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* ''VideoGame/TheLastOfUsPartII'' has the [[BrokenAesop aesop]] that violence isn't the answer and revenge just becomes a [[CycleOfRevenge cycle of violence]] that destroys everyone you love, with an attempt to call players out on this by making the death animations very brutal and giving every character a name. However, the game gives you no choice but to kill and will continue to call you out even if you [[PacifistRun avoid violence when possible]], and much of your killing/violence is done in self-defense against enemies who ''will'' try to kill you the second you're found out. To be even more unhelpful, the game occasionally has [[VillainsWantMercy injured mooks begging to be spared]] [[ISurrenderSuckers who get up and attack the moment you turn your back on them]], giving no incentive to be merciful.

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* ''VideoGame/TheLastOfUsPartII'' has the [[BrokenAesop aesop]] that violence isn't the answer and revenge just becomes a [[CycleOfRevenge cycle of violence]] that destroys everyone you love, with an attempt to call players out on this by making the death animations very brutal and giving every character a name. However, the game gives you no choice but to kill and will continue to call you out even if you [[PacifistRun avoid violence when possible]], and much of your killing/violence is done in self-defense against enemies who ''will'' try to kill you the second you're found out. To be even more unhelpful, the game occasionally has [[VillainsWantMercy injured mooks begging to be spared]] who [[ISurrenderSuckers who get up and attack the moment you turn your back on them]], giving no incentive to be merciful.
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** Of course, plenty of players see the Genocide Route as this trope, despite the fact that there is literally no reason or incentive for doing it apart from simple completionism, and the game actively discourages you from continuing.
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* ''VideoGame/{{Undertale}}'' is a game that features several branching story paths and blurs the line between the player and their character, so it takes pains to avert this trope. Guilt-tripping mostly happens when it's clear you're going out of your way to be evil, like killing [[NiceGuy Papyrus]] (who will never kill you, and if you've gone Genocide up to his boss fight, will explicitly spare you), and you can always go back to the Neutral run right up until the very end. If you just kill some monsters, you'll get a pass on the basis that they ''were'' trying to kill you and you were defending yourself. There is, however, one instance where the game attempts to nudge the player into a path that will get them guilt-tripped: the first boss fight & its aftermath. The boss, Toriel, will not respond to normal attempts at mercy ([[spoiler:you need to spare her repeatedly until she finally breaks down]]) and will die when she's at 1/3 health, so it's very likely that first-time players will accidentally kill her and {{Save Scum|ming}} until they figure out how to end the fight non-lethally. This will get them taunted by Flowey, though the purpose of the lecture isn't so much to actually make the player guilty (Flowey isn't the best guide on morality) as to reveal that SaveScumming is an InUniverse ability and some characters have RippleEffectProofMemory. The game also does give prior hints towards sparing Toriel and it's totally possible to figure it out first try, so it's not so much a railroad as a bunch of {{red herring}}s being thrown around.

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* ''VideoGame/{{Undertale}}'' is a game that features several branching story paths and blurs the line between the player and their character, so it takes pains to avert this trope. Guilt-tripping mostly happens when it's clear you're going out of your way to be evil, like killing [[NiceGuy Papyrus]] (who will never kill you, and if you've gone Genocide up to his boss fight, will explicitly spare you), and you can always go back to the Neutral run right up until the very end. If you just kill some monsters, you'll get a pass on the basis that they ''were'' trying to kill you and you were defending yourself. There is, however, one instance where the game attempts to nudge the player into a path that will get them guilt-tripped: the first boss fight & its aftermath. The boss, Toriel, will not respond to normal attempts at mercy ([[spoiler:you need to spare her repeatedly until she finally breaks down]]) down]]), repeatedly tell you to either fight her or give up, and will die when she's at 1/3 health, so it's very likely that first-time players will accidentally kill her and {{Save Scum|ming}} until they figure out how to end the fight non-lethally. This will get them taunted by Flowey, though the purpose of the lecture isn't so much to actually make the player guilty (Flowey isn't the best guide on morality) as to reveal that SaveScumming is an InUniverse ability and some characters have RippleEffectProofMemory. The game also does give prior hints towards sparing Toriel and it's totally possible to figure it out first try, so it's not so much a railroad as a bunch of {{red herring}}s being thrown around.
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* ''VideoGame/GhostOfTsushima'' does this at two levels. A key point is your uncle becoming angry at you breaching the Samurai code by completing missions in dishonourable (ie, stealthy) ways. No matter how honourably you fight throughout the game, though, Act 2's mission structure ''forces'' you to conduct a mass poisoning to capture Castle Shimura, and a cutscene then forces you to defy your uncle about it. On the other hand, this is softened a bit by the game being fairly clear that your uncle's inflexible belief in following the bushido code no matter what is wrong and only resulted in the SenselessSacrifice of too many other samurai against the [[CombatPragmatist Mongols]].

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* ''VideoGame/GhostOfTsushima'' does this at two levels. A key point is your uncle becoming angry at you breaching the Samurai code by completing missions in dishonourable (ie, stealthy) ways. No matter how honourably you fight throughout the game, though, Act 2's mission structure ''forces'' you to conduct a mass poisoning to capture Castle Shimura, and a cutscene then forces you to defy your uncle about it. On the other hand, this is softened a bit by the game being fairly clear that your uncle's inflexible belief in following the bushido code no matter what is wrong and only resulted in the SenselessSacrifice of too many other samurai against the [[CombatPragmatist Mongols]].
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* ''VideoGame/GhostOfTsushima'' does this at two levels. A key point is your uncle becoming angry at you breaching the Samurai code by completing missions in dishonourable (ie, stealthy) ways. No matter how honourably you fight throughout the game, though, Act 2's mission structure ''forces'' you to conduct a mass poisoning to capture Castle Shimura, and a cutscene then forces you to defy your uncle about it.

to:

* ''VideoGame/GhostOfTsushima'' does this at two levels. A key point is your uncle becoming angry at you breaching the Samurai code by completing missions in dishonourable (ie, stealthy) ways. No matter how honourably you fight throughout the game, though, Act 2's mission structure ''forces'' you to conduct a mass poisoning to capture Castle Shimura, and a cutscene then forces you to defy your uncle about it. On the other hand, this is softened a bit by the game being fairly clear that your uncle's inflexible belief in following the bushido code no matter what is wrong and only resulted in the SenselessSacrifice of too many other samurai against the [[CombatPragmatist Mongols]].

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