saw that number and thought to myself, "Oh... maybe I am a demon." Last I checked my kill count is north of 1200. It's not my fault MGS 5 made killing so satisfying.
But would you actually be saving him? If you quit out early Mike might die from those snipers so that what we have here is a case of Schroedinger's Outsidexbox presenter where he is always both alive and dead until the end of the video. Then he's shot. Possibly.
Layers of fear, played through the whole thing and after I reached the ending it turned out that not only was the game judging me for my choices but to my surprise I was actually making choices the whole time and not realising.
Wait, there are choices to make in that game? I had always assumed that it was just the epitome of the "walking from point A to point B and getting spooked along the way," type of horror.
@@UtterlyTangential They aren't blatant choices with immediate repercussions, but yes, you do have some control over the actions you take or the order you take them. Things like ignoring/escaping the ghost lady have an impact on the ending you get. I believe there are only 3 main endings though. The DLC story was even better imo. I know there were at least 2 endings, but I don't know how many exactly. The choices are a lot more noticeable than in the base game - you're playing from the POV of a daughter remembering her father, and the actions you take in the memories determine whether the present-day woman forgives him for her upbringing or not - very similar to the plot in one of the games mentioned in the video actually!
It was honestly refreshing to hear someone explain mitochondria as something besides "The Powerhouse of the Cell" even if my science teacher would slap me for quoting it.
This reminds me of Devil Survivor: where you are, which characters you choose to interact with, what actions you choose to take, all influence the roster you get throughout the game and also determine which endings you unlock.
That's most SMT games in general. You don't just choose Law/Chaos/Neutral at a hinge point in the story. The games take into account all the dialogue choices you've made until that point. I think the demons you use also influence what path you go down.
By far the best ending in SH5 was where the Dr. Says they are making progress then describes how in other sessions she basically gave the stories of SH 1and SH3
Vampyr needs to be involved in this list. The game tells you some consequences of feeding on your flock, but far not all. The ending judges you hard, even for the smallest snack...
It is kind of funny that draining a few characters completely ruins a neighborhood. I ultimately did the no non-thug blood path, well, except a certain medical character because he goes a bit maniacal if given something special.
@@AlmightyPolarBear Yeah, but in the mean time, the game is virtually unplayable without getting some of that sweet London Red, so the kind of sh*t the game gives you at the end feels a bit of a slap in the face
I dunno, I got the "no consumptions" cheevo on my first playthrough absolutely sure that converting Sean and the spoiler character would compromise it. If anything it's too easy to play without consuming, only lock I hit was the theater fight with whatsername but it was only a matter of getting gud, four or five tries maybe?
Code Vein arguably does this. As you progress through the game, you will eventually come across bosses called Successors. If you do not recover all of their individual vestiges in their areas before defeating them, they are forced to die as you absorb the Relic they were holding. If you do not save any Successors, you will get the worst ending. With this bad end, you will skip a boss entirely, but your player character also ascends into an evil, nigh omnipotent being called "The Queen". Then gets ran through by Louis (one of your companions) to prevent you from rampaging.
in general not recovering every successors' memory also means you keep the current status quo which means the current tax system that makes revenants' life a constant ticking clock until they go mad or kill each other for blood. It's like slightly less awful than the bad ending but it's still pretty damn bad
Frostpunk secretly judges you the whole time on what laws you choose and how well you look after your people and others around you and then highlights every slight infraction at the end of the scenario just to rub in how evil you are.
I thought of Iji, another indie game where the best ending is locked behind a pacifism run. You're explicitly never told that there's anything better than the standard ending, but might make an attempt after learning that some of the invading aliens are refugees being chased by an army. Get some indication that the game recognizes the difference when one faction offers a truce and start to get changes to cutscenes. Also a subtle hint through how the main character's demeanor changes during a normal run, starting with a meek apology to your first kill and transforming to war cries during attacks after enough kills under your belt. I also like Iji's version of the pascifist run since it adds a puzzle layer to an action game as you need to figure out how you'd allocate your limited level ups so you can bypass some "mandatory" fights.
Chrono Trigger had one of my favourite examples in this. During the tutorial of the game you meet the princess of the kingdom and after the tutorial a court case is held using choices you made. E.g. when you first meet her she falls over and drops a very valuable necklace and I because it was my 2nd time in the tutorial picked up the necklace first only for the court to decide that because I did that, obviously I didn’t care about the princess and was just after money.
This isn't exactly the same but in kingdom hearts 2 there's an invisible counter on screen keeping track of when and how often you use forms and it increases the chance you'll get anti form.
Anti-Form's counter is actually a little deeper than that, it's not only based on your form use but what fight you're currently participating in. It has a doubled chance of occurring against Org13 and a few other fights, but this drops to zero in most fights where there are supporting party members present. Its also got something likea 4x multiplier against (I think) Armored Xemnas, so it seems like Anti a) has some connection to Xehanort and b) is avoiding being seen.
What about Prey (2017)? It’s literally revealed to judge you at the end when you discover that you were one of the alien bad guys all along, who’s being tested to see if the bad guys can actually feel empathy.
The writing in that Silent Hill 2 ending, giving the tendency for the time to show mania as a sudden snap due to irritation is horrifying. It reads like a threat, knowing what we know about Mary’s death. So I guess if you got that one, we’ll see you again in Silent Hill, a couple years from now for another brain twisting... Chilling.
When they mentioned Parasite Eve 2, I remembered my experience with 3rd Birthday, which was mostly positive, a game I enjoyed. Except! I somehow unlocked the shower scene, not even knowing it was an option, much less pursuing it. Talk about the most stressful 5 minutes I ever spent at my grandmother's house, sitting there, staring at my PSP, and fervently praying no one was going to come up behind me and go "whatcha playing?" SPOILERS AHEAD Then, you get to the end of the game and realize you have not been playing a grown woman in her 20s, you've been playing a pre-pubescent girl in a grown woman's body. And quite possibly watched her shower. The game might not have judged me for that, but I certainly do. All this to say, there's a list idea for you: games that made you judge yourself once the twist was revealed. My nomination is silent Hill 3, that moment when you're told all those monsters trying to kill you were frightened people running from you. I... I had to stop playing for a while.
If a prepubescent has an adult's body, they aren't prepubescent. They already went through puberty. Precocious puberty is a thing... the one reason puberty blockers were developed in the first place (so that the child would have the mental capability to understand what's happening with their body). But, yes... learning that the character may look 20 but is younger than you, as a teen, is messed up.
An example I'd include is Suikoden IV. In it, your character's best friend betrays you at a point early in the game. Then, throughout the game you're given multiple encounters with him where you have the option to kill him, which would be entirely reasonable given all the things he's done. In order to get the good ending for the game though, and get a powerful upgrade to the main character's Rune of Punishment, you have to continue letting him live throughout the game so that you can recruit him as the last member of the roster near the end of the game. Oh, and if I recall correctly, there's a hidden value that you can affect by taking certain actions, (such as choosing to punish people too much in an optional minigame), which when low enough forces you to execute him, locking you into the standard ending.
As a _Suikoden_ game, that's not much of a surprise; most of the games give you the option to kill some of the people you fight, and they'll join you afterwords. Combine this with _Suikoden II's_ 'best friend on the other side' and the only surprise in _IV_ is how annoying and unlikable the jerk is.
@@boobah5643 Yea, I know in general it's fairly common for you to be able to kill or just permanently miss characters. I guess more my point was that it can be a bit surprising when the game gives you so many reasons and chances to kill him. I was also originally thinking more about the fact that the game can force you to kill him if your hidden "forgiveness" values are too low, but I kind of got distracted explaining the situation and didn't mention that until the end.
There's a one-off example in Fallout: New Vegas DLC "Dead Money" - when you first meet Dean Domino, there is a speech check using the Barter Skill. If you use this speech option, it secretly makes reconcilliation with him irrevocable, meaning no matter how you treat him after that, once you encounter him again in the Sierra Madre itself, you will be forced to fight him, rather than it being a matter of how you treated him prior to that point.
Tactics Ogre has an invisible stat called Chaos Frame for each of the nations, it controls how the different nations perceive your actions and can lock you out of certain decisions, or people to recruit, you have no way of calculating it except for how new recruits of each faction perceive you as a leader which can get muddled by their personal loyalty which is another hidden stat that can cause units to desert you
The main thing that still surprises me about gta 5 is how for a game from 2015 it still looks pretty amazing today and I still love exploring the huge map especially using the amazing oppressor mk 2 flying bike
I think the most well known game with that it Metro series. When I first played it I didn't know about it, but every time you did something good or bad, you could hear a sound in the background and screen got brighter or darker depending on the action and those would affect the final outcome.
This! A shooter that was quietly judging you and even changing the ending if you shoot the wrong targets. Exodus had one of my favorite examples where the "best" thing to do was to I tentionally fail a QTE to leave a would-be attacker alive long enough to become plot.
MGS5 made me change the way I played the game based solely on the fact that I couldn't wash the blood off snake literally and metaphorically. The game legitimately made me face the demon that I had made. Never using a rocket launcher or artillery to clear out some soldiers in any game ever again in any game.
Silent Hill Downpour also judges your actions. In addition to two big choices whether to try to save Anne and JP, your aggression towards the monsters is also taken into account. The more aggressive you are, the less aggressive the monsters will be, indicating that Murphy is a ruthless killer and they are afraid of him.
Alpha Protocol judges you constantly - sometimes openly, with characters liking or disliking your dialogue or actions, and sometimes more subtly. A lot of elements of the ending are locked off by certain actions, so for example you can't manipulate the villain if you're too non-violent.
