(bright electronic music) - Video games are filled
with some crazy stuff. Some of it you end up
finding 'em pretty easy, some of it you have to solve, and some of it you just blow right past. Combine the last two and
that's what I wanna talk about. Hi folks, it's Falcon,
and today on Gameranx, 10 unsettling mysteries
you missed in video games. And number 10, it's Red Dead Redemption
2's missing princess, lot of weird stuff in the Red Dead series. And if you're playing the games normally, there's a good chance
you'll miss a lot of it. But as weird details go, the
entire missing princess story is maybe the most obscure. Outside the saloon in the
Van Horn Trading Post, you'll find a faded post
to the talks about a reward for finding a literal missing
princess from Luxembourg. If you really wanna go down
the rabbit hole and find her, there's actually a lot
of clues in the area. You can find what looks like her belonging at the local fence. There's at least one other
guy you can meet nearby who is also looking for
his disappearance as well. You'd think with the game
hiding so many details, it would be possible to find her, but look as long as you
want, it's not gonna happen. You're not able to collect that reward. In the PC version, you can
actually find her model though. (birds singing) It's clearly meant to be her, has the same birthmark on
the face as the poster. And at some point, she
probably was in the game, but they just backed out
for whatever reason maybe, they decided it was just too much. And to be honest, all the
clues leading to nothing give the whole story a
bit of an uneasy edge like we'll just never
know what happened to her. Most of this side stuff in Red
Dead 2 is intentionally weird or easier to dismiss as an Easter egg or has some kind of resolution. So this fairly straightforward
missing person case having absolutely no ending, but a lot of little
threads sprinkled around make it much more unsettling. And number nine is Fallout
4's unmarked torch room. One of the best things
about the Fallout games is their environmental storytelling. You can learn a lot about the
world just from looking at it. Most of the time it's pretty clear what your takeaway is supposed to be with these types of things. But this one random unmarked location leaves us more questions than answers. North of Vault 81,
there's some train tracks. You can climb up this structure and find an unmarked
hatch labeled waystation. Sounds straightforward enough, right? The Commonwealth is filled
with unmarked locations that they have nothing
particularly memorable about them. Not this one though. Inside this wooden table, various torture tools and a lot of blood. Oh yeah, and a car battery
wired up to the body. There's no notes or any clues to explain what happened here or why. We just randomly stumble
onto a hidden torture room. Like Fallout already has a
kind of creepy atmosphere. In a standard horror game, this room probably wouldn't
stand out a whole lot. But Fallout, again, only kind of creepy, world is really big, and this room's so small and hidden away, it's like, well, what's the point? Is there some kind of
serial killer out there we don't know about? Was somewhat tortured for information? Maybe this was meant to be part of a quest that was never finished, or maybe a dev just wanted to throw in a torch room for no reason. I don't know and we'll
probably never know. And number eight is Call
of Duty: Black Ops III, what really happened? In comparison to the previous two points that are small parts of big games, this mystery is a massive part of a relatively brief
Call of Duty campaign, but it's so obscure that the clues can be pretty easy to miss. By Black Ops III, we pretty
much know what to expect from this subseries,
and for the most part, it plays the hits, a bit
more of a cyberpunk edge, ending gets trippy and bizarre. But the basic plot is
relatively straightforward. If all you do is play
the campaign mode normal, your takeaway is that
it's a standard evil AI run amok plot with a
mind-bending twist ending. - You're not Hendrix, you're not real. None of this is. (thudding) - Play it again though
and you'll start to notice some strange out of place details. How the training mission teases how all your squad mates eventually die. - Those sons of bitches got a hive line. You try to process and control
all that, so brain is toast. - Or the many metal gear
solid like fourth wall breaks with certain characters
alluding to the fact that they're playing a role. There's clearly meant to be
more going on with the plot. It's not just fan
speculation, it's in the game. What really exposes the developer's intent is the text crawl that appears
