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Video games have also showcased some incredible and iconic story points and climaxes. From multiple perspectives regarding topics about life, death, the human condition, and godhood, there have been several video games that feature some incredible monologues, all thanks to superb writing, direction, and top-notch acting. These particular monologues can come across differently depending on the game. Some are cinematic and are akin to films whilst others are addressed directly to the player and can even be interactive, creating an experience that is truly unlike any other.
8 System Shock 2 - Shodan “God: That Title Suits Me Well”
Considered a classic and still regarded as one of the best games ever made, the sinister AI Shodan still sends ripples down the spine of anyone who has played the game. Declaring her intent to enslave and conquer mankind, Shodan’s emotionless poetic flair to undo mankind draws parallels to Oppenheimer’s ‘Now I am become death’ speech.
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The distorted voices and deep droning in the background exemplifies this drunken sense of power that Shodan appears to have, contrasting the calm rationality of her desire to subjugate the human race. Disturbing and haunting, the monologue is a stark reminder of the limits one can go when obsessed with power and achieving godhood.
7 Far Cry 3 - Vaas “Definition Of Insanity”
One of the most recognizable characters from the franchise, Vaas’ interesting and sadistic monologue about his musing on what insanity is instantly captured the attention of viewers. Years on, the monologue still holds its wait and resonates with players. The monologue mirrors Vaas’ and the protagonist’s (Jason’s) endless loop of trying to kill one another, and both characters are very much insane to some degree.
The monologue is cyclical and always comes back to the original question despite Vaas’ attempt at answering it, highlighting that the insanity continues and loops again and again.
6 Portal 2 - GLaDOS “Oh, It’s You”
As one of the most iconic robotic characters out there, reuniting with GLaDOS was like a reunion of sorts for fans of the portal series. Many played the sequel because of her. GLaDOS’ menacing character and sardonic humor showcase that even a monotone robot can be a fascinating character.
Though not the most amazing monologue, the reunion, and reintroduction of her character set the tone for what will be an amazing ride for the rest of the game. It also highlights how a well-timed entry of a character can do wonders for any scene.
5 Mass Effect - Sovereign “I Am Beyond Your Comprehension”
Though not a monologue as there is some conversational exchange happening here, this is another great example of a good entrance for a character (or villain). Unlike Shodan who expresses her plan and desire to subjugate the human race, Sovereign coldly and matter-of-fact states the inevitable to the player, that the Reapers cannot be understood and that all life will be wiped out as per the cycle.
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Though Sovereign oddly embellishes some details and appears to give away too much context for the ‘mortals’, Sovereign’s authority and kernels of truth about existence within the monologue can’t help but strike a chilling yet resonating chord in players.
4 Red Dead Redemption - Dutch’s Last Words
A tragic character through and through. Dutch’s last words reflect the realizations he’s had about his life and how it has become stacked against him. A charismatic man who tried to reform the world around him and live free by his ‘code’, Dutch was also addicted to needing to be great and would at times compromise his values to uphold his so-called ideals. Dutch possessed the understanding that change is simply inevitable and that he would be condemned to fighting it.
Those who have played Red Dead Redemption 2 will fully grasp the noble failure of Dutch’s life and the painful realization he has in this scene. Yet Dutch offers John an indelible truth, that a monster will always be found and that war must always be fought, for it ‘justifies their wages’, a sentiment that rings true to the conflicts of today. Poor John, however, doesn’t grasp the fatal foreshadowing. A game that is set at the end of the ‘Wild West’, this monologue showcases this great character and truly marks the end of an era.
3 Soma - Sarah Lindwall’s Last Words
Part horror game, part philosophical class, Soma truly delves deep into the themes of existence and the human condition that revolve around life, identity, and death. As the protagonist, Simon moves to find the Ark (humanity’s last hope), he chances upon Sarah Lindwall, the last surviving member of mankind.
After a brief exchange, the player can determine Sarah’s fate although she makes it adamantly clear that she wants to die. Simon can leave her or the player can pull Sarah’s life support plug. The player can stay around and support Sarah in her final moments. Here Sarah reminiscences on this ‘crazy thing called life’ and shares musings about her past and the people she’s been with. Heartwarming yet painful, the monologue serves to remind us of what’s important, and what do we cherish? And how do we want to live this crazy thing called life?
2 Death Stranding - Die Hardman’s Confession
Death Stranding is a strange one when it comes to its characters. With multiple strange pieces of dialogue and large exposition dumps made by characters to give context to the game, the game also showcases cinematic scenes and exchanges between characters. Die Hardman’s confession in particular is well remembered for its key character development and dramatic climax.
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Considered by some to be one of the best performances in a game, the actor portraying Die Hardman, Tommy Earl Jenkins nails the scene with his poignant portrayal of grief, guilt, and what it means to be self-conflicted.
1 Bioshock - Andrew Ryan “A Man Chooses, A Slave Obeys”
Set in the decaying undersea ‘paradise’ of Rapture, players will inevitably meet the infamous ruler of the crumbling kingdom, Andrew Ryan. In one of the biggest twists of video game history, Ryan breaks the fourth wall and delivers a crushing revelation about the events of the game and the nature of control.
Through Andrew Ryan, the game blatantly challenges the default stance of following objectives in games and makes us very aware of that fact. As in most games, we are just people delving into whatever the developers want us to experience. This moment in gaming makes us think. Are we pawns? If we are in games, are we also ones in real life?
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