Some games that judges you in a way is the Star Ocean series. Depending on your dialogue and who you keep in your party affects the endings you get. Especially in Til the End of Time.
Life is Strange 2 judges you less for being good or bad, but for the consistency of those choices. Making a choice at the end that’s at odds with how you played throughout and you will wind up losing agency over that final choice. Sometimes to devastating effect.
It's not the space ending that's locked off by the mid game convo with Johnny. It's a secret solo run choice for the final mission where Johnny goes it alone without any help from the games factions.
X-Com went even more meta. The canon ending was defined by how much percent of the playerbase actually beat the game... And since it wasn't the majority, X-Com 2 is set in a canon timeline where you FAILED at X-Com 1. The game dosen't judge you, it judged ALL OF US.
For classic adventure games, in Sierra's _Quest for Glory 2: Trial by Fire_ you have an "Honor" stat that changes according to various tasks you do. When it comes to endings the game only has one, where you stop an evil wizard from summoning an all-powerful djinn into the world. BUT if you are playing as a Fighter, there's a number of hidden tasks throughout the game you can perform to be deemed worthy of becoming a Paladin during the ending, and be able to import your character into subsequent games as this hidden class.
If you're talking about being secretly judged in Trial By Fire, what about the part near the end of the game where you can watch Zayishah getting changed with the x-ray glasses? IIRC, doing so makes your character get killed immediately afterwards.
MGS3 also silently judges you. Because even though the game doesn't tell you this, it keeps track of how many guards you have killed, which eventually comes back to bite you. During the sorrow "fight", Every single person you have killed will be in the river with you, making the entire Sorrow segment, Much harder.
Cry of fear did such a good job of silently judging me I didn't even realise there were multiple endings until a friend and I got into an argument about what happens.
I feel like the Dishonored franchise could count as games that silently judge you throughout the levels. In the first game, if you are extremely violent and kill everything in your path, the game reflects the damage you’ve caused, making Dunwall bleaker. The diseased rats spawn in larger and larger hordes, the weepers are more frequent, and most damaging of all is your relationship between your daughter, Emily, and Samuel Beechworth, the Boatman. In the high chaos ending, Emily has been shaped by your violent actions, and Samuel will actively rat you out by firing a pistol at Kingsparrow Island. In the first game’s Story DLC, the Knife Of Dunwall and the Brigmore Witches, Daud’s behaviour will affect the outcome. If he continues his violent ways, then Knife of Dunwall ends with Billy violently attacking you and after you beat her, she won’t apologise. In Brigmore Witches, even if you defeat Delilah without killing her, the DLC ends with the High Chaos Corvo killing Daud. In Dishonored 2, the game’s Karma system is a little more refined. Now, instead of it simply being how many people you kill, it’s *who* you kill that matters. If you (as Corvo or Emily) only kill those Jessamine’s heart has revealed to be cruel or cowardly, then the game won’t be affected too badly. However, if you murder people needlessly, then Karnaca becomes a nightmarish place, with bloodfly nests everywhere, and an increased number of Keepers. However the part of 2 that I find most unique is the impact the player has during the Aramis Stilton section of the game. During this section, you use a timepiece crafted by the Outsider to flit between the past and the present. If whilst in the past you knock out Aramis, saving him from witnessing Delilah’s return, an event that left the poor man mentally broken, then when you return to the present, Stilton Manor will suddenly be returned to it’s opulent glory, instead of a husk. However, if you *kill* Stilton, when you return to the present, the manor is no longer a husk, but a living nightmare
I was gonna say epic Mickey Judges you hard, but then I remembered that it really isn't a secret with how Oswald keeps sassing you about every decision you make ever no matter what.
Ok here's my guesses before starting the video (In no particular order): - Prey (2017) - Dishonoured - Silent Hill: Shattered Memories (since it's the thumbnail) - MGS3 (The Sorrow segment specifically) - Oddworld: Abe's Odyssey - Bioshock - Undertale My result: 2/7
The Cyberpunk hidden ending mission option isn't *quite* about being friendly with Silverhand. You have to get him to like you but *not too much*. You have to be between 70 and 80% of the possible points with him, too many and he won't offer the final mission. (The best ending is leaving with Panam and the Aldecados, that's the only one where V might actually not die.)
That's wrong. It's all about the dialogue choices you make in one particular mission, Chippin' In. Nothing else matters besides three dialogue choices. You can check the Fandom for the detailed requirements for each ending.
I would say the secret ending also has some hope of V not dying - being the living legend of Afterlife and Night City might give V more resources to seek out a cure. The nomad ending is just more hopeful and actively talking about finding the cure. That said, I agree that the nomad ending is the good ending, especially when you play a female V and your love interest is Judy. It’s the ONLY ending where Judy has a happily ever after. The only pity is that in this ending Mama Wells judges you hahaha!
ye i think something like that was the original idea and I'm pretty sure they secretly started this rumour about percentages and whatnot, but in the end, they just didn't implement it like many other stuff
Ogre Battle 64 is the worst about this. The characters you’re able to recruit and the ending you get are tied to your “chaos frame”, a 0-100 number that acts as a karma meter but is only revealed to even exist after the ending rolls. While the story choices you make significantly impact your chaos frame, arguably even more important are the alignments of the groups you use to take enemy cities matching that city's "morale" stat, so that you "liberate" rather than "capture" cities - a distinction which is never called out (and certainly never explained) by the game and has no effects other than raising or lowering your chaos frame. It's incredibly arbitrary, and generally just results in lots of people's first playthrough of the game getting the bad ending.
@@AlmightyPolarBear I think so. I could be wrong. It’s been a while since I played. I think you still have the argument with your mom in the game no matter what.
Always interested in silent Hill shattered memories (also since it was the one my brother got for our wii). To me it seems like it did a lot more with behind the scenes stuff.
It did alot indeed. And it was also the ultimate Wii game. It used rhe controls so well. Point at a place on the screen and you character will point its flashlight there. Got a raspy phonecall? It will play trough the Wii mote. Throw an enemy of you that grabben you from the left. Throw/waggle your controls to the left Etc. Parts of the game were mid. Parts were superb. Ende as a solid 4 / 5 for me
@@Ultr4l0f I still love that game today for the different changes that occur in the game based on your answers in the psychiatrist sections, well the psp version anyway as I’m not a fan of motion controls and I’ve heard people that say they are very difficult to use in the wii version also it’s so much easier to colour the house using a control stick and pressing a button as you can select exactly the area you want to colour instead of using the Wii motion controller which to me looks like just painting vaguely where you want - also it’s the first game I’ve seen where you can take photos with your phone, use the in built map and even change the ringtone such great attention to detail
Mass Effect. The game doesn’t tell you this but based on your conversations and some specific actions you can take over the course of the game, you can influence the way your teammates act and talk. This can create some surprising outcomes like the normally mild mannered good guy Kaiden advocating to let the Council members die, causing the lizard man who blames the Council for dooming his race to a slow extinction to be the one saying you should go save them.
I'm shocked Chrono Trigger isn't on this list. The whole thing with your actions and the trial was iconic. Really though that would be the most obvious one for this topic
@@SgvSth True, but even if the outcome doesn't affect the game that much I still think it's the most iconic example of "a game secretly judging you". And I'm preety sure we all got the guily veredict the first time we played it :p
In my defense I never wanted to kill Toriel. I tried pacifism but the game made it look like I had to kill to get past. I felt so bad because she was a sweetheart and I loved her so so much. So I decided to google it just in case there was a way to save her and there was so I reset so I can save mom! I literally thought I HAD TO to leave the home.
Fun fact: In Cyberpunk, if you choose the Arasaka ending, Yorinobu explain to you that he tried everything to bring the Arasaka Empire to an end and stop his father from his ideals. Yorinobu reveals he did not seek power and control, but only to free the people of the tyranny of the Arasaka Corporation and free them of their fear of Saburo. But the key to it was the prototype Relic, so technically you with the Heist mission made everything much worse... Also, I think Johnny and Yori would've been fast friends from day one if V hasn't been there.
Pizza Tower gave me a surprise by having a JUDGEMENT ending which judges you on how many times you got hurt and how far of a percentage you have in completing the game.
3:05 Probably? This is the incurable cough of death, nobody survived it in any story. That said, the Maria ending is actually hard to get, you have to take care of her and not let her get injured. It's the real end to me, James going completely mad.
Also reminds me of Witcher 3 and how the game judges your relationship with Ciri through dialogue choices that are not always obvious to what ending they are going to lead
IDK what stings more: when you get the ending where she dies, or when you find out (either from Gaunter O'Dimm or CDPR on social media) that Ciri didn't die, she just doesn't want to see Geralt ever again.
In the Prey mission where you have to rescue the scientist trapped in a box floating outside the station, I made the mistake of assuming that he must be wearing a spacesuit just like Morgan Yu. I mean, how else was he surviving in space? Surely the oxygen in the box he was trapped inside wouldn't have lasted long. So I took the option to just open the box and let the scientist out, not realizing this would kill him. And at the end the game was like, "He choose mercy whenever he could, except that one time. Why was he so cruel to that one character?" And I'm like, "Because the f***ing developers didn't make the options clear!"
Metro as well. That series notoriously has a hidden morality system that can affect which ending you get. It’s never explained to the player at any point.
