The ten most meaningful videogame quotes of all time! Here's the top article of this weekend back in 2. You can browse more of these in our Golden Archives. Nostalgic yet? This time around, I'm looking at videogame quotes: well- written or not, intentionally enlightening or not, what are the ten most meaningful videogame quotes in gaming memory? Which quotes actually teach or represent something important about game design, or even life in general? Defining meaning is obviously a subjective exercise - - which is just another way of saying . It invariably arises manifests in the top personalities of any profession, and the games industry is certainly no exception. Prior to the release of John Romero's Daikatana, the long- haired developer - - still riding high from his Doom and Quake successes - - released a rather striking, minimalist, full- page ad in multiple gaming magazines. Well, nothing else other than Ion Storm's logo and an equally pompous urging that gamers . His fall, and the arrogant advertisement which started it all, nicely epitomize developer douchebaggery moreso than any other single sentence in the English language. Whether we're talking about Derek Smart touting Battlecruiser 3. AD as . It is a statement of mystery and ultimate possibility. Deep or inspiring Video game quotes - Newgrounds.com. Deep Video Game Quotes by recyclebin - A Member of the Internet's Largest Humor Community. When gaming quotes get deep. It's the only video game quote that I always remember off the. How were there no Alpha Centauri quotes? Game was loaded with. We all have our favorite video game quotes - the soundbites, speech bubbles, and dialog choices that we'll never forget. Gaming is absolutely full of. Gamers of reddit, what is the most inspiring video game quote you've ever heard? That game was full of great quotes. I have never cried over a video game. Video Game QuotesIt's brief, yet descriptive enough that your mind can fill in all the blanks: the details of what the maze looks to are ultimately up to you, but you're given enough information about the current location to make an informed gameplay decision. Sort of. Because, when you really get right down to it, . How many passages? What the hell am I supposed to do? It is this mixture of attraction to the language, yet utter confusion in conquering it, that makes me give up every text adventure I can find after ten minutes of play. I find it hard to pick just one example of horrendous writing to stand for literal decades' worth, but, if only because I'm loathe to give . Far more irritating than those games which simply elect to have no story whatsoever are those which try to be entertaining, terrifying, or cleve but fail miserably in the attempt - - namely, games like the Resident Evil series. Ben Croshaw partially covered this in a recent video, but consider the ridiculousness of a survival horror game which, despite containing insanely supenseful gameplay, has one of the most laughably convoluted and poorly written plots in gaming history? Where, after almost being squished to death, a character responds not with a relatable statement of surprise like . Period. Spoken by Guybrush Threepwood upon seeing an absurdly large monkey head idol (which, over the course of the series, he tends to do more than a few times), it epitomizes the brilliant writing found in some of the best games of the adventure genre's heyday. Leisure Suit Larry dealt with sex jokes, Sam and Max dabbled in anthropomorphic absurdity, and the Monkey Island series, with its insult swordfighting and fiendishly difficult puzzles, nimbly jumped back and forth between the high- and lowbrow. In many of the most popular franchises during the late 8. When the player wasn't scratching their head over how to get past one of any number of frustratingly difficult puzzles, they were rewarded with some of the sharpest, most clever writing in the history of videogame storytelling. From a writing point of view, everything the Monkey Island series is - - and everything the best adventure games were - - can be found in this quote. Remember when the platform was sliding into the fire pit and I said ? That was great.? Remember when I said that the level of hilarity achieved in those seemingly simplstic games had rarely been matched since? Portal is why I used the word . Less than 1. 2 hours after the Orange Box hit Steam, you could find gamers singing the praises of the Weighted Companion Cube, showing appreciation for the snarky- yet- scary characterization of GLad. DOS, and chanting . The player is forced to care for a cubic hunk of metal as if it were the love of his life. The final showdown with the evil AI constantly jumps back and forth between the suspenseful (as you attempt to defeat her before she floods the room with poison gas) and the hysterical (as one of her personality spheres recites a recipe for cake). If we're lucky, future game writers might take a few cues from Erik Wolpaw and learn that where humor is concerned, we gamers are much more likely to latch onto dark, witty irony than idiotic machismo. Portal's writing doesn't quite match the level of a Monkey Island or a Sam and Max, but it gets close enough in a time of awful one- liners and obvious jokes that it is, in its own way, slightly more uplifting and meaningful. Let's go for a burger.. Ha! A time of relative innocence for the videogame. Before the time of Mortal Kombat or Hot Coffee, when arcade games still came equipped with . Anyone over the age of twelve can nostalgically remember a time when