The Rules of a Good Plot Twist | Semi-Ramblomatic

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Second Wind [Intro Music] I'm a sucker for plot twists. A really good plot  twist is the third point on the triangle where   the other two points are the really good joke  and the really good jump scare. In all three   cases we're taken by surprise to pleasant effect  that enhances the story, and in all three cases,   that effect is completely lost if we in any  way see it coming. Especially jump scares. A   good surprise jump scare gives me a shot of  adrenaline and a sense of "Ooh, you got me,   well played." But if I know a jump scare is  coming, I just feel really anxious and miserable.   That's why I never got on with Five Nights at  Freddy's. I suspect it might be lingering trauma   from a childhood incident involving a beloved  helium balloon and an unexpected stucco ceiling. Maybe this is biased of me to say but I think  plot twists in video games are all the more   interesting because of the interactive element.  We're a participant as well as an observer,   all our decisions have been made under  false information, the blood of all those   poor bastards in Spec Ops The Line is on our  hands too. Oh yeah, I should probably drop a   general spoiler warning before I talk about any  more specifics. Hey viewers! Yes, including you,   the person who's not really listening because  they put this on in the background while they   water their crops in Stardew Valley - I'm going  to spoil some video game plot twists in a bit.   I'll make sure to clearly state the name of  the game before I spoil it, but you've gotta   pay attention for that to work. Meet me half way  here, I promise your cauliflowers will be fine. So to talk about what separates a good twist  from a bad twist, let's go straight to the top:   my favourite plot twist in all of gaming. It's  in Second Sight, an old PS2 game by developers   Free Radical, best known for the Timesplitters  series. In Second Sight, we open with the old   chestnut of our dude waking up with amnesia and  psychic powers, and over the course of being on   the run from some evil corporation or other  we gradually learn what happened in numerous   flashbacks of a military operation gone wrong.  But something's off. Reality keeps changing.   We'll learn that character X is dead, then after  the next flashback, character X is suddenly alive   again. At the end there's a moment when it  seems all is lost and we are doomed to die,   until the twist reveals the truth: what we  thought were flashbacks were in fact the events   of the present day, and what we thought was the  present was a psychic prediction of the future.   And so the day is saved as we can now prevent the  plot's inciting incident before it even occurs. Certainly didn't see that coming, and yet, it  doesn't feel unearned or like it came out of   nowhere. Hell, in retrospect it's given away by  the fucking title. What about a bad twist? Plenty   to choose from, but most recently I've been  replaying Beyond Good & Evil, and that's got a   classic bad twist ending. At the final boss, main  character Jade is informed that she's actually a   super special alien baby birthed or created in  some unspecific way from the Lovecraftian being   that is the hitherto unmentioned big baddie.  This is a bad twist because it neither changes   anything, nor explains anything. Until the very  final chapter Jade never demonstrates any alien   characteristic or skills beyond being able to  smack things with a stick very hard, and she's   never shown much interest in her own origins. She  has been highly motivated to stop the actions of   the villains this whole time, so there's no  sense she might be tempted to switch sides. See, my two main criteria for a good plot  twist are firstly that I mustn't see it coming,   and secondly that it can't come out of nowhere,  either. It has to be something the rest of the   plot has been building up to, a final puzzle piece  that puts everything that's already happened in a   new light. See, a really good twist means you  get two stories for the price of one. 'Cos   you can replay it and see how knowing the twist  recontextualises everything that came before it. One of my favourite games with a  plot-recontextualising twist is of course   Silent Hill 2. Hopefully if you've followed me for  a while you've already played that game and know   the story, and if not hopefully I can ruin it for  you before Bloober Team does. In Silent Hill 2,   we play James Sunderland, who comes to the titular  haunted town after receiving a letter from his   long dead wife, and descends into a tortuous  odyssey through a surreal hellscape of violence   and despair which on first playthrough might not  seem like it has any meaning behind it besides   the standard horror setup of "clueless everyman  gets victimised for going somewhere he shouldn't." But then you get to the twist, in which its  finally revealed that James' wife Mary isn't   long dead but rather quite recently dead, and  he killed her. Before having a psychotic break   and stumbling to Silent Hill. And after that  you can replay the game and realise that all   the horror he's gone through has been his own  subconscious mind screaming at him to remember   what he did. That's why he's been seeing very  distinctly feminine monsters being victimised   all over the place by a big burly dude with  a huge, thrusting weapon between his legs. And I bring this up because the whole  topic of plot twists in games came to   mind while I was writing about Sanabi  for my Fully Ramblomatic yearly roundup   video. Sanabi is a nice little pixel art  platformer with an in-depth plot about a   man who loses his daughter in a terrorist  bombing and goes on a revenge rampage,   in the process teaming up with a cheerful teenage  girl in what felt like a pretty straight ripoff   of the whole Last of Us dynamic. But the  interesting entire-plot-recontextualising   twist of Sanabi is that it turns out the girl  we've been escorting IS our daughter, and our   memory of her death was false. Furthermore, we're  actually a kill robot implanted with the memories   of a dead soldier that have been tweaked  a bit to make us a more effective killer. It was unexpected and somewhat foreshadowed by  various events in the plot, but at the same time,   it left a bad taste in my mouth. It felt cheap,  somehow. And I wondered why. Specifically,   why the false memory twist in Silent Hill 2 works  for me, but not this one. On reflection, what it   comes down to is that there's a difference between  "unreliable narrator" and "the plot flat out lies   to the audience." See, Sanabi's protagonist's  false memories are shown to us as full on   cutscenes. We literally see his daughter die in  a bombing attack and the fictional events leading   to his revenge rampage, and we have no reason to  doubt them, because of the unspoken understanding   in a third person game that we view things  from the perspective of an omniscient overseer. The equivalent would be if Silent Hill 2 opened  with a cutscene flat out showing Mary dying of   natural causes in front of James with a great  big calendar on the wall declaring it to be   three years ago. That doesn't happen. What happens  is, the story about Mary dying three years ago is   something we only ever hear from James' mouth, in  his opening monologue. It's James rather than the   game as a whole that is lying to us, or more  accurately, himself. At first we've no reason   not to take his word for it, but over the course  of the game there are many hints to the fact that   James is a little bit off, mentally. He's confused  about certain details, he's weirdly fixated,   he sticks his hand right down a toilet at one  point without a moment's hesitation. And it's   all those moments that are paid off when the  full extent of his self-delusion is revealed. Lying to the audience like in Sanabi and that  one bit in Heavy Rain where we learn after the   fact that a character we were controlling  murdered someone during the time we were   controlling them and the game deliberately  didn't show us, smacks of a writer trying to   make their twist impossible to predict, because  it feels to them like some kind of victory over   the audience. There's a word for authors who  do that: "dickweeds." Who cares if someone   might predict your precious twist? Speculating  is half the fun. Let them have their moment of   glory. Don't put your own ego above the value  of the experience you're trying to create. So that's three rules for a good twist: must  be unexpected, must recontextualize the plot,   and no lying to the audience. But there's  got to be even more nuance to this,   because thinking about it, all of these  criteria are also met by the twist at the   end of 12 Minutes. It's undeniably effective,  I just doubt that the intended effect was to   make me hate the game's guts. Guess we'll have to  tack on one more rule. Rule 4: no incest babies. THIS VIDEO WAS MADE POSSIBLE BY
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Channel: Second Wind
Views: 146,595
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Length: 8min 12sec (492 seconds)
Published: Thu Jan 25 2024
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