@@FredCDobbs-rd5wi lol. Yah when you perform certain actions (could just even be random like playing your guitar in your room or giving money to a beggar) you’ll see a subtle flash of light. That means you’ve gained good karma. I forget the low key signal for bad karma (such as stealing tips from a musician or killing the wrong type of enemy). But that is essentially what triggers the good or bad endings. Some story beats count as well but they have a ton of little karma moments to give players more of a chance at the good endings. Then proceed to not tell them they exist. The world is always judging you. Even moreso in Metro Exodus as bad choices that seem almost random can lead to character deaths. I would have honestly never known either if it hadn’t been told to me.
I wouldn't say undertale did any secret judging. During the entire tutorial section while you're with Toriel attacking an enemy causes her to chastise you. A lot of different interactions and texts change in an obvious way depending on who and how many you killed (like the alive resident counter at every area that goes down with each kill) It's as openly judgemental as a game without a narrator can get.
One thing about this dialogue in CP77 - i got it on first run, w/o even knowing it (i did not know i need to wait 5 mins though, so i skipped that ending in my first playthrough...). And i did select those answers, cause it was only real option to actually roleplay with him. It is only way to be sincere. ANd IMO it highlights how good dialogues were in this game. Dialogus and character building in all the subtle ways is one thing in which CP77 definetly does not fuck up XD.
The best example was Mass Effect 2. At a certain point it tells you that it's urgent to go kill the main bad guy, but there was no ticking clock, so I ignored it...and it turned my game girlfriend into a Slurpee for that. That was the hardest a game ever made me laugh. Melted my chick right down.
Deus Ex Human Revolution does that in the first proper mission. You're told it's a hostage situation and to get to the helipad, but if you dick around breaking into people's offices and reading their emails first... you're suddenly informed you took too long and it turns out they're all dead. Whoops.
Mass Effect 2 doesn't clue players into the fact that there is a timer attached to engaging in the final mission to attack the villains' base and rescue your ship's non-combatant crew. The longer you wait to do this, even if it is to do loyalty missions for other crewmembers (missions that are presented by the game as urgent), the more of those non-combatant crewmembers will die when you finally get around to rescuing them. One of the survivors will even ask what took you so long. This trips up a lot of players because most video games let the player postpone doing the final mission without any penalty if they still have sidemissions yet to do. The first Mass Effect game was one such example.
@@marhawkman303 In a sense. You have to do individual crewmember's loyalty missions to help ensure that they survive the final mission. But depending on the choices you make, it is easily possible for the final mission to become active before all of the loyalty missions are done. And even if you do all of the loyalty missions, it isn't a given that all crewmembers will survive. That is affected by other decisions made previously in the game and choices made during the final mission.
IF you play it right. You can activate ALL the loyalty missions an get'em done just before the crew is taken. An then there's few or nothing left to do. At times if your fast enough you can both have a well equipped elite squad kicking the crap outta the poor collectors an not breaking a sweat while at it... How embarrassing for them... AND basically save about EVERYONE taken AND and STILL everyone survived to the final game too... I managed to do THAT several times.
A good game that judges you harshly is the blare witch game. The good ending is already a pain to get as 90% of the collectables give you the bad ending the moment you even pick them up. But the epilogue actually has a couple different things depending on what you did throughout the game too, such as how long you keep phone conversations with your wife, or how well you take care of your dog.
And the worst part is that you might have to abstain from shooting enemies and sneak instead. In a first person shooter, no less. The later games are far better at stealth mechanics, but I remember the first one being horrifyingly painful, when doing a pacifist run.
My favorite example of being secretly judged has to be MGS3. The Sorrow boss fight has you walking through a long river full of ghosts of all the enemies you've killed. They'll even show the way you killed them, such as being on fire or having a broken neck or slit throat. But if you only knock enemies out, then the river will be practically empty and you'll only encounter the ghosts of the previous bosses (who you can't avoid killing).
I love you guys. I've been watchin for so long now across so many different accounts. Man I was under a bridge once, hangin out and got bored and laid around watching your vids. I'm 20 now and I just hope you guys stay rad for as long as possible. You're the best, Xyllria
If any Squenix employees are watching (hey, this channel has over 2.5M viewers so it's fairly likely), we would love a Parasite Eve remaster or remake. Thank you ❤
Bushido Blade did the same thing. If you break the code of Bushido, you can't get beyond the fourth opponent, and if you break it afterward, your game ends after the battle.
Layers of Fear is another interesting example. The ending you get is dependent on how many rat drawings you pick up, as well as how many times you're jump scared.
Yeah it’s still one of my favourite ever games today and to me so fun to replay over and over as it’s interesting to see what changes there are in the game world based on your answers in the tests - I really hope there is a sequel or a game similar to it at some point in the future
Also I just remembered Dream Daddy! You can have a bad ending with your daughter where she says you're smothering her and she thinks her leaving home will be good cos you both can have some space; my friend and I did multiple playthroughs but were such poor parents we didn't realise that wasn't the only ending with her for ages 😅
It makes sense. In order to get a body count high enough to trigger demon snake you basically need to go rambo and kill everyone in sight even when not necessary, even if doing so stealthily. So the game just assumes stealth isn't your goal lol.
What about Sherlock Holmes Chapter One? It doesn't affect the ending or gameplay but Jon will keep track of different things in his journey. Bother too many people about a clue, mess up too many times on finding clues, or mess up figure out what happened when recreating a scene, or even do a good job on a case & Jon will make notes in his journal that you may not even notice
Then you have games like The Stanley Parable or Portal that openly judged you
Don't forget Portal 2 that judged us badly the whole game before we are seen with another glaDOS moment at the near ending.
New list idea
You monster.
Where on this scale would online multiplayer games with voice chat fall?
Or rdr2 with the honor system
Even in Papyrus's dialog. If you reset the game during any of Papyrus's lines while encountering him through the woods in Snowdin. The conversation will completely change to Papyrus realizing he's said all this before and Sans trying to keep him on track.
If you killed Toriel and reset the game, there's a very chilling line in Home while talking to her that goes something like, "You don't know how to tell her that you watched her die."
Almost every scene in the game can be altered slightly by some form of save/resetting.
It's one of the most charming things about the game. Even when it doesn't affect the story or the endings at all, using particular items in particular battles or save-scuffing to get new dialogue just makes the characters feel so real.
Were such nerds
@@IndigestionInkwe are😂
Ah yes that garbage game that forces you to play peacefully
One of the games that's also secretly juges you is "Don't starve together ". The game never says it,but there is a morality meter that goes down every time you kill something that doesn't attack you first, do it too many times and game sends a Crampus to steal all your stuff.
How do you make it go up?
@@addison_v_ertisement1678 simple, just stop killing for 8 in game days.
And then you keep annoying him to get his special sack(aka best inventory item in the game) to drop . What was it , a 2% chance on kill?
But can you kill the Crampus?
@@meliasnahtony2951yes, easily, though it does a lot of damage, can kite you so you need to time the attacks if you want to dodge (or just wear armor), and depending on how long you survives in that particular world, multiple will spawn. They also steal any item off the ground, annoying if you were killing the innocent creatures for their drops, and if left alone too long disappear with their loot.
The easiest way to kill them is to stun them (ice staff, sleep darts or pan flute) and just continue attacking with a good weapon and armor.
The space ending ISN'T locked off by Johnny liking you. You can also get this ending by infiltrating Arasaka Tower with Rogue and then having Johnny join Alt on the net instead of taking over your body. The main change is that Johnny pilots your body during the assault and Rogue is killed by Adam Smasher while trying to get one of the last doors open.
If you go by yourself/just with Johnny, then no one winds up sacrificing themselves, so all of your friends who lived until the ending continue to live on into the credits.
came here to say this. "The Sun" mini-plot where V goes to space isn't one of the endings, it's an epilogue. It's even possible to do "Don't Fear The Reaper" and still end up giving Johnny the body after "Changes"!
The only thing V / the player gets out of the secret "(Don't Fear) The Reaper" ending to the main story is the satisfaction of completing the most difficult ending and doing an ending where none of V's friends get put in danger.
Also getting to hear the line "Time to party like it's 2023!" as V attempts to recreate the lobby scene from The Matrix is a nice reward ;)
The best ending, of course, is to be a drifter and get hot drifter mommy to take you and look for a cure while Johnny goes to live in the internet
@@chrismanuel9768 Hot Drifter Momma indeed and riding with her and her crew sounds like a better ending. At least then you know you're with people who care about you, even if worst comes to worst. You've already made your name in NC, it's time to hit those dusty trails and ride off into the sunset.
@@nattykathy the ultimate "Fine, I'll do it myself"
@@chrismanuel9768 Or the ending where you get to be a drifter with the drifter mommy and Judy by your side
What I love about that secret ending in CP 2077 is how halfway through it, Johnny laughingly replies to the tune of "holy shit! this plan might actually work!!" And you can hear in his tone that he's very pleasantly surprised that it's playing out like this. Revealing that he didn't actually think you would pull it off, he just wanted a way for V to die with his honor intact, and nobody else dying as a result. Like he HOPED it would work sure, but he didn't think you actually had a chance to solo run the tower. So as you push further in, he gets this gleeful undertone to his banter. It's really fun to experience.
I also love the Arasaka soldiers calling out something like "It's just ONE MERC?!"
@@mandu6665”just one merc,” and I'm always like, “Nah, it's canon V.”
@@eriiicj.1558”just one merc” “no, IM LORE ACCURATE KIRBY”
@@eriiicj.1558cyberjesus has come to clean some sins and he wields a katana.
PLEASE stop abreviating cyberpunk
Chrono Trigger does this right up front.