videogames, despite being considered an exclusively . Who knew your relationship can be like a game where your love and trust depend on that one character what guides you though the story, when that character is gone you. Sometimes video games have some great lines that make you think for a second about what they mean and maybe have some good morale behind them. What are some. Iconic Video Game Quotes. Well, E3 is in full swing and we're all chest-deep in video game. 51 Most Badass TV Quotes Great Movie Quotes 10 Inspirational. You could inextricably describe a game's plot and story in a single sentence (. This was the time of the arcade; the time where you had to actually go outside if you wanted to play something new and awesome. The quote which defines this era will differ for each gamer according to which game he or she played most frequently. For my money, though, the final lines of Bad Dudes will never be matched, in grandeur or hilarious tone, by any other game from the period. Or ever. They can elicit a greater emotional response, and, given their extended running times, the player can get more of a chance to become attached to his or her NPC co- stars. Originally spoken to Eli Vance just moments before first entering the test chamber at Black Mesa, the G- Man's mysterious message to a then- unconscious Alyx Vance actually gave me the goddamnedchills. As the shady, sallow asshole with the weird vocal rhythm leaned down to manipulate a character who I had come to admire and feel empathy for, I almost yelled at the screen. I wanted the G- Man to stay the f*ck away from Alyx. Not because it would affect the gameplay in any way. Not because I was worried about what it meant for the plot. Not for any number of legitimate reasons, other than the fact that I simply cared about Alyx. I knew what the G- Man represented, and I wanted him to stay the hell away from my friend. Upon hearing the G- Man whisper those words to Alyx, I suddenly understood that I had been wholeheartedly enveloped by Half- Life: Episode Two's story and characters. I'm sure most gamers didn't get the exact same reaction out of this scene that I did - - to the best of my knowledge, I may be the only person alive who considered Episode Two the single best part of the Orange Box - - but no one who has spent several hours with Dog, Alyx, Barney and Kleiner can deny their personal, emotional attachment to those characters. Additionally, this quote speaks volumes concerning one of the Half- Life saga's main themes - - namely, the constantly chaotic, unpredictable, seemingly contradictory nature of life. Everything the player does after first exiting the tram in the first Half- Life ends up having terrifingly far- reaching and unforeseen consequences. Gordon fights through Xen and destroys the Nihilianth, only to find that his initial actions in the test chamber may have summoned an even greater evil. Later, while under the thumb of the G- Man, Gordon kills Wallace Breen and seemingly harms the Combine - - and is suddenly robbed of his victory by being put into stasis once again. In Episode Two, Gordon is finally free from the G- Man's control and heads to White Forest.. G- Man actually wants him to go there. Is Gordon free, or a slave? Is the G- Man good or evil? No game series has ever had me so interested in the answers to the questions it posed. War never changes. Rather than half- assedly cultivating a world- weary tone through a sepia color scheme and needlessly gruff- sounding protagonists (I'm looking at you, Gears of War), the Fallout series tells the tale of some people who try to act with common decency in a world utterly lacking in it, and who are subsequently tortured and killed and exiled for their troubles. Cormac Mc. Carthy would be proud. In the world of Fallout you can do varying amounts of good on your quest through the Wastelands but, more often than not, your efforts can be just as easily undone by bad luck or the corruption of others. You can save the Ghouls of Necropolis from starvation, only to hear of their slaughter at the hands of Super Mutants. You can help the Brotherhood of Steel find new technology, but they'll use it to further their war- driven, quasi- fascist agenda. And no matter how much good you do in the original Fallout - - no matter how quickly you save the denizens of Vault 1. Super Mutant base - - you will always be cast out by a hypocritical, bureaucratic Vault Overseer who claims that your heroism will make you a bad role model for the other Vault Dwellers. Without getting into a current sociopolitical discussion, let me just say that the themes suggested in Fallout (punishment of morality in an immoral world, the hypocrisy of authority, the petty and violent nature of humankind) can be seen quite clearly even today. Wars are driven by greed, necessity, stupidity, or fear - - and even after the cities have been burnt to cinders and the countryside irradiated, war will never change. We enjoy playing them, yes, but they also take a great deal of effort and frustration to actually complete. Before getting our ultimate reward, whatever it may be (a cool ending, a beautiful cut scene, a clever bonus level), we actually have to work to reach it. This quote, repeated lord knows how many times throughout the original Super Mario Bros, represents this fun/work dichotomy better than any other I can think of. When working their way through a Bowser level in Super Mario Bros, a gamer's thought process goes something like this.
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