[All over the place now, we hear about how the RPG genre is stagnating; that fewer people want to play console RPGs anymore. Yet, that may not be entirely correct—the truth is, nobody wants to play the same console RPG anymore. It’s generally recognized that, while most games continue to grow beyond the boundaries of genre, employing (or, just experimenting with) new technology and the maturation of a sophisticated audience, RPGs are still far from a perfect science. It’s a genre that once inspired legions of gamers to near-thoughtless devotion—and now draws ire from its once solidly-ensconced core fanbase for its perpetual adherence to stale archetypes. Because the RPG experience is comprised of so many correlated elements, it can be hard to identify precisely where these games continue to fall short; this series will attempt to pinpoint the weak spots in the structural integrity of role-playing games.]
In our last Building a Better RPG article -- well, alright, it was kinda the first one. I can't count, whaddaya want? Anyway, in the previous installment, we talked about some of the weaknesses in traditional RPG characters, and the ways in which the traditional structure has fallen short in terms of drawing characters in genuine, compelling ways. I guess you could call this installment Part I-b, 'cause we're continuing to deal with characters -- though let's look now not at how they're born, but at how they die.
Character death in RPGs has become a fairly common plot device. Sometimes it feels contrived. But when it works, it really, really works -- hit the jump to find out why, and to check out the top five character deaths in gaming history!
It should be painfully obvious that a discussion of character deaths contains O NOES SPOILERS, so continue at your own peril -- though, there's nothing remotely recent here.
RPGs take place against a fantasy backdrop, implausible in reality -- and that's what we love about them. Still, we highly appreciate an element of realism in our stories, too. We want to feel that stab of empathy, that stir of pique, to connect us on an emotional level with a game we'll be spending tens of hours with at the very least. As such, death is essential to a story, sometimes. Perhaps it takes a character's death to breathe a third dimension into their life. Or perhaps it's that such an absolute loss, against a multicolored fantasia of unreality, brings an escapist experience from the imagination into the heart.
Death-as-defeat is part of any game, and in RPGs we expect it. Every game includes some item or spell to restore or resurrect the lost when we fail, so that we can try again. But death as a plot device is permanent, and much more complex. Many games have abused it merely as a shortcut to instant gravitas; it feels manipulative, or even counteractive -- a character whom it's clear was disposable from the beginning is dehumanized. And it toxifies our impression of the other characters, as grief over a pointless passing trivializes them, renders them caricatures of themselves, imbued with plastic emotion.
So what creates a stirring character death? It's not enough simply to take someone away. On the other hand, relying too heavily on pathos as a convention weighs a story down with sob-tissue, cheapening the other elements it touches. To be truly effective, the fact of the character's death must quintessentially enhance the other characters somehow. Whether it inspires them to continue their actions in the story's context, or whether it reaches the player, inspiring commitment and investment to the survivors, a vested interest in seeing them through 'til the end, death in a game is not truly useful unless it invigorates the affirmation of life.
Here are my picks for the top five character deaths that exemplified the proper use of the plot device-- in each case, the fact or fashion of the loss breathed life into their world, inspired our personal investment in the story, or added meaningful gravity to the game itself.
5. Aeris Gainsborough -- FFVII
Given the fact that many of the criticisms I've levied against our beloved genre have applied more explicitly to the later Final Fantasy games than to any other series, it might be surprising that Aeris makes this list. But regardless of the tarnish that the franchise has suffered with its once much more vocal fanbase in recent years, the fact remains that Aeris' death is, to many gamers, a defining moment in their gaming experience. No matter how sophisticated we've become since then, we were moved at the time. Two reasons: one, it was completely unexpected. The intrusion of sudden violence into a serene moment-- what appeared to be an utterly random, senseless act -- taught us, as the young people that most of us were at the time, something about our world. Second? The characters' grief behind the loss informed and motivated their future choices, serving to bolster their purpose. Aeris wasn't killed merely to manipulate our hearstrings -- her death added a new dimension to the story.