before every mission though. It appears too fast to actually read, but some dedicated players
manage to put together what each message says,
which when taken all together completely changes what
the plot is actually about. The prevailing theory
with all this information is that your man guy actually either died or nearly died after the
first mission of the game. And everything that follows is some kind of dying dream perhaps. What complicates this is
the cyberpunk elements like the neural implants called VMIs that every operative in the game has. It's not necessarily a dream. - DNI doesn't just help us
communicate with each other. It allows us to interact with
a variety of computer systems including pretty much all
the basic drone units. - It could be more like you're trapped in the matrix possibly, of course. The thing about the text scrolls is they're a little
contradictory and vague, so they don't really paint
a straightforward picture as to what's supposed to be happening. There's a few things people know for sure. The game presented the
story in a linear way, but it's actually not. The first mission actually
happened much later. And most of it is actually
a suspiciously similar retelling of a previous mission done by a different character entirely. Many theories simply
say that the AI villain at the center of the story, Corvus, is just made up as part of a dying dream, but I'm inclined to think it
plays a more important role. But what exactly that is,
I'm not completely sure. It's pretty rare to find a game where so much of the actual
story is this hidden. It's so obscure and mysterious that although a lot of people have a pretty good interpretation of what's supposed to happen,
nobody really knows for sure. Maybe someday, Treyarch
will just come clean and tell everybody what
the hell's going on. But until then, it's something. And number seven is Skyrim,
the mysterious letters. That was a big one, so let's go back to something
a little less intense. In Skyrim, you periodically get letters that end with A Friend. One is obviously meant to be Delphine, but a lot of others
have less clear answers. Like when you kill a
Dark Brotherhood member, you get a letter of thanks from A Friend. The only person who
could possibly know you killed a Dark Brotherhood
member would be another member, but it's never made clear
exactly who sends the letter. The most mysterious these
has to be the ones you get for using shouts. Sometimes, for whatever
reason, you'll get a letter from someone pointing you
towards a new word wall, which is a place of power
that can unlock new shouts. It's never made explicit
who these letters are from. They all just end in,
you guessed it, A Friend. So many questions here guys. Who is the person who heard you shouting? And how do they know the
location of the word wall, which are all, by the way, in
dangerous Crips and Dungeons? Is it an organization of
people secretly helping you? Is it a stalker? Is it a deictic prince? Who knows? The game never really
tells you the identity of this mysterious benefactor. Knowing that just makes the letters kind of creepy in hindsight. Like, who is watching you? And why don't they reveal their identity? Like it's probably just
a gameplay mechanic to make it easier to unlock new shouts, but there's really no
reason why these notes couldn't have just come
from a named character or even an organization,
or maybe that's their name. Maybe you're getting it
from like Arthur Friend or or like Alfred Friend,
A Friend, I don't know. It's about as plausible
as any other explanation. And number six, in Control,
the weird door symbols in the motel hallway. One of those games where every answer raises two more questions. Just about everything in Control is some level of
unsettling and mysterious. But most of these
mysteries are closely tied to the main plot at least. What's the deal with Jesse Dylan or why Former was ejected from the board or why the janitor is the way he is, and that's honestly just
scratching the surface. So for this entry, let's
focus on something smaller maybe a little easier to miss, but nonetheless has huge implications. In Control, there's this place
called the Ocean View Motel. It's a recurring element of the game. Every time you go through this place you're going from one part of
the oldest house to another. And while it might seem random, there does seem to be some
kind of a logic to it. The thing that's gotten a
lot of people's attention are these mysterious symbols on the doors. It's easy to dismiss them
as just being random symbols but each one actually
has a specific meaning, like they all have names associated with them in system files too, which doesn't necessarily mean anything but it does give us something to go on. The most notable symbols are these, the Doors, Vanguard, the Alan Wake, and this one which is