At the beginning of the game Crono is about to go to the fair when his mother tells him "I want you to behave yourself today." But hey you can go to the fair, grab a shiny pendant before helping up the girl, steal someone's lunch, etc. A little later in the game Crono ends up on trial, where any good or bad deeds are brought up, and the game quite literally judges you guilty or not guilty.
Not that it matters because the game advances the same, but still.
I mean, depending on how well you got tried, you can get some pardon items to use before you execution, so...
Ogre Battle 64 warned players too, but made no indication that it actually was changing the story until so far in fixing it is impossible.
Because Chrono Trigger is my favorite game ever, here's a little-known trick for getting ALL the jurors on your side:
They marked one of the in-game flags wrong for the "cat rescue" bit, so that if you talk to the little girl who lost her kitty first, it's actually an insta-fail for one juror! So ironic that the only way to get that one guy on your side is to come in already with the knowledge of the lost cat, and don't talk to the girl until the cat is already following you around! Now that's TRUE mastery of knowledge of events of the past to affect the future!
I swear someone from Seinfeld played that game and stole that portion for the finale cause there was no internet at the time
Chrono Trigger was the first thing I thought of. And I LOVED how you actually DID get warned by mom. Also, other things that affect the jurors:
Talk to Melchior and depending on whether you tell him you'll talk to the girl about selling her pendant.
Whether or not you wait on her to get candy.
Whether you immediately give her her pendant back when asked.
Whether you blame Marle for starting the whole thing or you take responsibility for running into her.
I remember my first playthrough I got a Not Guilty verdict, but I'm also the kind of gamer who will reload a game save if I say something that hurts an NPC's feelings. 🤣😂
I love that you guys put a list of the included games at the beginning. So many channels will just be like "spoilers ahead!" but they never say for what games. And then WhatCulture almost always will be like "timestamps for the spoilers are in the description" but they very rarely actually put the timestamps anywhere in the description.
This is why I always try to choose the good option in a game first, even when I really don’t want to, because I’m paranoid about getting a bad ending if I’m too vengeful.
I can never go through with being the bad guy, I've always done the good route especially in Mass Effect and Inquisition
@@TheRandomEevee Same. I'm doing my best to get through a Renegade run of Mass Effect Legendary and it is *so hard* for me to keep being mean to everyone.
I murdered the entire first village in original sin 2. Just sayin
same for me extra playthroughs are the "b*rn everything to the ground" playthroughs usually.
I have never killed a single person in Undertale
In Famicom Detective Club: The Girl Who Stands Behind, the game is normally a point and click visual novel adventure game where you talk to characters in order to solve a mystery. However, your interactions with NPCs are monitored and used to determine your personality. At the end of the game, the outcome of your personality test is used to check your relationship compatibility with Ayumi, the game’s leading heroine. The real plot twist is that the entire game was an elaborate dating sim.
If I thought I was being monitored by the girl I wanted to date, I'd probably reconsider my feelings. Especially if she's building a specific psychological profile on me without my knowledge.
It IS a visual novel after all, they had to get the dating sim in there somewhere
Eww. 🤢
With a title like "Famicom Detective Club: The Girl Who Stands Behind" there was no doubt in my mind that it is a dating sim lol
@Repent and believe in Jesus Christ Sorry but I don't do jealousy. Not for me 😉
While it wasn't judging you for its endings, Steambot Chronicles had a "nickname" system. Throughout the game, depending on how you interacted with other characters, what you wore, what activities you partook in, and what you had equipped on your giant robot car, the game would give you titles like "Lazy Elephant Violinist" because you did nothing for a few days, had Elephant-themed apparel on your vehicle, and played the violin a few times. Or "Sleepy-eyed chef" because you spent time sleeping while dressed in a chef outfit, you know, as many of us secretly do every Tuesday night.
Games of the Tokyo Xtreme Racer series do this too
A subtle case in Haunting Ground - the game does tell you that it’s important to build your relationship with Hewie (your dog and the Best Boy), but not that it affects the endings. Admittedly, to get the worst ending your relationship with Hewie has to be so low that it’s hard to get by accident. But you have to be careful to praise him, pet him, scold him when he disobeys and not let him get injured too often.
you'd just have to straight up kick him for a solid minute to get the bad end
Yeah but who can play that game anyway, it's like 500$ now
@@brandon17760 Who indeed? 🤔
So for people really bad at gaming like me... What's the number for Hewie's doggy daycare place again???
@@brandon17760 bloody hell really!? I should sell one of my copies.
The game that I think judges you the most is Disco Elysium. You can make many choices but regardless of what you do your partner Kim will lay you bare at the end of the game, either openly protecting you or undercutting everything you've done.
Disco Elysium also judges us for the character builds that we made in the first place.
Kind of downplayed if (spoiler) Kim gets shot during the Tribunal though, although even without the report the ending gets affected (without Cuno or Kim you can’t go back home unless you’ve spent the game completely sober).
@@bellarmire could you maybe put the spoiler behind an actual spoiler warning? As in, something like this?
Spoilers:
.
.
.
.
So people don’t accidentally read it. Thanks for spoiling me on part of the game /s
Also don't forget about the honor points system.
The specifics of the Silent Hill 2 endings are pretty fiddly. To get the In Water ending you need to do some combination of examining Angela's knife in your inventory, going to the hospital roof and reading the diary there, staying on low health a lot, and going back to the bar after the hospital to read the message on the wall.
To get the Maria ending you need to *not* bash into Maria a lot, don't follow Laura immediately, spend a lot of time with Maria following you, don't allow the sickbed conversation to complete, and go back and check on Maria when you leave her behind.
I got the In Water ending on my first playthrough because I tend to be conservative with my healing items, meaning I wasn’t at full health all the time. Apparently the game interpreted that as me being suicidal. Thanks, game!
Feels like a fake tutorial to get the cow level in Diablo 2, but real
@@falconeshield lmao you're right. also loved the reference!
I did indeed get chewed out by Flowey for not immediately being able to figure out how to spare Toriel, killing her, and then reloading on my first playthrough xD
That’s what the game wants you to do, is the thing (if you do that it hints at what to do and Flowey gives you the best dialogue)
Me too man. Terrifying shit back then lmao
To get one of the more worse endings in SH2 you need to examine the knife Angela gives you often, in the same vain as checking on Mary's photo for the better ending.
I hate stuff like that. I get morality systems and multiple endings... but making the endings based on something that you have no other reason to care about is dumb.
@@marhawkman303 Right. At least give people a reason they would continue checking it.
But how do you get the "Dog Ending?"
@@marhawkman303 In fairness, its pretty difficult to get the really bad endings by accident. You basically have to have your health in the red for most of the gameplay and keep running away from/bashing into Maria and staring at the knife over and over again. I think most people probably end up getting the good end without trying.
@@taylorgoff235 the leave ending is indeed the easiest to get. However, to think of it as the de facto good ending is missing the point of thr gsme. Every single ending is a reflection of james coping with an unbearable loss, and I would even argue the leave ending is potentially worse. In water he's dead. Maria he leaves with...something. a clearly inhuman something at that. In the leave ending, this disheveled, emotionally broken man leaves with a child that clearly has her own issues. Some good ending.
Of course, this is just an alternate interpretation, but that's the point, really. In one ending he can't cope, in another he copes through denial and in the third he copes by taking on a responsibility.
Also checking the photo gives you points towards the maria ending, not the leave ending. Shows that james doesn't have the strength to move on.
In psychonauts, the milkman level
If you get caught by the g-men they interrogate you about everything you did in the level, from talking to girl scouts, to lighting bushes on fire, before resetting you to your last checkpoint
Huh, weird. I missed that somehow.
Ib kind of has a mechanic like this. During the game, you travel with Garry - another human lost in the art gallery, like yourself. There are a lot of events around the gallery where you can interact with him, and you can stop and ask for his thoughts on any room. He has a lot of fun, unique dialogue. He's one of my favorite videogame characters, probably of all time. Well, if you *don't* parttake in any of these interactions, or interact with Garry too little, you are LOCKED out of the good ending when you fall into the toybox. In the good ending, you will drop your rose (which is tied to your life force) and get separated from Garry by the fall. You'll be able to pick up your rose before waking Garry, and then keep moving on with him. In the bad ending, you drop your rose, but it doesn't spawn on the map, meaning you just have to wake Garry. Mary finds your rose and uses it as leverage, swaps it with Garry's, as Garry cares more about your safety than his because you are a child, and Mary proceeds to play love me, love me not with it. As she picks the petals off of it, he slowly gets weaker and weaker, and then dies. It is arguably one of the worst endings in the game, as anyone in their right mind should feel bad about lovable, scaredy-cat Garry dying in a cursed and haunted art gallery alone while everyone forgets he ever existed after leaving.
It goes past just this! If you had him attack any of the creatures of the gallery, like the mannequin heads or kicking the dolls, he can also slowly start to go insane and if you fail the doll room with his sanity low enough, he could be lost to insanity for good and be unable to leave the gallery as a whole. I love Ib and the way it plays with all of this!!
@@kiyokosakuraba1150 !!!! I remember that ending! I never forced him to because that's just mean :(
God I love Ib
You’re actually wrong, Gary’s life depends on the DOOM meter. The game’s endings depend on 3 different counters actually. 1 is Garry’s friendship, you get points by interacting with him. The second is Mary’s friendship, and increases in the same way and by agreeing with her. The last is the doom meter. Garry dies if your doom is too high, which happens if you destroy the art museum, fail the doll room mini game, etc. If you aren’t close to Garry, he will survive, but he won’t cut himself on the glass and require Ib’s handkerchief. Which makes it so Ib and Garry forget one another.
