Here's an eight year old heap of crap of a game that probably IS already forgotten.
The role-playing game "The Fall – Last Days of Gaia" was released for PC in Germany in 2004 by Silver Style Entertainment. It was a questionable honor. The press was rather enthusiastic, which still amazes me. They ignored a load of bugs which made the game unplayable for months after release and necessitated a total of ten patches up to 1 GB in size. However, that was hardly the game's greatest failure. What the designers concocted as a storyline was hardly worthy of a 12 year old, and I still wonder how grown men in the entertainment industry can come up with something like this and still write "enthralling, non-linear storyline" on their product packaging.
"The Fall" has a post-apocalyptic setting. The future world is a desert filled with technological waste. Gangs fight for ascendancy; assorted lunatic sects have formed. An ambitioned yet delicate attempt is made to establish a new government. Though hardly consisting of a handful of men, a few jeeps and some chickens, the "Government of the New Order" already has a president. It also has a declared enemy: Mutated humans, called "Shadows". These grey-skinned people are much better acclimatized to the heat and are apparently formidable fighters. The unnamed main character is searching for his gang-abducted sister and gladly helps the new government in their struggle against human gangs and the ominous, seemingly aggressive Shadows.
So far, so good. Now let us take a step back and evaluate what Silver Style was trying to achieve in their story. The player is set up and recognizes this relatively late in the game. The new president is his enemy, while the Shadows are an essentially peaceful race. Once the player – I'll call him "John" for the sake of convenience – finds out that he was betrayed, he has no problems killing the people of the "New Order" whenever he meets them.
The way this story unfolds raises more than one eyebrow. What the Shadows actually do in this game is so despicable that a psychologically stable player who judges what happens on-screen would not ever wish to take their side. Still John necessarily does and never ever comments on the obvious moral shortcomings of his new Allies. In the city of Copper Hill, his team finds heaps of human corpses resulting from genetic experiments gone awry. There’s no doubt the Shadows did this: they wish to turn every human into their own kind as a means to end the conflict. The writers later uphold the impression that this is a very natural and understandable thing to do. Humans die in those experiments by the dozen or even hundreds – John doesn’t care. Those few who survive have their life expectancy cut in half – well, those fourty years didn’t mean anything anyway.
A central victim of those genetic experiments is, surprise, John’s sister Anie. She is used as a prisoner, entirely against her will, survives against the odds and turns into a Shadow. The writers' insane logic immediately makes her decide that she belongs to this race now. No hard feelings, these are my brothers and sisters now and I’ll fight for them until I die. That sure is one perverted case of Stockholm syndrome. The development also facilitates John’s switching sides, because he will fight for his sister, so he is now fighting for the Shadows until the game ends.
I am sure I’ve never seen a more dangerously naïve approach to storytelling. Gaming magazines have ignored this morally depraved narrative, calling it "rich in twists". Individual reviewers have also praised the story as innovative or did not mention it at all in their overly positive reviews.