Games

Game Guide

The 10 Biggest Plot Twists in Games

, 0Comment Regular Solid icon0Comment iconComment iconComment iconComment icon

Some games hide secrets in their narrative that, when you discover them, change your entire perception of what was happening. Are you the hero? Are you the villain? Nobody knows anymore.

Edit Article

Plot Twists. We love it when a story we thought we'd mastered, that we knew everything about, suddenly throws a curveball with an absurd revelation that, upon reflection, was there all along but we hadn't noticed. Movies, games, books, and TV series try to do this constantly. Some successfully, others not so much.

Imagine being in a movie theater in 1980, watching the fight between Darth Vader and Luke, with the hero losing his hand and suddenly dropping the bombshell "No, I am your father." This blew the minds of many who were watching the film for the first time. Since then, every day we see the entertainment world trying to shock audiences with some surprising revelation. Some are remembered to this day, and others were so poorly constructed that they've been forgotten amidst the avalanche of cultural products released every day.

Here, we'll talk about 10 of these surprising moments in games. Some, we even imagined would happen, but we were unsure if they actually would. Others are completely unexpected and have become references and memes that last to this day. Or don't you know you shouldn't level up Aerith and are going to let the good items sink in the lake with her? Check out our list of the 10 greatest plot twists in games and, if you're still unsure, leave a comment.

Spec Ops: The Line (2012, Yager – PS3/PS4/Xbox 360/PC)

Spec Ops: The Line starts out like just another standard military shooter, with firefights, cover, and the battered face of its protagonist, Captain Martin Walker. Set in a Dubai devastated by a sandstorm, it gives the game a unique feel, but what really grabs you is how the narrative gradually shifts. At the beginning, Walker follows orders, rescues civilians, and obeys a command that seems legitimate.

But as you progress, the choices and scenes become increasingly complicated, until the player realizes that the line separating hero from villain no longer exists. And the main plot twist is simple and brutal: Walker discovers that the orders he believed came from his superior, Colonel Konrad, were hallucinations produced by his own psychological pressure and guilt. Konrad had already been dead since the white phosphorus attack, and Walker, while being both the investigator and the victim, was the one who committed atrocities and came to believe they were Konrad's orders.

What you thought was someone else's responsibility was, in fact, yours alone! The plot twist isn't just about what's revealed, but about how it makes the player the cause of increasingly cruel actions, without them knowing it until the end. It's a game that forces you to think about individual responsibility within war contexts, and it does so without moralizing, simply showing the direct consequences of choices and denial.

Call of Duty: Modern Warfare 2 (2009, Infinity Ward – PS3/Xbox 360/PC)

Modern Warfare 2 takes the player through an intense action narrative and impactful scenes, but comes with a plot twist that will make you never trust even your own shadow again. For much of the story, General Shepherd appears as an ally of Task Force 141, someone who plans and authorizes operations against the threat posed by Vladimir Makarov.

The atmosphere of camaraderie and trust gradually erodes until the mission called "Loose Ends", when Shepherd reveals himself (in a rather lethal way), betrays his own squad, hands over troops, and eliminates two of the player's closest friends, known as Ghost and Roach. What happens is that you understand that Shepherd orchestrated much of the plot for his own self-interest.

He manipulated events to gain glory and power, kill inconvenient witnesses, and hide his actions behind patriotic rhetoric. The twist works because it changes the moral focus of the story. The one who seemed to be the good authority, the figure representing order, is the ultimate traitor. The impact isn't just narrative; it affects the player's sense of control, who until then believed they were on a just quest for revenge and justice.

The Last of Us (2013, Naughty Dog – PS3/PS4)

The most emotional part of The Last of Us comes from the relationship between Joel and Ellie as they traverse a United States devastated by the infection. The game carefully builds the affection and dependence between the two, without rushing. When we reach the climax at the Fireflies' base, the promise of a cure appears with an inevitable sacrifice: to extract an antigen from Ellie's brain and try to create a vaccine, the doctors say it will be necessary to remove part of her brain. And kill Ellie. Joel, who has already lost everything, refuses to accept this.

So he kills those responsible for the surgery, escapes with Ellie, and eliminates Marlene, leader of the Fireflies, to ensure there's no pursuit. The plot twist lies in the fact that Joel consciously chooses to sacrifice a possible cure for all of humanity because of his personal connection to Ellie.

Later, he even lies to her, saying that the Fireflies have given up researching the cure. The moral plot twist isn't just in the action, but in the final choice: he chose Ellie instead of the entire world. The game doesn't resolve this for you; it leaves the weight of the decision in the player's lap.

Mass Effect (2007, BioWare – Xbox 360/PC)

Mass Effect presents a living galaxy, with races, politics, and technology. The apparent mission is to unite allies to face the threat of the Reapers, colossal machines that periodically arrive to decimate civilizations. However, when the players arrive to confront the Sovereign, he makes a revelation that changes everything: the Mass Relays, space stations that 'slingshot' ships from one point to another in the galaxy, weren’t a gift from the Protheans but a trap.

The Reapers created the Mass Relays and the Citadel itself, which functions as the 'capital of the galaxy', to guide species toward technological growth and then destroy them when they reached a certain point. The plot twist transforms what allowed thousands of civilizations to travel the universe and evolve into a calculated trap, an architecture designed to accelerate evolution and turn these species into targets. What was once admired technology becomes a tool of domination, and the struggle ceases to be merely physical, becoming also a race against a seemingly inevitable cycle of death.

