10 Video Games That Start At The End

In some types of storytelling, a technique called “beginning in the midst of events,” often referred to as “in medias res,” is used. This term comes from Latin and means “in the middle of things.” When a tale starts somewhere other than the traditional start of the broader storyline, such as the middle or near the end, it’s an instance of in medias res storytelling.

In various types of media such as TV shows, films, and video games, you’ll often encounter this technique. It serves as a subtle clue for the audience about upcoming events, sparking their interest in the narrative.

Games that begin with a pivotal scene towards the end of their storyline, using the technique known as ‘in medias res’, typically allow players to retrace the events leading up to this moment through flashbacks. These flashbacks are frequently framed by narrative devices such as a character explaining the story, either directly to the player or to another character within the game world.

10. Sly 3: Honor Among Thieves

Actively Being Crushed

In the Sly Cooper series, each game features commentary by Sly and sometimes Bentley during the cutscenes. Generally, this commentary is meta, happening either in the present or past from a perspective that seems to be looking back from a future vantage point.

An exception to this rule is the third installment of the series. At the start, it portrays the protagonist and his enlarged Cooper Crew trying to rob the Cooper Safe, but they are apprehended by Dr. M’s monstrous mutation during the heist instead.

As Sly is gradually squashed by the monstrous creature, memories of his life start racing through his mind like a fast-forwarded movie, taking us back to when he first stumbled upon the Cooper Vault and the subsequent steps he took to gather the right team. Later in the narrative, even as the story returns to the monster problem, Sly continues describing being crushed before eventually losing consciousness.

9. God Of War (2005)

Off A Short Ledge

Initially, the acclaimed God of War trilogy was recognized for indulging extensively in violent scenes and grandeur. However, surprisingly, the initial installment in this series begins on a rather subdued and solemn tone.

At the very beginning of the game, Kratos can be found standing sternly atop a cliff, deep in thought and expressing his despair about having lost all hope. Without any fanfare, he takes a step off the edge, plunging into the foggy expanse of the Aegean Sea.

Here, Athena’s account begins, taking us back three weeks ago, where we witness him battling the fearsome Hydra and making a pact to defeat Ares in return for divine pardon from the gods.

Regrettably, despite gaining revenge against Ares at the tale’s conclusion, Athena informs him that the deities couldn’t alleviate his persistent remorse and recurring nightmares. Consequently, he resorts to leaping from a cliff in an attempt to end his life.

8. Prince Of Persia: The Sands Of Time

“Here’s Why I Broke Into Your Room”

Since manipulating time is the main aspect in the storyline of “Prince of Persia: The Sands of Time“, it’s not too unexpected that the game employs a narrative style where we are thrown into an ongoing story.

In the opening scene, I find myself stepping onto a grand, luxurious balcony under the pouring rain, which serves as my entrance into the room. Without any delay, I embark on a narrative journey of the game’s unfolding storyline that immediately follows.

As I’m living through these intense gaming moments, it’s evident he’s narrating this tale to someone. You can tell because whenever I meet an untimely demise, he swiftly interjects, “hang on a sec, that definitely didn’t go down like that.

At the game’s conclusion, we discover that Farah is actually an earlier version of herself due to the events within the game. The Prince secretly entered her chamber to alert her about the Vizier’s scheme, but she was skeptical, as a bandit like him needed a compelling reason for her to believe his tale.

7. Metal Gear Solid 4

Graveyard Menu

Just like Hideo Kojima’s style, Metal Gear Solid 4 deviates from the common narrative structure of starting in medias res. Instead, it offers a sneak peek at the conclusion before the main story has properly begun.

As I fire up Metal Gear Solid 4, it immediately reveals its cards by displaying a backdrop of a weathered Snake strolling through a cemetery adorned with blooming flowers on the main menu screen.

Because it’s only a menu, we can’t discern who he’s paying respects to at the gravesite or the reason for his visit. In fact, you might not recognize him as Snake unless you were already familiar with his rapid aging process.

In the game, the cemetery is subtly referenced a few times, yet its authenticity isn’t fully revealed until the final stages. After the fall of the Patriots, Snake makes his way to what’s believed to be Big Boss’ grave, with the intention of taking his life.

6. Monkey Island 2: LeChuck’s Revenge

How Did We Get Into This?

Initially, the first Monkey Island introduced us to Guybrush Threepwood embarking on his pirate escapades. Conversely, Monkey Island 2 unfolds during the course of an adventure, where we find Guybrish precariously suspended over a dark abyss, holding onto a rope in one hand and a substantial treasure chest in the other.

Elaine abseils down using a separate rope, inquiring from Guybrush about how he ended up in such a predicament. He replies that it’s a detailed tale, hinting she should just assist him, but she insists on hearing it anyway and encourages him to share the details with her.