4. Nei -- Phantasy Star II
Dunno about you guys, but the loss of the protagonist Rolf's nearest and dearest -- the timid humanoid who was, essentially, his adoptive sister -- was a rarity for its time, in the sixteen-bit era. Nei faced a malicious clone all alone, in a battle it wasn't possible for her to win -- and that massive disparity was apparent from the beginning. No matter with what frantic hopelessness the player battled, Nei would die. Not only was this a poignant exercise in futility, but again, this was a character loss whose death raised the stakes for the planet's salvation. As with Aeris, the moment we realized she wasn't coming back, that's when the hyperbolic battle for the world's future became invested with actual, personal meaning. It's hard to believe in a ragtag band that selflessly sacrifices everything for the sake of humanity. Real people just don't work that way. It's easier to believe in the stricken grief of a hero with nothing left but to win it for her.
3. Yuri Hyuga -- Shadow Hearts II
The hero of the first two Shadow Hearts games was star-crossed from the beginning, on an inexorable course for his own showdown with his inner monsters, both figurative and literal. Despite the haunted air that hung around the young man with the soul full of demons, he generally smiled, and he never gave up. Even though, in the second game, it became clear to him over time that he would soon die, his spirit didn't waver. With his fate, we were put into the protagonist's shoes-- knowing we'd lose him in the end, and paradoxically, fighting anyway. Besides, knowing that he's with Alice now made for one ridiculous tear-jerker of an ending.
2. Crono -- Chrono Trigger
The surreal interruption of the natural course of life and time was one of the most compelling things about Chrono Trigger -- and in what more compelling way could it be manifested than by the death of the hero -- the death of yourself? It's one of the few occasions in gaming history where you could keep playing -- you could even win, in a fashion -- while dead. Though of course, the restoration of Crono's life was a special kind of victory -- you felt the lift of courage it gave the others carry you through. And thank goodness, because Lavos was probably one of the hardest end bosses EVER (though, that's a topic for another time).
1. Boss -- Metal Gear Solid 3
You'd be hard-pressed to call any game in the Metal Gear series an RPG. They're not. And yet, I think it's important to demonstrate the ways in which other genres have made us love characters -- and grieve for them. Boss (aka "The Joy") is the only one on the list that is killed by your own hands -- no matter how much you love her. Not only was her flower-laden execution one of the most beautiful fights ever seen in a game, the wrenching sensation of the need to kill with adoration and grief together is the ideal example of just how games can -- and should -- be able to affect us, and why we don't need to settle for cheap, high-gloss melodrama.
Obviously, a list of most affecting character deaths is enormously subjective, and no individual (EVEN IF IT IS ME) can make a definitive toplist. So how about you-- what makes a character loss meaningful to you, and when is it gratuitous cheese? What character deaths, in RPGs or otherwise, moved you the most?
I'd never heard of Nei or Yuri Hyuga though.
Still, i can't think of the last time on of my party members or my main character died.
In my RPG experience it's often an NPC of some kind that i likely don't care about who tends to die.
Although, Chrono dies?
Damn, i knew there was spoilers but that sounds a mighty fine plot twist.
Shame it never came out over here in the UK.
that was poetic, and really moved the story. I cried.
/sad panda.
Except that time in The Sims 2 where i set my brother's dude on fire. No remorse there.
Seriously, a number of people seem surprised by the plot developments of one of the greatest games of the nineties. Pick it up and play it kids. Well worth it.
The only one that has ever surpassed it was the ending to Terranigma. One last day and dreaming of the bird... I still get shivers. If you've never played it, you are a bad person.
What amused me most was i killed my brother's character trying to cook. I accidentally made a huge fire and he got killed.
Restarted and the same thing happened twice.
Ahh, Sims 2, is there no end to your humor with death?
final fantasy adventure on the original game boy did it best. the story starts with your best friend dying (and telling you how to escape from captivity) and from that point on, pretty much any character that you find yourself becoming attached to will end up sacrificing his/her/its life for the sake of your quest. your mentor becomes crippled, a chocobo ends up destroying its own legs to pull you to safety (it is later rebuilt as "chocobot" though), when you try to help a woman find a cure for her brother's curse, she is bit by a medusa and thus becomes one (and forces you to kill her so she doesn't hurt anyone, and so you can get a medusa tear, the component for the cure of the curse.) and then, at the very end of the game, you discover that the girl you were protecting the whole time was the seed of the mana tree, and she gives herself to become the next tree, since the villain cuts the original one down...... and the main character basically gives up his life to stand watch over it forever.
truly great story, and its a shame that the GBA remake, "sword of mana" was so butchered from the original as it was. why, oh why, can't they make a good, TRAGIC entry into the mana series like how excellent the first one was?!