just called Control Two. The doors are interesting
because if I think Dylan says in the game where he
talks about a Mr. Door. It's likely that he's
talking about the character, Martin Hatch, from Quantum Break. I get it, Hatch, door. Remedy loves their puns. and also implies that the
door might be connected to the Quantum Break universe. The Vanguard symbol is an interesting one because it's actually in reference to their development branch working on the multiplayer
experiences, not a specific game, but more of a real world Easter egg. The Alan Wake one people
already knew about for a few reasons. This world closely
associated with Alan Wake and it's a symbol that appeared on a whiteboard in Quantum Break. And this is the door where
you find the typewriter page in the Alan Wake DLC. So clearly, it's meant
to be connected there. These doors are meant to
imply a shared universe but what makes it unsettling
is how it actually works. The Control Two and One
could mean anything, but the black and white
pyramids are super interesting. They don't wanna linger too much here but there's a lot of weird implied points of contact between Remedy games and most of it's relatively benign. There's just something
creepy about the motel and it's obscure doors that
lead to other dimensions where things can somehow get inside but you can never go through. Also, in all honesty, it's
probably a way for them to say, "Oh yeah, the Remedy Games
have a shared universe and that's how the games
are gonna be going forward." And number five is this secret room under the Castle Leyawiin in Oblivion. Bethesda loves their
torture rooms, don't they? Like hiding places, just
making it a little creepy. Hey, stuff's going on here. You didn't think about,
not good stuff either. So what stands out
about this one, however, is that it's really closely tied to a major character and
nothing really comes of it. The only time you'd ever
even find this secret room is through the Thieves Guild
quest, a Darcy's heirloom. And it's fairly easy to overlook 'cause it has nothing to
do with your objective. In the quest, you're
tasked with stealing a ring from the Countess of Leyawiin, the most beloved ruler
of the town who seems to, from the outside, just
be another generic ruler among many in Oblivion. But as you explore the Castle Dungeon, there's a secret path to her room, but you'll also come across this room, which a beggar in the jail says is a room specifically
for torturing Argonians. So it's not just your regular everyday secret torture dungeon,
it's also a racism one. Torture's not enough, it's
gotta be racist torture, right? Yeah, that makes it real creepy. It does actually, it's unsettling. There's chairs set up on our
table, it's covered in blood. There's not any bodies
in the room or anything, but there's enough going on here. (gentle music) If all you knew about the Countess was the mission where
you crash your party, then this is a kind of
a shocking discovery. What makes it mysterious though is it's never brought up anywhere. You can't confront the Countess about it, there's no quest associated with it. It's just there, a place
you might go through as part of a completely unrelated quest. It's not like that
tortured room for Fallout 4 where you have no idea what's
supposed to be going on. It's clear that it belongs to the Countess and that she hates Argonians
and will continue to and there's nothing you can do about it. - Well, since we don't have
any Argonians, I can allow it. The Countess won't allow
visitors to Argonian prisoners. I'll be watching though. - So it's a fascinating piece
of environmental storytelling that all it does is tell
you something about somebody and you can't do anything about it. Moving on to number four,
Pokemon X and Y, a note for help. More goofy than unsettling. But depending on your disposition, you may find it confusing at very least. In the Lumiose station, there's this note that simply says, "I'm going to go for help,
wait in the usual place," and that's it, that's all that you get. (fanfare music) Who needs help and why do they need it? But why is this note in some
random place and station? Who's it for? Nearby, you can find a kid
who says something like, "It should be some place
right around here," but it doesn't really definitely mean he's talking about the note. He could easily be talking about something completely different. It's kind of hard to
imagine somebody saying that about that kind of a note. The Pokemon series is no stranger to randomly inserting unsettling things in their games like ghosts, but they're usually
pretty easy to explain. This is a total mystery.