As I’m blasting away at the ground with dynamite, trying to unearth Big Whoop, little did I know I was digging my own grave. The blast must have echoed across the islands, because Elaine showed up to investigate. But just as we were about to circle back, my hands gave out from all that digging and boom! I fell into the very facility I was trying to explore.

5. American Arcadia

Post-Filming Interview

At the outset of “American Arcadia”, events unfold as if you’re watching a documentary. The initial scene is Trevor Hills’ testimony, a significant moment that warrants such presentation.

He mentions in passing that he has gained widespread popularity in Arcadia, though he assumes the listener is already aware of this fact. Subsequently, he shares some aspects of his life leading up to the significant day, which transpired a fortnight prior.

Occasionally, during the course of the game, we cut to scenes from a documentary featuring either Trevor or Angela, providing additional insights about what was transpiring at that particular time or behind the scenes.

Initially, it seemed as though the situation was a grave legal affair. However, upon closer examination, it turned out to be more of an elaborate publicity strategy for the American Arcadia TV series. Trevor has since managed to leave that phase behind him.

4. Persona 5

Botched The Heist

In a chic introduction, Persona 5 finds our protagonist, Joker, creating quite a spectacle at a lavish, seemingly otherworldly casino. Eventually, he is apprehended by law enforcement.

After enduring a harsh questioning, Joker is met by Sae who queries him about the Phantom Thieves’ beginnings and their discovery of the Metaverse. Although his mind remains hazy due to various truth serums, he attempts to share the necessary details (ensuring to omit any names as well).

As our story progresses, we find ourselves once again discussing the Thieves’ intrusion into Sae’s Palace. However, Joker starts to feel dizzy, making his memory hazy. This confusion temporarily conceals some crucial details, which will only become clear later in the narrative.

Admittedly, we’re bending the rules slightly because there are yet two more palaces following Sae’s (making three in total within the Royal domain), but it remains a remarkable illustration of such narrative style.

3. Bastion

One Last Chat

In their early days, Supergiant had already shown an aptitude for crafting intriguing narratives, as evidenced by their debut game, Bastion. What’s interesting about this title is that it subtly deceives you with its storytelling structure.

At the outset of the game, we listen to Rucks’ narrative detailing the activities of the Kid and the overall condition of Caelondia post-cataclysm. Despite Rucks making an appearance within the game later on, it remains subtly implied that this is simply a narration beyond the storyline.

At the game’s conclusion, it turns out that Rucks had been recounting the series of events to Zia, as the Kid was engaged in his last mission.

It seems likely that The Kid had been sharing information with Rucks during their separate adventures. However, during this final mission, Rucks isn’t aware of the real situation. Instead, he’s guessing about what The Kid might be doing, and interestingly enough, these assumptions match up with the actions you take in the gameplay.

2. Conker’s Bad Fur Day

King Of All The Land

If you thought Conker’s Bad Fur Day would be a lively, cheerful adventure similar to Banjo-Kazooie, the game quickly debunks such expectations.

Immediately upon commencing a fresh game, we swiftly transition to a notably grouchy Conker sitting majestically on a cushioned throne. He’s adorned with a crown, nursing a glass of milk, and is flanked by an odd assortment of characters.

According to his tale, it seems that Conker is equally puzzled by everything that’s happening, encouraging us to lean in and pay attention to the story behind “Bad Fur Day” as he unfolds it.

Interestingly, the finale of the game leaves the initial scene’s clarity uncertain, since Conker became king merely by chance, finding himself in the throne room. Strangely, the peculiar characters simply chose him as their ruler without any formal election or discussion.

1. Oddworld: Abe’s Oddysee

Next On The Menu

In the initial installment of the game titled “Oddworld”, we encounter our hero, Abe the Mudoken, who finds himself confined in a metal cell with his arms bound. Through Abe’s narration, it becomes clear that he has confronted the boss of RuptureFarms, Molluck the Glukkon, and is now facing the grim prospect of becoming “slaughterhouse fodder.

He reminisces about his past as a janitor in the factory, where one late night, he uncovers their upcoming product – Mudoken meat on a stick for ‘New ‘n’ Tasty’. Distraught by this discovery, he flees for safety, embarking on his quest for freedom.

After experiencing a path of freedom and a deeply personal spiritual adventure (which I won’t delve into), Abe finds himself back at RuptureFarms, intending to save his companions. However, instead, he gets caught.

This scenario returns us to the beginning, where we discover that the cell harbors a meat grinder hidden beneath Abe’s position. The outcome – whether he is saved or ground up – hinges entirely on the number of Mudokens you managed to save during the course of the game.

Read More

2025-03-02 21:10