If the doom counter is high, that’s where the bad ends come from. Cuz regardless of whether you spare or kill Mary, it’s a pretty sad or bittersweet end.
And tbh, I think the game has worse endings than the one you described. Besides all 3 versions of “Ib all alone”, there’s 2 endings where if your doom is too high and you fail the doll game, Ib will give up. If your friendship with Mary is high enough, she gives up on escaping and decides to stay with everyone. However, since she’s not human she doesn’t realize that Ib and Gary die cuz of the other painting friends. So shes just sitting, talking happily with 2 dead bodies, not realizing she’s all alone.
If your friendship with Mary isn’t high enough, Mary will try to leave without killing either of you. And because she didn’t take anyone’s place, the museum decides to punish her, and she wanders alone in the dark crying for help, and dies. So all 3 die.
@@BelBelle468 Christ. I love this game. I guess Forgotten Portrait just sticks out to me as particularly tragic in the way that it's pretty brutal that one survives and completely forgets the other, haha. Thanks for the extra info !! I didn't realise that there were different metres rather than just having all of the endings be choice-based, but it makes sense when you think about it :o
@@BelBelle468 Mary got done dirty in her alone ending, honestly. She tried to drag Ib and Harry out when they went insane, but failed, and when she finally escaped, the whole world just decided to slowly fade away, leaving her in a constant darkness.
I know she's an evil, scheming selfish brat in all other endings, but she really didn't deserved it this time.
Most games in the Megami Tensei series have a hidden Karma mechanic. SMT 4 is a good example as it locks you in to a specific ending and does not give you a practical way to check your alignment if you are trying for a specific route, making the neutral ending a bit of a chore to achieve.
Ah yes the SMT and Persona Series... i do agree on that
SMT4's is actually really, REALLY obnoxious, because you need to between a value of 8 and -8 after the final choice to get the neutral ending.
The final choice will either give you +10 or -10.
Its possible to be TOO NEUTRAL to get the Neutral ending if you don't plan to be at least a little bit of an extremist in advance.
@@TuskaiTheKid sounds like they really needed a third option with no score change. Shame I don’t know enough about the game to know if that would even be possible.
@@demonzabrak There is a third, neutral option. It ends the game early and you don't get to fight the final boss. Tbh, I don't really get why people act like that last choice is such a big deal when there are several choices like it.
The other guy made it sound like you can pick a Neutral option for every choice except the last one which greatly alters your alignment score, but there are actually several major choices like that throughout the game.
At multiple points in the story, you'll be forced to choose one of two major choices that will heavily affect your alignment score. The trick isn't to stay Neutral the whole time by saying no to everyone. It's to balance the number of Law and Chaos points you have, which can be confusing but not really as hard as people make it seem.
What’s ironic is both Pokémon and undertale are inspired by it. Megaten is everything~
My problem with the morality system in most games is that you can be an evil bastard... and that's the GOOD guy option. I go into a lot of games wanting to play the good guy, but then finding that I can't progress without torturing someone, murdering an innocent, betraying a friend or the like.
Play biomutant. Its the complete opposite. You can't end the biggest dickhead in the game without being judged for it. Luckily it doesn't affect your ending if you collect enough "good noodle stars" via side quests. Did this by accident tho.
And then there’s Undertale where you can be kind to everyone except for having to fight two enemies but still have to leave someone behind to a fate worse than death
@@NiennaFan1 You can't even kill the Amalgamates, you have to leave them behind. I mean, I like creative horror but I feel bad for them.
@@WillieManga But the whole point is when you find Alphys she tells the Underground everything and lets them go, and they seem to be happy despite their state! It's Flowey whose ending I didn't work my ass off to be stuck with!
Metro 2033 locks the good ending behind getting "Moral Points", which you earn through doing nice things for others, refusing certain rewards for quests, and fully listening to enemy idle dialogue before you stab them in the neck. I only learned this existed after finishing the game without getting the good ending and apparently Last Light just goes with the bad ending as canon so I'm guessing a lot of people also had no idea that system existed on their first time through (it was probably all the premature neck stabbing that cut me off)
"...apparently Last Light just goes with the bad ending as canon so I'm guessing a lot of people also had no idea that system existed" -- Played both games years ago and I didn't know this until today.
Wasn't the game based of a novel by the same name where the ending was the Dark ones being blown up?
2033’s ending is how it was in the book. The gardens are destroyed and Artyom is conflicted if they did the right thing
Last Light got the good ending as the canon ending. Pretty hard for Exodus to happen with a dead protagonist.
Last Light uses the bad ending of Metro 2033. Exodus uses the good ending of Last Light.
Chrono Trigger was one of these games. You play along just fine and then are taken into a courtroom and judged for things like walking past someone without talking to them or picking up an item during a festival.
??? dont recall that. but its been 23 years
I always get dinged for eating that one guys lunch
The trial comes about a third, or maybe half-way through the game and doesn't really have too much impact on the overall story or endings so perhaps not quite worthy of being on the list?
Man, I remember being so mad on my first playthough that the game was suddenly judging me for trivial things I did at the beginning of the game. 😆 After that I always checked a walkthough to make sure I did everything perfectly so my record would be spotless.
Ah yes, the courtroom.
And after you beat the game, or restart it, and play it perfectly up until that point, you realize that you're still going to jail.
In this video Andy is shown to be Judge, Jury and OXecutioner.
(Mike and Jane's voices from off screen) booooo!!!! 😂
Get out! Think about what you have done that joke is terrible
@@LizzardGirl713 Well, not Mike's. Not anymore.
2017's Prey deserves to be on this list. The whole game is a morality test but doesn't say so until it's over.
Yeah, I was shocked it wasn't mentioned, it feels like the literal answer to this, especially as it even looks at if you killed the possessed humans or used too many of the alien upgrades.
There's a neat line of foreshadowing too talking to Sarah Elazar: "I don't know what you're planning, Morgan, but just remember: the only thing that matters is how you treat the people who are still alive."
Prey doesn't actually care what you did in game, it changes some dialogue but as long as you don't try to bail early your end game options which determine what ending you get are the exact same.
The final ending doesn't change at all no matter what you do. Just the phrases change.
To be honest, the ending is one of the weak points of the game. It feels like it didn't finish
Actually if you kill everyone it different
Holy cow, I had COMPLETELY forgotten about Nosferatu. I think I rented it like half a dozen times, but never beat it.
F for Mike. We'll miss him. Unlike the snipers.
lol
There are multiple endings in which you go to space.. the one you get from Johnny specifically is about a suicide run that lets all your companion characters live... because whenever you choose a group/individual to help, something tends to happen to them during the final mission and going on the suicide run means that you are sparing everyone from that risk.
The Mass Effect series is all about judging you. Not finishing their loyalty mission can cause your squadmates to die in ME2's Suicide mission. If they survive, they can even die later in Mass Effect 3! I know that dating Miranda in ME2 and dumping her in ME3 will cause her to die also, even if you finished her loyalty mission, so there might be other Romance options who are the same.
No, you need to respond to her positive the time that you meet her
Giving her access to alliance stuff
Telling her about kai leng
@@potato88872 Yes, all of this, and on top of that, you cannot break up with her during the game.
Then in a really meta twist, it judges you outside the game too. Or maybe you guys missed that, but it was a lot of fun after the game came out. If you criticized the ending of the game (if you've never seen the original endings, you really, really should), the developers would openly accuse you of all sorts of awful things, because their ending was perfect just the way it was. After months of deflecting valid criticisms they finally caved in and updated the endings to something that kind of sort of respected the important player choices they'd been talking about up until that moment.
Oh when I said fun, I actually meant it was one of the worst things I've ever seen a developer get away with doing. ME3 was a travesty.
@@KingRidley I think you've forgotten just how vitriolic that criticism was from the fan side of things - there's a reason the reaction is as much known for the anger and harassment from fans as it is for Bioware eventually making the extended endings. It was an embarrassment on both sides.
It is sort of trivial, but the original Final Fantasy 7 had a secret system that judged you. Sort of. It kept track of how much you interacted with Barret, Tifa, Aeris, and Yuffie. The one you interacted with the most is the one you took on the date in the Golden Saucer. While it is possible to date Yuffie, you basically have to spend the entire early game being a jerk to both Tifa and Aeris.
I could be wrong, but I think I heard you can farm those points for Yuffie by constantly 'failing' to recruit her. I think you had to do all (or most) the dialogue choices correctly and then mess up at the end.
Again not 100% sure this is true or not though.
@@chaossnowkitsune6377 yeah, looked that up in a guide at some point. You have few options for Yuffie, and that was the easiest one to farm for liking her.
Doesn't the Abridged Series for the game take some shade on this?
@Michael Andrei Palin
Honestly not sure. I have been meaning to watch that for awhile now, but haven't yet.
@@chaossnowkitsune6377
To quote the wiki:
"For every correct answer Yuffie gets +2 points, for every wrong answer there is no change. It is possible to give the correct answer for all the questions except the last one and repeat the event to increase her affection value each time. However, the player will lose 700 gil each time, as Yuffie robs the party once the player enters the menu. The highest amount of affection points the player can get like this is +30, so the player can do it three times to benefit."
So there is a limit, but doing it would mean that Yuffie would be at 40 points versus Aeris' starting at 50.
Additionally:
During "The Nightmare Beginning Anew"
When captured, Tifa asks Cloud if he can break out:
Note: This question can be answered repeatedly, and adds or subtracts to Tifa's value from 0 up to 255 with each response.
