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1. 13 Greatest Dying Words From Video
Game Characters
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game-characters
When it comes time for a character to bow out, it’s important to capitalise on the unique
relationship only gamers can have with their characters. We’ve most likely grown to love certain
people over the course of a game’s runtime ‐ sometimes close to hundreds of hours. Death in these
sorts of narratives is when gaming borrows the most heavily from film, with the vast majority
happening in cut‐scene rather than gameplay. Many will remember that scene from Final Fantasy
VII where a downright loveable teammate we’d started to genuinely care about was taken away,
simultaneously establishing one of the greatest villains in gaming history because of it. It all worked
so well we because of the time spent with that particular character beforehand, and as becomes
evident with some games ‐ it’s a mix of gameplay and cutscene that packs the biggest punch.
Another factor when creating someone we’re going to love to hate – or a hero we going to love to
embody – is that gaming as a medium is far more susceptible to sequels and reboots, meaning it
makes far more sense to keep a character alive. Sure, Hollywood is no stranger to letting only a few
years pass before forcibly Frankenstein’ing together another incarnation of a popular series
(Spider‐Man, anyone?) but still, gaming’s library is comprised of a whopping 70% of sequels overall.
It’s a pretty staggering statistic, and therefore if creators are actually going to kill someone off for
good, it has to be worth it, and in a way that does the character the utmost justice in retrospect.
13. The Joker (Batman: Arkham City)
9. and protagonists with giant alien father‐figures as going that little bit too far. Regardless, the
presence of Auron throughout is something that’s rarely up for debate despite your take on
everything when the credits are rolling. It turns out as the game progresses that under that silent
exterior he’s an ‘Unsent’ – a spirit departed from its original body, yet one that has not found peace
– and as such as helping Tidus on his journey until his time comes. Ending his time in the game on
a suitably sombre note as Yuna performs the sending ceremony and he bids farewell to each party
member, a suitably Final Fantasy VII‐sounding Shinra‐style score plays underneath, assuring the
player that this is for the best and powering us all through to the final encounter.
4. Tess (The Last Of Us)
The line: “Come on, make this easy for me. No, just go. Just f*cking go!” Tess is one of the biggest
hardasses in recent memory. Being that the game starts out showing that main character Joel is
maybe not the best of fathers – but still a man who knows how to take care of himself – he’s then
put in almost a secondary role to Tess, who it’s revealed has beaten and escaped from two men
even before her first words. She also appears to be the very reason Joel has survived for so long
following the death of his daughter, and when we visit her old gang’s headquarters they respond
in a way that shows a level of respect for her that’s not shown for Joel. It’s because of all of this
that it comes as something of a shock when Tess is revealed to have been bitten by one of the
infected, thereby choosing to stay behind to distract some pursuing enemies so both Joel and Ellie
can get away. The fact that we never find out what the relationship was between Tess and Joel just
adds further weight to what they may or may not be leaving behind, but judging by Joel’s attempts
to save her and the look of shock on his face; it was a meaningful one.
3. Cortana (Halo 4)
12. masterwork takes the top spot for not just sticking the landing in the most exquisite of ways and
throwing a plot twist at us for the ages, but also in making you further complicit in its
ramifications whilst you’re reeling from what’s going on. Sufficed to say if you’ve played Bioshock
to completion then you already know what it’s like to have your world turned upside down, and
it’s that feeling that leads to you to kill the man who’s responsible for your character being in
Rapture in the first place. The twist is that although you were lead to believe – as you would in any
game when accepting help from an NPC – that you had free will, in the end there was a ‘trigger
phrase’ that was pre‐programmed into your character’s mind. The phrase having to include the
words “Would you kindly?” meaning he/you would do exactly what was described as long as it was
told in this way. Of course the genius part, is that it’s not just your character who’s being taken for
a ride here, it’s your actions along the way too, as when playing you’re just as susceptible to the
friendly‐sounding commands – thereby doing other characters’ bidding without even realising it.
Taking the fight back to puppet‐master Ryan just as you’re still figuring all this out is one of gaming’s
masterstrokes, and easily the perfect blend of gameplay and cutscene bringing everything together.
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