On topic though, I think character deaths can't feel forced or unnecessary. Some games have a character die, just to have a character die, not to improve the story, but as a lame attempt to draw the player in, and this only works if the player is already attatched to that character. One of my favorite examples of this is Final Fantasy II. You go through so many characters in that game that it actually feels like a real adventure. Whoever heard of a group of frineds going throughs ome world-spanning adventure or fighting in a war and no one ever dying? It's unrealistic.
Also, since they cast stone on themselves it could not be undone. Silly kids should have just cast their spells on each other.
Damn it, Sword of Mana! Willy dies! Willy dies!
And... Lavos isn't that hard, if I remember correctly. I beat that game a bunch of times.
Furthermore, general Leo wasn't that important, I don't get why so many people think he was a big deal. In fact, (Begin Rant), I think what made FFVII so good was that it wasn't some stupid battle over some stupid 1000 years ago war like so many other games. Every single part of the story was connected to one of your characters, the entire narrative was personal.
To anyone who thinks VII was over-rated... maybe so, but it was still the greatest game in the series and it definitely had the most compelling characters when it was released.
Most of the time, I think "man I wish I had taken off their equipment first!" or "aw I wanted to play that guy!" But it doesn't affect me any more than that. Aeris was one of the exceptions. Her death ticked me off at Sephiroth. I searched for ages to try to find ways for her not to die. Riding with her on the ride though that casino place, saying things that always favored her... I looked for so long. It HAD to be possible. She has a final limit break for the love of God! Curse you Sephiroth!
Anyone who has played the Darkness already knows that, in the small amount of time you see Jenny on screen, you instantly get attached to her, and the other characters in the story, at least I know I did. And her death really pissed me off, and made me even more fueled to beat the game, just to get the revenge she deserved.
Also, the ending is a near-tearjerker. And it takes a real man to say that, one who crushes babies with his penis.
I did'nt bat an eylash at his death. he was never in my party to begin with. i understand the significance of the guy, but to me he was just some guy with FUCKAWSOME abilities. then he died
Also... Crono dying is the actual storyline... at least, according to Chrono Cross. (*hides*)
...
I agree with you on the Boss though, and I don't even like the MGS games. That was a sad scene.
All I could think for about five minutes afterward was "holy shit." That, ladies and gentlemen, is how you kill an antagonist. If you've beaten FEAR then you know how it is.
I know, I read your first article on this topic too.
@Rainbow
I agree with you dude. General Leo was no big deal. The player knows who he is, but doesn't develop any real attatchment to him before he takes that big journey to the sky. Now you want to know a character I was upset about in FFVI if you're not careful, Shadow. I won't reveal much, but there is a possible way for him to die in that game for those of you that never played that far.
What about Final Fantasy Tactics(my personal favorite RPG of all time)? What about Teta? That was another abrupt death and although I know she's not a playable character, I wrote an entire FanFic about that scene.
I agree. Aeris Death is the only thing besides Crono's death that REALLY got me. Like you and many others I tried to find a way for her NOT to die. I was more attached to her then the main char. I almost couldn't go on, how could I? I had every thing invested in her and she was the most Bad ass person I had. I then figured that if I kept going she would come back some how....even as the credits rolled I still somehow thought she would come back.... I just couldn't except her death.... on some level I still can't. This to me was the Pinnacle moment of any game as far as emotional response is concerned. I can't play that game again knowing she dies. It's just too much
Also screw Sword of Mana. Worst remake I've ever played. They completely changed major plot points (and no it's not because of the bad original translation) and made the battle system suck. Down with Sword of Mana.
Also screw Sword of Mana. Worst remake I've ever played. They completely changed major plot points (and no it's not because of the bad original translation) and made the battle system suck. Down with Sword of Mana.
Never heard of Yuri Hyuga? Then you better dust off your PS2 and try to find the first Shadow Hearts game, and enjoy an awesome of an antihero :)