So Tifa can be made a non-factor with just one event.
On my first playthrough of Cyberpunk 2077, I accidentally hit all the right options in that conversation. They just felt right.
When I first encountered Demon Snake in MGS 5 I thought it was a glitch, but then I read that this happens when you kill a lot of people. I mean A LOT of people. So looked at my stats screen and saw that my kill count was at 758. I saw that number and thought to myself, "Oh... maybe I am a demon." Last I checked my kill count is north of 1200.
It's not my fault MGS 5 made killing so satisfying.
It's the sound effect that plays when you get a lethal shot, it's so weirdly satisfying
It's funny that the only way you can save Mike is by not watching the full video lol.
But would you actually be saving him? If you quit out early Mike might die from those snipers so that what we have here is a case of Schroedinger's Outsidexbox presenter where he is always both alive and dead until the end of the video. Then he's shot. Possibly.
@@kevinjohnbetts 😂😂😂
Does skipping to the end and only watching the last 3 seconds count as watching or not watching the full video?
You can only save him if you click on one of the videos Andy recommends. If you don't click fast enough, Mike dies
Layers of fear, played through the whole thing and after I reached the ending it turned out that not only was the game judging me for my choices but to my surprise I was actually making choices the whole time and not realising.
Wait, there are choices to make in that game?
I had always assumed that it was just the epitome of the "walking from point A to point B and getting spooked along the way," type of horror.
@@UtterlyTangential They aren't blatant choices with immediate repercussions, but yes, you do have some control over the actions you take or the order you take them. Things like ignoring/escaping the ghost lady have an impact on the ending you get. I believe there are only 3 main endings though.
The DLC story was even better imo. I know there were at least 2 endings, but I don't know how many exactly. The choices are a lot more noticeable than in the base game - you're playing from the POV of a daughter remembering her father, and the actions you take in the memories determine whether the present-day woman forgives him for her upbringing or not - very similar to the plot in one of the games mentioned in the video actually!
It was honestly refreshing to hear someone explain mitochondria as something besides "The Powerhouse of the Cell" even if my science teacher would slap me for quoting it.
This reminds me of Devil Survivor: where you are, which characters you choose to interact with, what actions you choose to take, all influence the roster you get throughout the game and also determine which endings you unlock.
fact.
That's most SMT games in general. You don't just choose Law/Chaos/Neutral at a hinge point in the story. The games take into account all the dialogue choices you've made until that point. I think the demons you use also influence what path you go down.
By far the best ending in SH5 was where the Dr. Says they are making progress then describes how in other sessions she basically gave the stories of SH 1and SH3
Vampyr needs to be involved in this list. The game tells you some consequences of feeding on your flock, but far not all. The ending judges you hard, even for the smallest snack...
It is kind of funny that draining a few characters completely ruins a neighborhood. I ultimately did the no non-thug blood path, well, except a certain medical character because he goes a bit maniacal if given something special.
@@AlmightyPolarBear Yeah, but in the mean time, the game is virtually unplayable without getting some of that sweet London Red, so the kind of sh*t the game gives you at the end feels a bit of a slap in the face
@@Tikuros If you invest in some good weapons and powers you don't really need the extra blood.
I dunno, I got the "no consumptions" cheevo on my first playthrough absolutely sure that converting Sean and the spoiler character would compromise it. If anything it's too easy to play without consuming, only lock I hit was the theater fight with whatsername but it was only a matter of getting gud, four or five tries maybe?
Code Vein arguably does this.
As you progress through the game, you will eventually come across bosses called Successors. If you do not recover all of their individual vestiges in their areas before defeating them, they are forced to die as you absorb the Relic they were holding. If you do not save any Successors, you will get the worst ending.
With this bad end, you will skip a boss entirely, but your player character also ascends into an evil, nigh omnipotent being called "The Queen". Then gets ran through by Louis (one of your companions) to prevent you from rampaging.
in general not recovering every successors' memory also means you keep the current status quo which means the current tax system that makes revenants' life a constant ticking clock until they go mad or kill each other for blood. It's like slightly less awful than the bad ending but it's still pretty damn bad
Hmm interesting. I skipped all th cutscenes after like 3rd boss since the game barely kept my interest but this sounds a bit cool
Frostpunk secretly judges you the whole time on what laws you choose and how well you look after your people and others around you and then highlights every slight infraction at the end of the scenario just to rub in how evil you are.
I thought of Iji, another indie game where the best ending is locked behind a pacifism run. You're explicitly never told that there's anything better than the standard ending, but might make an attempt after learning that some of the invading aliens are refugees being chased by an army. Get some indication that the game recognizes the difference when one faction offers a truce and start to get changes to cutscenes. Also a subtle hint through how the main character's demeanor changes during a normal run, starting with a meek apology to your first kill and transforming to war cries during attacks after enough kills under your belt. I also like Iji's version of the pascifist run since it adds a puzzle layer to an action game as you need to figure out how you'd allocate your limited level ups so you can bypass some "mandatory" fights.
Chrono Trigger had one of my favourite examples in this. During the tutorial of the game you meet the princess of the kingdom and after the tutorial a court case is held using choices you made. E.g. when you first meet her she falls over and drops a very valuable necklace and I because it was my 2nd time in the tutorial picked up the necklace first only for the court to decide that because I did that, obviously I didn’t care about the princess and was just after money.
*necklace
This isn't exactly the same but in kingdom hearts 2 there's an invisible counter on screen keeping track of when and how often you use forms and it increases the chance you'll get anti form.
There’s similar tracking for unlocking Final Form too right?
Makes farming for it a pain in the ass because you could get surprised by Anti Sora
Anti-Form's counter is actually a little deeper than that, it's not only based on your form use but what fight you're currently participating in. It has a doubled chance of occurring against Org13 and a few other fights, but this drops to zero in most fights where there are supporting party members present. Its also got something likea 4x multiplier against (I think) Armored Xemnas, so it seems like Anti a) has some connection to Xehanort and b) is avoiding being seen.
What about Prey (2017)? It’s literally revealed to judge you at the end when you discover that you were one of the alien bad guys all along, who’s being tested to see if the bad guys can actually feel empathy.
The writing in that Silent Hill 2 ending, giving the tendency for the time to show mania as a sudden snap due to irritation is horrifying. It reads like a threat, knowing what we know about Mary’s death.
So I guess if you got that one, we’ll see you again in Silent Hill, a couple years from now for another brain twisting... Chilling.
When they mentioned Parasite Eve 2, I remembered my experience with 3rd Birthday, which was mostly positive, a game I enjoyed. Except! I somehow unlocked the shower scene, not even knowing it was an option, much less pursuing it. Talk about the most stressful 5 minutes I ever spent at my grandmother's house, sitting there, staring at my PSP, and fervently praying no one was going to come up behind me and go "whatcha playing?"
SPOILERS AHEAD
Then, you get to the end of the game and realize you have not been playing a grown woman in her 20s, you've been playing a pre-pubescent girl in a grown woman's body. And quite possibly watched her shower.
The game might not have judged me for that, but I certainly do.
All this to say, there's a list idea for you: games that made you judge yourself once the twist was revealed.
My nomination is silent Hill 3, that moment when you're told all those monsters trying to kill you were frightened people running from you.
I... I had to stop playing for a while.
If a prepubescent has an adult's body, they aren't prepubescent. They already went through puberty. Precocious puberty is a thing... the one reason puberty blockers were developed in the first place (so that the child would have the mental capability to understand what's happening with their body). But, yes... learning that the character may look 20 but is younger than you, as a teen, is messed up.
An example I'd include is Suikoden IV. In it, your character's best friend betrays you at a point early in the game. Then, throughout the game you're given multiple encounters with him where you have the option to kill him, which would be entirely reasonable given all the things he's done. In order to get the good ending for the game though, and get a powerful upgrade to the main character's Rune of Punishment, you have to continue letting him live throughout the game so that you can recruit him as the last member of the roster near the end of the game.
Oh, and if I recall correctly, there's a hidden value that you can affect by taking certain actions, (such as choosing to punish people too much in an optional minigame), which when low enough forces you to execute him, locking you into the standard ending.
As a _Suikoden_ game, that's not much of a surprise; most of the games give you the option to kill some of the people you fight, and they'll join you afterwords. Combine this with _Suikoden II's_ 'best friend on the other side' and the only surprise in _IV_ is how annoying and unlikable the jerk is.
@@boobah5643 Yea, I know in general it's fairly common for you to be able to kill or just permanently miss characters. I guess more my point was that it can be a bit surprising when the game gives you so many reasons and chances to kill him. I was also originally thinking more about the fact that the game can force you to kill him if your hidden "forgiveness" values are too low, but I kind of got distracted explaining the situation and didn't mention that until the end.
"So, you like SUIKODEN?"
There's a one-off example in Fallout: New Vegas DLC "Dead Money" - when you first meet Dean Domino, there is a speech check using the Barter Skill. If you use this speech option, it secretly makes reconcilliation with him irrevocable, meaning no matter how you treat him after that, once you encounter him again in the Sierra Madre itself, you will be forced to fight him, rather than it being a matter of how you treated him prior to that point.
To be fair, you already made the worst choice when you decided to play Dead Money.
Tactics Ogre has an invisible stat called Chaos Frame for each of the nations, it controls how the different nations perceive your actions and can lock you out of certain decisions, or people to recruit, you have no way of calculating it except for how new recruits of each faction perceive you as a leader which can get muddled by their personal loyalty which is another hidden stat that can cause units to desert you
I actually love how GTA5 gives you a psychological report at the end.
