Video games have a weird obsession with moral decisions: Are you the type of mercenary who saves civilians to gain points, or the kind who decorates their home with landmines to gain a comical acrobatics show? Any path you choose, it's a win-win scenario. But sometimes a game will give you a complex ethical dilemma, and then only reward you if you respond like a total psychopath. The idea is supposedly to deliver an emotional impact, but these choices generally only lead to an internet search on which Force powers you get if you saw all the younglings in half with your light saber.
5Resident Evil: Revelations 2's Best Ending Requires Getting The Anti-Gun Teen To Shoot Someone
Resident Evil games usually drop you into a zombie world being terrorized by history's dumbest and most corrupt quadrillion-dollar corporation, but Revelations 2 takes it a step further. You (Claire Redfield) wake up trapped in a zombiefied prison with Moira, a shitty teenage sidekick who refuses to use a gun.
Shown here in their alternate "Rodeo" and "Urban Ninja" costumes. Yes, we know. "Urban Ninja."
You also play the game as Moira's dad Barry, who is paired with a creepy little girl named Natalia. The four of you shove crates, turn cranks, and slaughter gooey monsters in order to prevent something only a madman would try to explain in 21 words: Alex Wesker, a genetically engineered woman, wants to transfer her mind into Natalia to take over the world with tentacled abominations. And like every Resident Evil game that was and will ever be, this goes terribly wrong, she explodes into monster form, and you slowly fill her with bullets until she dies.
From there, the game can end multiple ways. Most commonly, Claire rescues everyone in a chopper and the world is saved. In another, Moira is crushed to death, Claire ends up in a coma, and Alex takes over the little girl's body. There's more bad news. Barry, who has spent most of his adult life blasting holes in global threats, can't bring himself to execute a child ... even one that contains the mind of a Nazi zombie lord. So he lets her wander off to destroy the planet.
Maybe at least handcuff her to a railing or something, Barry?
So how do you prevent this horrible outcome? Well, in order to get the good ending, you needed to have shot the previous boss, Neil, with Moira, who as we mentioned refuses to use guns. If you're wondering, her dislike of firearms started when she was a child and she accidentally shot her sister Polly, a tragedy that could have been prevented if only Polly had her own gun.
In the battle, Claire is trapped under a heap of slimy tumors formerly known as Neil. Her gun is knocked away, creating this dramatic moment:
Or erotic moment if this is your thing.
If you follow the on-screen instructions to smash the square button, Claire struggles to reach her gun. It seems grim, but this is absolutely no big deal for Claire, survivor of three different apocalypses. Most of her mornings are spent reaching for a gun from a hissing wad of scabs. But then the game suggests switching from the lethal super-agent to the conscientious-objecting teen. If you do, she crawls over, has a traumatic flashback, then shoots. But not before delivering a one-liner no wad of scabs has ever been ready for:
If you do this right, the story sends Moira off to hunt with a cranky Russian hermit for six months, setting off a chain of events that lets her rescue her dad and save the world. It seems like the game's moral is ... wait, this can't be right. Resident Evil is saying "Kids should play with guns, especially if they don't want to because the last time they tried they shot their sister?" That seems like a strange advice. Oh, you know what might be fun? Let's have both sides discuss the merits of that in the comments below!
4Dishonored Rewards You For Kidnapping Women And Giving Them To A Stalker
In Dishonored, you play Corvo Attano, a stealthy murder machine framed for the assassination of the empress. You eventually break out of jail, rescue the princess, and kill the world's population several times over. And speaking of killing, how many men you slaughter directly affects the ending. If you are careful to leave your enemies alive, the princess learns compassion and mercy. If throat-ripping rampage is how you solve all your problems, the princess will adopt the same policy.
"Killing's totally sweet, right? Oh my God, did we just become best friends?!"
If you're extremely patient and have nimble thumbs, it's possible to complete the game without killing a single person. Instead, you can unleash non-lethal but poetic justice on them. The evil, decadent pope? Brand him with the Mark Of Shame and force him to live as a pauper. The leader of the murderous conspiracy? Expose him to the public. The twin mine owners with barbaric labor practices? Sell those fuckers into slavery.
And then there's Lady Boyle, the rich aristocrat who funded the whole thing. What to do with her? Steal all her money? Destroy her reputation? A hostile takeover? Drug her and hand her over to a rapist? Well, not that last one, obviously. That's insa- Oh, it actually is that last one? Jesus, can we press X to just ... not?
It all starts when you sneak into her masked ball and get approached by this gentleman:
He's got a face you can trust.
This creep is way too comfortable telling you how much he loves her and how if you bring her to him, no one will ever hear from her again. It's a window into what it must be like being Bill Cosby's pharmacist, but it's also arguably worse than just running across the dance floor and punching a knife into her brain. If you can bring yourself to go through with the "more moral" option, you deliver her and the creep says this:
"Hissssss. Thank you. You're quite a matchmaker, Corvo."
You should know that no matter what Dishonored says, if you're determined to exact revenge against someone, this is worse than murder. Her best-case scenario is that you drugged her too hard and she never wakes up. Players mentioned how disgusting this sequence is to the developers and to their credit, they responded. Both by saying oops, and suggesting she probably turned the tables on her sex offender with her guile.
"Thanks for your comment! My thinking was that she made a great friend after a couple weeks of rape."