Bioshock
[spoiler]The guide character, Atlas, who has been helping you since the tutorial, almost always phrasing his direction in an affable Irish brogue like “Would you kindly make your way to the console and shut that generator down?” has been using you as his pawn, and you are a genetic anomaly whose trigger phrase that you cannot disobey is “Would you kindly…” Every single thing in the game that you’ve done to progress and did unquestioningly (because players always do what the guide character tells them to in a game like this,) has been an plot-related manipulation and not just the sequence of events that advances the game.
The convention which simulates player agency has been ripped away from you, and the sense of actual betrayal and shock it invoked in me as they show you a fast montage of everything you were told do (including hijack and crash the plane in the opening cutscene) was a literal jaw-dropping moment and a rare case that I had not been spoiled beforehand on. The fact that they took the necessity that you have to complete area A to unlock door B to get to area C and incorporated that unexpectedly and unusually into the plot was some pretty incredible writing. Atlas and Glados I think were the first two contemporary examples of unreliable narrator and it hadn’t yet become a thing in games…or at least not so well pulled-off.
Then the character you thought was the big bad and turns out to be your genetic father (with the horrifying implication of who your mother was and the manner of your birth if you paid attention to the audio logs previously) uses the “Would you kindly” trigger to compel you to bludgeon him to death with his golf club while shouting “A MAN…CHOOSES! A SLAVE…OBEYS!!!” in one of the absolute mind-blowing moments of gaming ever.[/spoiler]
Similarly in Bioshock Infinite
[spoiler]It had been rumored and assumed that the game, set in a parallel universe and seemingly unrelated to the first one, was going to have an easter egg where Elizabeth, a character with nascent Dr. Who-like powers of tripping through alternate universes, might open up a portal to Rapture from the first game just as an amusing fanwank joke.
But the moment you realize she’s taken you, herself and the Songbird (the mechanical monstrosity who’s terrorized you throughout the game until like twenty minutes ago when Elizabeth figured out the actual secret to control him and use him as your most powerful weapon) to Rapture and landed Songbird outside the glass at the bottom of the ocean where he implodes… accomplished what was an expected jokey callback in a more emotional and satisfying way. Then the last 20 minutes of this game is amazingly surreal and haunting and plays with video game tropes and expectations some more. This wasn’t a remake of Bioshock…the whole multiverse is connected literally.[/spoiler]
Uru: Ahnonay
Thinking I had broken the game when swimming to the rocks in Ahnonay.
[spoiler]Already in this game you’ve found Kadish’s skeleton at the very center of his spectacular puzzle-box vault age where he died with all his supposed treasures, mad as all get out. After that, you investigate Ahnonay in which he professed to have the ability to control time. This is despite the fact that a linking book is supposed to put you at a single fixed point of space and time somewhere. But Kadish provides a book to a small watery island age that when uninhabited seems to race into a desolate deserted foggy version, and then later to a ruined circle of broken rocks hovering in space where the island used to be.
But then the age starts behaving unexpectedly if you use the bookmark ability to “cheat” your way to some inaccessible progress markers. For example, in the ruined late age where the island is just floating rocks in space, you can bookmark a remote atoll in the past, then progress time and link to the resulting inaccessible rock in the future since it’s in the same “place”. As you do this, you “accidentally” discover a fourth version of the age where a huge statue (Kadish?) is partially built and floating majestically in space with scaffoldings and bricks floating in zero gravity. There’s a weird passage to an outdoor area with a tiny island and a tower you can’t get into and water currents around it that keep you from swimming too far away out of the play area where some other scenic rocks are visible and the horizon seems to disappear over an edge. This is not surprising in this series where you’re used to seeing scenic elements in the distance you are not expected to reach. The bookmark seems to malfunction here, placing you in a different spot than you marked if you manage to advance the time eras outside…and the passageway still leads to the fourth era of the age…
This exploit lets you get into the tower which has a lever to shut off the water currents. At this point I swam out toward the scenic rocks which took a bit, and as I got closer they started to pixellate. I’m thinking I’ve totally done something wrong and broken the game…obviously I’m not supposed to see these things up close…until I manage to swim around one of the rocks…which turns out to be constructed two-dimensional scenery for the benefit of those standing on the island. There’s a crack in the horizon behind…which turns out to be a wall…which leads to an observation/control panel with a window that shows…
Wow. Kadish wasn’t controlling time. He built a giant mechanism on a wheel that spins four giant spheres containing constructed theatrical representations of the same age in different time periods into the space that the original book links to. A cosmic magic trick to fool people, like me, who understood that linking isn’t supposed to work in the manner he seemingly had gotten it to. Epic.[/spoiler]
Portal.
And Portal2. All of it. Especially the songs.
Fallout 3
The vault that turns the game into a demented 1950’s black and white sitcom, and bringing up your Pip-Boy to realize it’s nothing but a common wristwatch.
Then realizing the peppy theme music that plays the entire time and sticks in your head is the key to escaping.