GTA V was my first thought when I saw this video
The main thing that still surprises me about gta 5 is how for a game from 2015 it still looks pretty amazing today and I still love exploring the huge map especially using the amazing oppressor mk 2 flying bike
I think the most well known game with that it Metro series. When I first played it I didn't know about it, but every time you did something good or bad, you could hear a sound in the background and screen got brighter or darker depending on the action and those would affect the final outcome.
This! A shooter that was quietly judging you and even changing the ending if you shoot the wrong targets. Exodus had one of my favorite examples where the "best" thing to do was to I tentionally fail a QTE to leave a would-be attacker alive long enough to become plot.
So canonically every Mike we see from now on is a clone, gotcha. Man, how life imitates art.
MGS5 made me change the way I played the game based solely on the fact that I couldn't wash the blood off snake literally and metaphorically. The game legitimately made me face the demon that I had made. Never using a rocket launcher or artillery to clear out some soldiers in any game ever again in any game.
Blood for the blood god
Silent Hill Downpour also judges your actions. In addition to two big choices whether to try to save Anne and JP, your aggression towards the monsters is also taken into account. The more aggressive you are, the less aggressive the monsters will be, indicating that Murphy is a ruthless killer and they are afraid of him.
Alpha Protocol judges you constantly - sometimes openly, with characters liking or disliking your dialogue or actions, and sometimes more subtly. A lot of elements of the ending are locked off by certain actions, so for example you can't manipulate the villain if you're too non-violent.
You have to always pick the Professional dialogue options when dealing with the Deus Vult guy, or it completely locks out certain story options.
@@PetersonZF Personally I liked to go the other way, and irritate him enough that I could eventually kill him, because WOW did I hate that guy!
Some games that judges you in a way is the Star Ocean series. Depending on your dialogue and who you keep in your party affects the endings you get. Especially in Til the End of Time.
Life is Strange 2 judges you less for being good or bad, but for the consistency of those choices. Making a choice at the end that’s at odds with how you played throughout and you will wind up losing agency over that final choice. Sometimes to devastating effect.
*Oxbox will remember this*
It's not the space ending that's locked off by the mid game convo with Johnny. It's a secret solo run choice for the final mission where Johnny goes it alone without any help from the games factions.
X-Com went even more meta. The canon ending was defined by how much percent of the playerbase actually beat the game... And since it wasn't the majority, X-Com 2 is set in a canon timeline where you FAILED at X-Com 1. The game dosen't judge you, it judged ALL OF US.
For classic adventure games, in Sierra's _Quest for Glory 2: Trial by Fire_ you have an "Honor" stat that changes according to various tasks you do. When it comes to endings the game only has one, where you stop an evil wizard from summoning an all-powerful djinn into the world. BUT if you are playing as a Fighter, there's a number of hidden tasks throughout the game you can perform to be deemed worthy of becoming a Paladin during the ending, and be able to import your character into subsequent games as this hidden class.
If you're talking about being secretly judged in Trial By Fire, what about the part near the end of the game where you can watch Zayishah getting changed with the x-ray glasses? IIRC, doing so makes your character get killed immediately afterwards.
MGS3 also silently judges you. Because even though the game doesn't tell you this, it keeps track of how many guards you have killed, which eventually comes back to bite you. During the sorrow "fight", Every single person you have killed will be in the river with you, making the entire Sorrow segment, Much harder.
Cry of fear did such a good job of silently judging me I didn't even realise there were multiple endings until a friend and I got into an argument about what happens.
How embarrassing lmao
I feel like the Dishonored franchise could count as games that silently judge you throughout the levels.
In the first game, if you are extremely violent and kill everything in your path, the game reflects the damage you’ve caused, making Dunwall bleaker. The diseased rats spawn in larger and larger hordes, the weepers are more frequent, and most damaging of all is your relationship between your daughter, Emily, and Samuel Beechworth, the Boatman. In the high chaos ending, Emily has been shaped by your violent actions, and Samuel will actively rat you out by firing a pistol at Kingsparrow Island.
In the first game’s Story DLC, the Knife Of Dunwall and the Brigmore Witches, Daud’s behaviour will affect the outcome. If he continues his violent ways, then Knife of Dunwall ends with Billy violently attacking you and after you beat her, she won’t apologise. In Brigmore Witches, even if you defeat Delilah without killing her, the DLC ends with the High Chaos Corvo killing Daud.
In Dishonored 2, the game’s Karma system is a little more refined. Now, instead of it simply being how many people you kill, it’s *who* you kill that matters. If you (as Corvo or Emily) only kill those Jessamine’s heart has revealed to be cruel or cowardly, then the game won’t be affected too badly. However, if you murder people needlessly, then Karnaca becomes a nightmarish place, with bloodfly nests everywhere, and an increased number of Keepers.
However the part of 2 that I find most unique is the impact the player has during the Aramis Stilton section of the game. During this section, you use a timepiece crafted by the Outsider to flit between the past and the present. If whilst in the past you knock out Aramis, saving him from witnessing Delilah’s return, an event that left the poor man mentally broken, then when you return to the present, Stilton Manor will suddenly be returned to it’s opulent glory, instead of a husk. However, if you *kill* Stilton, when you return to the present, the manor is no longer a husk, but a living nightmare
I was gonna say epic Mickey Judges you hard, but then I remembered that it really isn't a secret with how Oswald keeps sassing you about every decision you make ever no matter what.
Ok here's my guesses before starting the video (In no particular order):
- Prey (2017)
- Dishonoured
- Silent Hill: Shattered Memories (since it's the thumbnail)
- MGS3 (The Sorrow segment specifically)
- Oddworld: Abe's Odyssey
- Bioshock
- Undertale
My result: 2/7
The Cyberpunk hidden ending mission option isn't *quite* about being friendly with Silverhand. You have to get him to like you but *not too much*. You have to be between 70 and 80% of the possible points with him, too many and he won't offer the final mission.
(The best ending is leaving with Panam and the Aldecados, that's the only one where V might actually not die.)
Yeah, i did everything for Jonny too and was very disappointed about the ending choices.
That's wrong. It's all about the dialogue choices you make in one particular mission, Chippin' In. Nothing else matters besides three dialogue choices. You can check the Fandom for the detailed requirements for each ending.
I would say the secret ending also has some hope of V not dying - being the living legend of Afterlife and Night City might give V more resources to seek out a cure. The nomad ending is just more hopeful and actively talking about finding the cure.
That said, I agree that the nomad ending is the good ending, especially when you play a female V and your love interest is Judy. It’s the ONLY ending where Judy has a happily ever after.
The only pity is that in this ending Mama Wells judges you hahaha!
ye i think something like that was the original idea and I'm pretty sure they secretly started this rumour about percentages and whatnot, but in the end, they just didn't implement it like many other stuff
@@phanspiritus910t’s the mom kinda judgy though. She’s basically like you dumbass. Stay safe. Love you. 😂
Ogre Battle 64 is the worst about this. The characters you’re able to recruit and the ending you get are tied to your “chaos frame”, a 0-100 number that acts as a karma meter but is only revealed to even exist after the ending rolls. While the story choices you make significantly impact your chaos frame, arguably even more important are the alignments of the groups you use to take enemy cities matching that city's "morale" stat, so that you "liberate" rather than "capture" cities - a distinction which is never called out (and certainly never explained) by the game and has no effects other than raising or lowering your chaos frame. It's incredibly arbitrary, and generally just results in lots of people's first playthrough of the game getting the bad ending.
What about a Night in the Woods? That secretly judges you.
Go talk to your Mom.
@@VonBlade I think the outcome is the same if you talk to hear or not.
Does it? I recall you can spend more time with certain people, and not doing so just removes content and makes the ending more brief.
@@AlmightyPolarBear I think so. I could be wrong. It’s been a while since I played. I think you still have the argument with your mom in the game no matter what.
ohhh that's a good one, i watched jacksepticeye play it
Always interested in silent Hill shattered memories (also since it was the one my brother got for our wii). To me it seems like it did a lot more with behind the scenes stuff.
It did alot indeed.
And it was also the ultimate Wii game. It used rhe controls so well.
Point at a place on the screen and you character will point its flashlight there.
Got a raspy phonecall? It will play trough the Wii mote.
Throw an enemy of you that grabben you from the left. Throw/waggle your controls to the left
Etc.
Parts of the game were mid.
Parts were superb.
Ende as a solid 4 / 5 for me
@@Ultr4l0f I still love that game today for the different changes that occur in the game based on your answers in the psychiatrist sections, well the psp version anyway as I’m not a fan of motion controls and I’ve heard people that say they are very difficult to use in the wii version also it’s so much easier to colour the house using a control stick and pressing a button as you can select exactly the area you want to colour instead of using the Wii motion controller which to me looks like just painting vaguely where you want - also it’s the first game I’ve seen where you can take photos with your phone, use the in built map and even change the ringtone such great attention to detail
Mass Effect. The game doesn’t tell you this but based on your conversations and some specific actions you can take over the course of the game, you can influence the way your teammates act and talk. This can create some surprising outcomes like the normally mild mannered good guy Kaiden advocating to let the Council members die, causing the lizard man who blames the Council for dooming his race to a slow extinction to be the one saying you should go save them.
Ah yes... THIS
To be fair, I alwasy notices that the teamates on the left will tell that the council must die, the one on the right will say the opposite
Funnily enough Wrex usually advocated for the council on my runs.