Final Fantasy VII (1997, Square – PlayStation)

Have you ever heard the phrase "Don't level up Aerith?" Well, it comes from here. Imagine you're in 1997, completely attached to the sorceress healer Aerith, head over heels for her charisma and sweetness, and suddenly she dies, without a revive item, and your enemy appears out of nowhere with a sword falling from the sky?

Final Fantasy VII was already a tense narrative, with complex characters and questions about the environment and memory. But Aerith's death in the Temple of the Ancients shattered the psyche of many players. While Aerith prays to invoke a magic that could save the world, Sephiroth invades and kills her with a swift and definitive blow. No 'Phoenix Down', no healing magic. Game Over for Aerith.

The brutality of the moment came precisely from disrupting the security the player had that playable characters, especially beloved characters, would be protected by some narrative logic. Aerith's death ends that sense of security. The plot twist isn't a mystery planned to be explained later; it's an emotional blow that alters the rhythm of the game and forces the characters and the player to deal with real loss (of the character and the items she carried) within that adventure.

Final Fantasy X (2001, Square – PlayStation 2)

In Final Fantasy X, the story of Tidus and Yuna is constructed as a pilgrimage and redemption. Tidus, coming from Zanarkand, awakens in a world dominated by Sin and accompanies Yuna on her journey to defeat him. In the end, the revelation takes the player by surprise: Tidus and the Zanarkand he remembered don’t exist in the usual sense.

These are manifestations granted by the so-called fayth, spirits who maintain a city and a hero as a dream in order to fulfill one last purpose. The fayth wished for Tidus to destroy Sin so that the cycle of suffering would end, even knowing that this would erase the very existence of Tidus and the dreamed-of Zanarkand.

The final choice has a bitter taste. Defeating Sin also means disappearing, and the story makes this personal sacrifice the emotional center of the plot. The twist redefines what it means to be "real" in that universe and transforms victory into loss.

BioShock Infinite (2013, Irrational Games – PS3/PS4/Xbox 360/PC)

BioShock Infinite takes place in the floating city of Columbia, and leads Booker DeWitt there to find Elizabeth, a young woman with strange powers to open portals to other dimensions. Gradually, the narrative reveals these portals between realities. The final plot twist is that Booker and the fanatical leader Comstock are the same person in different versions of a timeline.

A former soldier living with his infant daughter, devastated by the loss of the child, Booker accepted baptism and changed his name to Zachary Comstock, the prophet of Columbia. He studied technology and dimensions, which allowed him to make a dimensional leap and steal the baby he had once lost. Elizabeth, in turn, who’s biologically linked to Booker, was sold in the past and raised in another life. The revelation works by overlapping identities and showing that the same person can generate opposite destinies depending on small choices. Booker stole Elizabeth from himself, but in one reality he became Comstock and in another he remained Booker.

BioShock (2007, Irrational Games – Xbox 360/PS3/PC)

The original BioShock takes the player to Rapture, an underwater city that shattered the promises of an ideal. Throughout the adventure, Jack follows instructions from a guide who introduces himself as Atlas, discovering locations and secrets. The final scene with Andrew Ryan reveals that Jack was manipulated from the beginning. Ryan explains a harsh truth: Jack is, in practice, Ryan's son and was genetically programmed by Frank Fontaine to obey verbal commands, with the now-iconic phrase, "Would you kindly."

This psychological command caused Jack to act without realizing he was being manipulated. The twist is twofold because it shows both the moral corruption of Rapture and the illusion of choice that the player experiences. Playing as Jack confronts the player with the question: to what extent are we free when we respond to orders that seem natural? The game dismantles the feeling of agency in a technical and narrative way, and does so directly.

Metal Gear Solid 2: Sons of Liberty (2001, Konami – PlayStation 2)

Metal Gear Solid 2 shifts the focus from the familiar hero to a new protagonist, Raiden, and uses this change to play with expectations. By the end of the game, the truth is that the events were orchestrated by a higher intelligence, the Patriots, who transformed Campbell and other supporting figures into artificial voices to guide and shape Raiden.

The so-called S3 Plan attempts to recreate, through manipulation and control of information, a soldier in the mold of Solid Snake. This includes manipulating relationships, transmissions, and even memories so that Raiden behaves as desired. The twist dismantles the classic hero-versus-villain narrative and presents a social and technological experiment that uses real people as pawns.

The consequence is unsettling: what seemed spontaneous and genuine was, often, carefully staged to produce a programmed result.

Metroid (1986, Nintendo – NES)

In the original Metroid, the experience is one of solitary exploration and cold tension, as you venture through the skeletons of an alien civilization in search of secrets. The big shock came at the end, when the armor that seemed to completely envelop the protagonist would belong to yet another man, a cold and lethal action hero, like many of the time, and its face would finally be revealed, showing that the bounty hunter is actually a woman: Samus Aran.

The surprise works by subverting expectations about who plays the hero in this type of adventure. The revelation is significant because it challenges the player's assumptions without further explanation. It's not a speech, it's a moment that changes the interpretation of everything that came before: that silent and efficient hero isn’t a man, but a woman who overcame the same dangers and proved her competence.

The scene became a reference point for its simple and direct impact, showing that effective plot twists are sometimes small changes in perspective.