Is somebody being hunted? It sounds serious but there's
just nothing going on, so it just remains a bizarre
kind of unsettling detail. And number three is Deus
Ex: Mankind Divided, the body in the VersaLife Vault. One of the best missions
in Mankind Divided is his bank heist appropriately
titled, The Heist. The developers hire a,
quote unquote, "consultant" who's definitely not in the
mafia, and they're like, "And so we've got this
mission in our new game. It's about a bank heist
and we're trying to find like a really authentic title for it." And the guy's just like, "Why
don't you call it The Heist?" And they're like, "Oh, very very good, very
good, very authentic." And that was single handedly better than any SNL skit for at least four years. Anyways, the job to steal some files from the VersaLife corporate vault which sounds simple enough, right? But if you're thorough
in exploring this place, you're gonna find a room containing some frozen bodies in
containers, most of them generic. I mean, look at this one. Nothing special about that frozen body. Oh, you think you could
at least put some flare on your frozen bodies? That said, one of them is kinda shocking but a very obscure secret. One of the bodies in the VersaLife vault is the main guy, Adam Jensen. The implications of this
discovery are numerous. Is this a clone of Adam Jensen? Ar are you a clone of Adam Jensen? It would go a long way in explaining how you're still around after
the ending of human revolution where it seemed pretty
unlikely you would survive. The funny thing, is
that's really all we get? There's nothing else in the game to say one way or the other, so we don't really know
which one's the real Jensen. (suspenseful music)
(electronic beeping) (exploding) It's a crazy human revelation. (laughs) Either way, I'm sorry, I'm sorry. But it's only made more obscure
by how easy it is to miss. Maybe if they make another Deus Ex game, this mystery will get
some kind of closure. But as of now, it's just kinda like, what? And number two, in Bloodborne,
what even is Paleblood? Right at the start of Bloodborne, you find a message that says this, "Seek Paleblood to transcend the hunt," which sounds straightforward, right? Put down the four lord souls
like in Dark Souls, right? That's the Paleblood, right? As the game goes on, it obviously gets further and further away from the initial perceived premise and it gets easy to
forget about that message. Nobody ever explicitly says
what Paleblood is either. It's clearly something important and it sounds ominous
as hell, but what is it? Why will it let you transcend the hunt? Unlike every other mystery on this list, this one has been explained
somewhat by the developer. Hidetaka Miyazaki himself
explains in the guidebook that Paleblood is meant to
reference the color of the sky after you reveal the
true nature of the world, kind of a sickly purple,
which sort of makes sense. He also says it could be
interpreted as another name for the monster that comes from the moon. So the moon presence, the
secret final boss of the game. Those are pretty wildly
different things though. Like one of those things is not even kind of like the other
one of those things, so it makes the whole thing a little more unsettling actually. So is the Paleblood an actual thing or some kind of abstract concept? But what do they mean
by transcend the hunt? Are they talking about ascending
to a new plane of existence or just ending the dream? Does someone actually want you to get to the secret ending of the
game, which if you don't know, involves eating three pieces
of Great One umbilical cords? Yes, seriously. It's been long enough. I think it's okay to say
in a video, right? Yeah. You know what game is weird and messed up when you're not really
completely sure what the goal is? But that's Bloodborne for you. Everything about the lore is unsettling. There's something deeply
wrong about everything and nothing ever adds up in a way that makes perfect, neat, tidy sense. The best way to describe
it is like a bad dream where there's enough logic where you can make enough sense of things, but it's like a jigsaw
puzzle where the pieces don't quite match up, almost like they're laughing at you for even trying to make sense of it. Everything that has to do with
Paleblood is exactly that, sounds important, has a
bunch of creepy imagery and lore attached to it, but yeah, what? I don't understand what the
hell Miyazaki's saying there. Honestly, it makes less sense him saying those two completely contradictory things. And finally at number one,
Animal Crossing: New Horizons, the night clowns. When you say the words, the night clowns, you're like, "What? In animal?" Like that sounds horrifying
in Animal Crossing. And there's actually been a lot said about the secret horrors of
the Animal Crossing universe but here's where the true terror starts. Occasionally, under certain circumstances, when a new villager moves into your town and replaces somebody, they'll tell you that
the villager who left was thinking of moving away anyway because of the night clowns. Oh, all right. They just say it like the most
normal thing in the world. I'm sorry though. You said night clowns. Day clowns are plenty enough
to deal with, but apparently, the world has clowns that are
exclusive to the after hours. I wonder, everybody wants
to leave my damn village. I wanna leave my village now. I don't even want to know
about the nocturnal bozos, and that's all you get on it. It's never brought up again. You never actually see
any actual night clowns other than the one in
the corner of your eyes when you're trying to sleep at night because now the phrase night
clowns is in your head. Yeah, I know. It's just the game trying to be funny and it's not supposed
to be taken seriously. But in all seriousness, it's such a bizarre and specific visual that it's kinda hard not
to dwell on, you know? And I'm sure, it freaks
plenty of people out. As far as mysteries go,
it's not the most in depth, but if you're afraid of clowns, I would definitely not play
Animal Crossing before bed because that phrase night clown is gonna be fresh in your mind. And that's all for today. Leave us a comment, let
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right here on Gameranx.