I'm shocked Chrono Trigger isn't on this list. The whole thing with your actions and the trial was iconic. Really though that would be the most obvious one for this topic
Well, it doesn't impact your ending or appearance like the others do. The trial's main impact is the items you receive afterwards.
@@SgvSth True, but even if the outcome doesn't affect the game that much I still think it's the most iconic example of "a game secretly judging you". And I'm preety sure we all got the guily veredict the first time we played it :p
“Would a little Carly Rae Jepsen kill him?”
Well, I think we all know who at OX wrote that line.
In my defense I never wanted to kill Toriel. I tried pacifism but the game made it look like I had to kill to get past. I felt so bad because she was a sweetheart and I loved her so so much. So I decided to google it just in case there was a way to save her and there was so I reset so I can save mom! I literally thought I HAD TO to leave the home.
Did you get to see Flowey call you out? ;)
The game does tell you you can get through it all sparing, but the how is the big question
It makes sense that Silent Hill would be a judgy series, seeing as the world is a reflection of the protagonists psyche..
Fun fact: In Cyberpunk, if you choose the Arasaka ending, Yorinobu explain to you that he tried everything to bring the Arasaka Empire to an end and stop his father from his ideals. Yorinobu reveals he did not seek power and control, but only to free the people of the tyranny of the Arasaka Corporation and free them of their fear of Saburo. But the key to it was the prototype Relic, so technically you with the Heist mission made everything much worse... Also, I think Johnny and Yori would've been fast friends from day one if V hasn't been there.
At the very least, Johnny would appreciate the irony of tearing a corpo down with the help of Arasaka's heir
Pizza Tower gave me a surprise by having a JUDGEMENT ending which judges you on how many times you got hurt and how far of a percentage you have in completing the game.
3:05 Probably? This is the incurable cough of death, nobody survived it in any story. That said, the Maria ending is actually hard to get, you have to take care of her and not let her get injured. It's the real end to me, James going completely mad.
Also reminds me of Witcher 3 and how the game judges your relationship with Ciri through dialogue choices that are not always obvious to what ending they are going to lead
IDK what stings more: when you get the ending where she dies, or when you find out (either from Gaunter O'Dimm or CDPR on social media) that Ciri didn't die, she just doesn't want to see Geralt ever again.
What about Prey? While some characters respond based on your choices, they have no effect until the end, when they grade your morality.
In the Prey mission where you have to rescue the scientist trapped in a box floating outside the station, I made the mistake of assuming that he must be wearing a spacesuit just like Morgan Yu. I mean, how else was he surviving in space? Surely the oxygen in the box he was trapped inside wouldn't have lasted long. So I took the option to just open the box and let the scientist out, not realizing this would kill him. And at the end the game was like, "He choose mercy whenever he could, except that one time. Why was he so cruel to that one character?" And I'm like, "Because the f***ing developers didn't make the options clear!"
Metro as well. That series notoriously has a hidden morality system that can affect which ending you get. It’s never explained to the player at any point.
@@mandrews6282 I completed the first two games in the Metro series and I'm only just learning this now.
@@FredCDobbs-rd5wi lol. Yah when you perform certain actions (could just even be random like playing your guitar in your room or giving money to a beggar) you’ll see a subtle flash of light. That means you’ve gained good karma. I forget the low key signal for bad karma (such as stealing tips from a musician or killing the wrong type of enemy). But that is essentially what triggers the good or bad endings. Some story beats count as well but they have a ton of little karma moments to give players more of a chance at the good endings. Then proceed to not tell them they exist. The world is always judging you. Even moreso in Metro Exodus as bad choices that seem almost random can lead to character deaths. I would have honestly never known either if it hadn’t been told to me.
I wouldn't say undertale did any secret judging. During the entire tutorial section while you're with Toriel attacking an enemy causes her to chastise you. A lot of different interactions and texts change in an obvious way depending on who and how many you killed (like the alive resident counter at every area that goes down with each kill) It's as openly judgemental as a game without a narrator can get.
One thing about this dialogue in CP77 - i got it on first run, w/o even knowing it (i did not know i need to wait 5 mins though, so i skipped that ending in my first playthrough...).
And i did select those answers, cause it was only real option to actually roleplay with him. It is only way to be sincere. ANd IMO it highlights how good dialogues were in this game.
Dialogus and character building in all the subtle ways is one thing in which CP77 definetly does not fuck up XD.
The best example was Mass Effect 2. At a certain point it tells you that it's urgent to go kill the main bad guy, but there was no ticking clock, so I ignored it...and it turned my game girlfriend into a Slurpee for that. That was the hardest a game ever made me laugh. Melted my chick right down.
Deus Ex Human Revolution does that in the first proper mission. You're told it's a hostage situation and to get to the helipad, but if you dick around breaking into people's offices and reading their emails first... you're suddenly informed you took too long and it turns out they're all dead. Whoops.
7:22 that happened on my very first playthrough, and when Flowey called me out on it it freaked me out but immediately caught my interest.
Mass Effect 2 doesn't clue players into the fact that there is a timer attached to engaging in the final mission to attack the villains' base and rescue your ship's non-combatant crew. The longer you wait to do this, even if it is to do loyalty missions for other crewmembers (missions that are presented by the game as urgent), the more of those non-combatant crewmembers will die when you finally get around to rescuing them. One of the survivors will even ask what took you so long. This trips up a lot of players because most video games let the player postpone doing the final mission without any penalty if they still have sidemissions yet to do. The first Mass Effect game was one such example.
did ANY other mission in ME2 do that?
@@marhawkman303 In a sense. You have to do individual crewmember's loyalty missions to help ensure that they survive the final mission. But depending on the choices you make, it is easily possible for the final mission to become active before all of the loyalty missions are done. And even if you do all of the loyalty missions, it isn't a given that all crewmembers will survive. That is affected by other decisions made previously in the game and choices made during the final mission.
@@FredCDobbs-rd5wi Hmm.... interesting.. I can totally see why people liked having multiple saves of that game.
IF you play it right. You can activate ALL the loyalty missions an get'em done just before the crew is taken. An then there's few or nothing left to do. At times if your fast enough you can both have a well equipped elite squad kicking the crap outta the poor collectors an not breaking a sweat while at it... How embarrassing for them... AND basically save about EVERYONE taken AND and STILL everyone survived to the final game too... I managed to do THAT several times.
@@robertagu5533 Except Legions. Theres actually time for 2 missions before the crew starts dying.
A good game that judges you harshly is the blare witch game. The good ending is already a pain to get as 90% of the collectables give you the bad ending the moment you even pick them up.
But the epilogue actually has a couple different things depending on what you did throughout the game too, such as how long you keep phone conversations with your wife, or how well you take care of your dog.
Surely the metro games qualify for this, what with how the ending is based on a karma system that the game never tells you about
And the worst part is that you might have to abstain from shooting enemies and sneak instead. In a first person shooter, no less. The later games are far better at stealth mechanics, but I remember the first one being horrifyingly painful, when doing a pacifist run.
My favorite example of being secretly judged has to be MGS3. The Sorrow boss fight has you walking through a long river full of ghosts of all the enemies you've killed. They'll even show the way you killed them, such as being on fire or having a broken neck or slit throat. But if you only knock enemies out, then the river will be practically empty and you'll only encounter the ghosts of the previous bosses (who you can't avoid killing).
The best part is that with TH-cam analytics you actually can judge us if we don't watch the full video
I love you guys. I've been watchin for so long now across so many different accounts. Man I was under a bridge once, hangin out and got bored and laid around watching your vids. I'm 20 now and I just hope you guys stay rad for as long as possible. You're the best, Xyllria
All the metro games do this as well, effecting which endings you get or for who lives.
I appreciate the mini puns under every game title. A big thank you to whoever makes those.
If any Squenix employees are watching (hey, this channel has over 2.5M viewers so it's fairly likely), we would love a Parasite Eve remaster or remake. Thank you ❤
Bushido Blade did the same thing. If you break the code of Bushido, you can't get beyond the fourth opponent, and if you break it afterward, your game ends after the battle.
Seeing Parasite Eve 2 come up was amazing. I love that game and no one ever talks about it
Layers of Fear is another interesting example. The ending you get is dependent on how many rat drawings you pick up, as well as how many times you're jump scared.
Man SH shattered memories was such an interesting game with that mechanic and with story and all
Yeah it’s still one of my favourite ever games today and to me so fun to replay over and over as it’s interesting to see what changes there are in the game world based on your answers in the tests - I really hope there is a sequel or a game similar to it at some point in the future
Poor Mike, that particular model showed a lot of promise. Oh well, maybe Jane can make the next model more bulletproof.
Also I just remembered Dream Daddy! You can have a bad ending with your daughter where she says you're smothering her and she thinks her leaving home will be good cos you both can have some space; my friend and I did multiple playthroughs but were such poor parents we didn't realise that wasn't the only ending with her for ages 😅
6:15 - 6:22 Thanks for the apology, Mike. I needed that.
I think i read somewhere that Demon Snake's blood actually makes it harder to sneak around since guards can smell you, but i cant confirm anything
It makes sense. In order to get a body count high enough to trigger demon snake you basically need to go rambo and kill everyone in sight even when not necessary, even if doing so stealthily. So the game just assumes stealth isn't your goal lol.
What about Sherlock Holmes Chapter One? It doesn't affect the ending or gameplay but Jon will keep track of different things in his journey. Bother too many people about a clue, mess up too many times on finding clues, or mess up figure out what happened when recreating a scene, or even do a good job on a case & Jon will make notes in his journal that you may not even notice