In 'Fluidity', the story of a droplet of water trying to make its way through a polluted and often hostile environment can be seen as sad. The water droplet has to overcome various obstacles and face areas filled with junk and pollution. It's like a small, pure thing trying to survive in a world that's not very friendly, and that can evoke a sense of sadness as you play through the levels.
Sad stories in WiiWare games can also add depth to the gameplay experience. It's not just about mindless fun, but also about feeling something. A sad story can make the virtual world of the game seem more real and relatable. For instance, if a game is set in a post - apocalyptic world like some WiiWare titles, the sadness of the situation makes the player understand the gravity of the in - game world better.
Perhaps there was a fishing vessel that had a great crew. They worked hard all season but due to some mechanical failures on the boat, they lost a large portion of their catch. This meant they didn't earn enough money to support their families well. Some of the crew members had children with medical needs or elderly parents to take care of. They were disappointed and sad as their efforts seemed to go in vain. They faced a tough time trying to figure out how to make ends meet until the next fishing season.
The danger. When a crew member is in danger of losing their life, it's a sad situation. The sea is so rough and the work so risky in Deadliest Catch that any near - miss or actual accident is tragic.
One sad story from Deadliest Catch might be the loss of a crew member. The sea is unforgiving, and in the harsh conditions of crab fishing, accidents can happen. A crew member could be swept overboard by a rogue wave, leaving the rest of the crew in shock and grief. It's a harsh reminder of the dangers they face every day.
There was a time when a fisherman went missing during a fishing expedition. His crewmates searched for him frantically but couldn't find him. It was a really tough time for them as they had to continue with their job while mourning the loss of their friend. His family back home was devastated. They had to come to terms with the fact that he might never return. The fishing community was also in shock as this was one of their own. They held memorials for him and tried to support his family in any way they could.
Cave Story WiiWare might be on the Wii U eShop. But you'll need to check directly on the eShop as availability can change over time and could be subject to various factors such as updates and publisher decisions.
These stories can cause short - term anxiety. When we hear a really scary 'Lets not meet' story, our mind goes into a state of alert. We might have trouble sleeping or find ourselves constantly looking over our shoulders. We become hyper - aware of our surroundings, which can be mentally exhausting. There's also the long - term effect where if we expose ourselves to too many of these stories, we might develop a general sense of fearfulness in situations that are actually quite safe. For instance, we might be afraid to enter an old building just because of a story we heard, even if there's no real danger.
One that always gets me is the story of the hitchhiker who seemed normal at first. But as the driver passed a certain old cemetery, the hitchhiker disappeared. Later, the driver found out that there had been a serial killer buried in that cemetery decades ago and the hitchhiker looked exactly like him. It sent shivers down my spine.
One characteristic could be a sense of dread. Since the idea is 'lets not meet' again, there's often an element of something unwanted or feared. For example, a menacing presence that the characters are desperate to avoid.