I love when a game breaks the forth wall in an interesting way, played MGS again recently which made me think about the other games where the technique was used effectively. Ok, some of these are silly but they all have a special place in my heart.
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Sonic the speed addict
Sonic the Hedgehog was all about speed. The spiky blue bastard was absolutely freaky for the stuff. If the Mario series was a obscure public safety notice for the dangers of taking magic mushrooms, Sega's response was that addictions are fine if what you're addicted to is going as fast as you can with absolutely no concern for your psychical well-being. Press the d-pad in the desired direction and very soon the screen would blur to the point of almost absolute incomprehension. It didn't matter that you have no idea what was happening, or that you would almost always crash into something even spikier seconds later, as fast as possible was the entire point.
However, if you dared put the controller down without pausing to reach for a refreshing glass of water to sooth your wind-chapped lips, you'd be rewarded with the cheeky git flashing you a demanding glare and tapping his foot until you stopped attending to your own selfish needs and gave him his next fix of world disorientating acceleration.
The X-Men lose their mojo
Coding a video game staring The X-Men should be a game designer's dream job You have dozens of super-powered heroes to choose from (main combat mechanics served on a plate!), an already established global fanbase (the game will practically sell itself!), and hundreds and hundreds of uncanny adventures already written with each of them conveniently laid out for your design team in perfect story board format! Really, what could go wrong?
Well, if you consider a game full of ridiculously annoying enemy placements, consistently frustrating platform spacing, and bosses so difficult that they make you want to exert extreme physical brutality on whatever gaming device your attempting to play the damn thing on, then the answer would be “everything”.
If that weren't enough, directly after defeating one of the game's violence inspiring muses – the level five end boss Mojo – your X-Person of choice is presented with a simple instruction “Reset the Computer” to stop an impending explosion. The next few years were spent by most young gamers searching fruitlessly for this mythical computer, never managing to progress further. As it turns out, the game was instructing you to soft reset the actual Sega Megadrive itself! Brilliant! In the pre-internet age this creative little mechanic was the cause of many hours of exasperation and inevitable psychological breakdowns, much like the brunt of the game that came before it...
VideoThe puzzle to solve in the fifth level, Mojo's Crunch, breaks the fourth wall. After you defeat the boss, Mojo, you are required to "reset the computer" to escape the level before it collapses. One problem, there is no computer to reset. The game is literally asking you to "reset" your "computer" — the Gen3esis. If you don't lightly press the reset button, but rather hold it down, then the entire game would start over.
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Troubled anti-hero realises his life is a game
Like, not in a existential sense either dawg. Another video game action hero takes the stage, but this time one we can remember a little more fondly. Max Payne, ladies and gentlemen, the guy that let you live out your “I am Neo” fantasies of bulletime brutality better than any cash-in Matrix title ever could. Shortly after being dosed with a shot of the game's fictional narcotic, the reality bending Valkyr, Max discovers a note lying on a table that reveals the shocking truth: “You are in a graphic novel”, reads a mysterious note, and soon Max is remembering his encoutners as we've been viewing them, in comic panels and hanging speech bubbles “I was in a Graphic Novel” he exclaims as the revlation smacks him like a rolled up copy of Rob Liefield's Youngblood “It was the most horrible thing I could think of”.
Playing with your sanity
The much loved Gamecube title Sanity's Requiem employed various 4th wall busting techniques. Known as 'Sanity effects' they included things like fake BSODs, the screen turning itself off, and the volume turning itself down. One of the most inventive being a cue that gave you two options: delete all save games or continue without saving, choosing either option would bring up a false message that all game saves had been deleted.
VideoDuring gameplay, if your sanity meter gets low, you'll experience some audio, visual and control effects that will mess with your mind. Do not panic. These "glitches" are actually effects designers have added to drive the player crazy. As your sanity level lowers, the camera will tilt a bit and you will hear disturbing sounds. But sometimes, usually when entering a new room, you will experience these sanity effects.
