1. Bioshock: Infinite The Luteces
If you were to compare Bioshock Infinite's dimensions twist to it's predecessor's Would You Kindly rug-pull, I'm willing to argue that the former might be even more ingenious than its illustrious predecessor, especially when you look back at how the game unfolded. Basically, the whole thing is about free will and determinism. Booker is living a life that's railroaded to what the Luteces, who exist across all dimensions, want from him namely, bringing them the girl and wiping away the debt. They see all the choices he could make across all dimensions, and as the game points out, some of these are fixed points, regardless of what Booker chooses to do with his (and your) illusory free will. This is played out several times throughout the game, if you look hard enough he always ends up flipping heads in the carnival, he never actually gets to throw a baseball (regardless of target) and the bird or cage pendant choice, your only choice as a free agent, is completely irrelevant as it won't change your fate. What makes it even weirder is that you know the Luteces, in their dimension-hopping ways, have seen you make these choices over and over again. After all, where do you think all the other coin-flips on Robert's board came from? You're fixed in what's going to happen across all dimensions, and the game keeps reminding you of this throughout. The best example of this comes from the game's prologue, after you've played it through once. As you'll know once you've completed the game, it's the Luteces that row you to the lighthouse. You'll note that Robert tells Rosalind that he (Booker) doesn't row. She asks whether he doesn't row, referring to the act of rowing in general, but through emphasising doesn't instead of row within the sentence, Robert's actually making it clear that in no reality, at any point, did you row to the lighthouse he always did it for you. Again, he's speaking about a fixed point, not whether you like to row as a hobby. It gets even cooler when you realise that Lutece is Latin for Paris, meaning that throughout the game, you always were going to take Elizabeth to Paris, even if in this case it's not a city, but a pair of British dimension-hoppers. So that's your lot. What do you think? As always, comment below!