Blue screen of death Sanity effect: 0:35-0:45
Screen turning off: 1:13-1:20
Game save glitch: 2:20-2:58
Volume turning itself down: 3:07-3:18
The merc with a mouth uses his own brand of initiative
Anyone faimilar with the character knows that Deadpool has a habit of reaching out past the confines of the comic panel and engaging the reader with a witty remark here, and a hilarious self-referencing gag there. The guy is a pro at it, so it's only becoming that he's the proud master of one of the coolest Hypercombos in Marvel vs Capcom 3. Upon activation, he prances forward covered in floating pink hearts, jumps into the air, and takes ahold of the controlling player's health bar which he detaches from the UI and uses it to smack his opponant into submission, if that wasn't enough he then reaches behind him and grabs the hyper-combo meter itself before wielding it like a bat and hitting the other character into the sky shouting “home run!”. He finishes off this particular disregard for Diedrot's well-known concept by taunting his challenger with a little dance as he sings “This is a hyper combo!” in the most annoying voice possible.
Spoiling it for everyone
A MGS parody freeware title, Merry Gear Solid 2 used similar 4th wall breaking teqniques as the game it bases itself on. For instance, a boss known as The Milkman requires you to set the clock of your PC forward 2 weeks so he spoils. and an enemy that requires you to actually move files around in the game's directory to beat him.
VideoThe first boss is a Milkman, defeating him requires the player to set thier PC clock forward 2 weeks to spoil him. The second boss is a delivery man who is against digital distribution, defeating him requires the player to drag and drop a .zip file into the game window itself.
The lunatics are running the asylum
While playing a certain level of Batman Arkham Asylum, the game throws up a fake screen glitch that seems as though your monitor is failing. The game then cuts out and restarts the intro cinematic. A trick that no doubt caused many players to restart their games in frustration. Let the intro play out, however, and you see that the roles have been reversed and the Joker is now taking Batman into custody. The game continues with this retelling of the original opening sequence, and ends with the Joker shooting batman and a game over screen appearing with a false tip to "use the middle stick to dodge Joker's bullet" (the controller of course having no middle stick).
They're called smart phones for a reason
A moment in the game Fez that required the player to use their smartphone to read a QR code to complete a puzzle.
The wall doesn't seem so solid
The Metal Gear solid series reduced the fourth wall to rubble in many interesting ways. The boss Psycho Mantis who could move your controller with his mind (activate its rumble pack), read your memory card, and required you to plug your controller into the 2nd port to negate his mind reading ability. The game would confuse you by telling you to put your controller down and give up, or by throwing up fake 'Mission Failed' screens to get you to reset, or asking you to swap discs as part of the actual narrative. There was even a moment in the original game that had you check the back of the CD case to acquire the codec frequency you needed to contact a specific character.
Whoever said DRM couldn't immerse you?
A nes game that came bundled with a physical copy of a letter from an in game character. At one point, you were instructed to "dip the letter in water". To progress, you had to immerse the physical letter in water to reveal a hidden message containing a code required to advance. A unique form of early DRM that integrated itself with the gameplay.
SourceA unique aspect of StarTropics was a saga involving a piece of paper, resembling parchment, that came packaged with the game. Written on it was a letter from Dr. Jones and was addressed to Mike, asking him to visit him at his laboratory on C-Island. It was as if the actual player had intercepted the message and was being invited indirectly to play the game. In later parts of the game, Mike receives an enigmatic message from his uncle through a third-party.
"Evil aliens from a distant planet...." "Tell Mike to dip my letter in water...."
Even for a player who owned an original copy and thus, was more likely to have the letter, it was unusual for a game to refer to a physical object that would otherwise just be a novelty. This prompted the player to think that Dr. Jones might be referring to an object within the game. To add to the confusion of the puzzle, putting this paper under water might damage it. Regardless, the correct course of action was to dip the physical piece of paper in water. It revealed a secret message from Dr. Jones and the number "747" that must be used in the game in order to advance.
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