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We Become What We Behold Endings

“We Become What We Behold” is a short yet powerful indie game that explores themes of media influence, social behavior, and the cycle of negativity in modern society. Developed by Nicky Case, this game presents a thought-provoking narrative that examines how media shapes public perception and fuels division. With its simple yet effective gameplay, “We Become What We Behold” leaves players with a strong message about the consequences of what we choose to amplify.

One of the most intriguing aspects of the game is its ending, which carries a powerful moral lesson. This article explores the various interpretations of the ending, the game’s underlying themes, and its real-world implications.

Overview of the Game

“We Become What We Behold” is a five-minute point-and-click game where players act as a cameraman capturing moments in a small community. The game presents a cycle in which seemingly insignificant moments are transformed into major societal issues through media coverage. The more divisive the event, the more attention it receives, leading to a self-perpetuating cycle of anger, fear, and conflict.

As the game progresses, peaceful individuals are ignored while dramatic and negative moments are amplified. This escalates until the community descends into chaos, a reflection of how media can influence public sentiment and shape society’s behavior.

Understanding the Ending

The game’s ending is a culmination of the player’s choices throughout the experience. It delivers a strong critique of how media and human behavior interact, often with destructive consequences.

The Cycle of Violence Ending

In the most well-known ending, the game reaches a climax where the entire community falls into violence. As the player continues to capture images of angry and fearful interactions, the tension builds until an outbreak of chaos occurs. The peaceful moments that were ignored earlier no longer exist, as aggression dominates the society.

This ending serves as a statement about how sensationalism in media can fuel division and extremism. By focusing only on conflict, people lose their sense of unity and understanding, leading to destruction.

The Breaking Point Ending

As the game progresses, players notice that the cycle of capturing negative moments only escalates. In the final moments, the game forces the player to witness the consequences of their role in amplifying negativity. The entire community falls into disarray, and the screen turns black with a chilling message:

“We become what we behold.”

This reinforces the idea that what we choose to focus on shapes our reality. If society fixates on fear, hate, and division, it inevitably becomes consumed by those emotions.

The Implications of the Ending

The ending is intentionally abrupt and leaves players unsettled, pushing them to reflect on their role in consuming and spreading media narratives. It suggests that:

  • The media plays a crucial role in shaping public perception.
  • Sensationalism can lead to harmful consequences.
  • People must be mindful of what they consume and share.

Themes Explored in the Game

1. Media Influence

The game highlights how the media’s focus on extreme and sensational stories distorts reality. By choosing to report only on divisive incidents, the media fosters fear and hostility.

2. The Spread of Fear and Hatred

A key message in the game is that fear and hatred are contagious. If negativity is constantly reinforced, people begin to see the world through that lens, leading to a vicious cycle of distrust and aggression.

3. The Power of Perception

The phrase “We Become What We Behold” implies that human behavior is shaped by what we see and focus on. If the media portrays a world filled with anger and division, people begin to embody those emotions.

4. The Role of the Player

The player serves as a metaphor for real-world journalists and consumers of media. The game challenges players to consider their role in spreading information and whether they contribute to division or understanding.

Real-World Implications

The game’s themes are highly relevant to today’s society, where media consumption influences public opinion on a massive scale. “We Become What We Behold” serves as a critique of:

  • Sensational journalism and clickbait culture.
  • The rise of social media echo chambers.
  • The way conflicts and divisions are perpetuated through selective coverage.

Final Thoughts

“We Become What We Behold” is a deceptively simple yet profoundly meaningful game. Its ending serves as a cautionary tale about the power of media and human psychology. By focusing on negativity, society risks falling into a self-destructive cycle.

The game urges players to think critically about the media they consume and share, reinforcing the idea that change begins with awareness. Whether in journalism, social media, or everyday interactions, people have the power to break the cycle by choosing to focus on unity and understanding rather than division and conflict.

Ultimately, “We Become What We Behold” is more than just a game—it’s a reflection of the world we live in and a challenge to make it better. What Is Smurfing in Gaming?

FAQs Related to We Become What We Behold Endings

Is there any other ending in We Become What We Behold?

No, We Become What We Behold has only one ending, which shows the escalation of fear and violence leading to chaos.

What is the moral of We Become What We Behold?

The game critiques how media sensationalism fuels fear and division, ultimately shaping society’s behavior and perceptions.

How many endings does We Were Here have?

We Were Here has a single ending where one player escapes while the other remains trapped.

Is there an alternate ending to A Way Out?

Yes, A Way Out has two different endings, determined by the final fight between Leo and Vincent.

Is End of Evangelion an alternate ending?

Yes, The End of Evangelion serves as an alternate ending to Neon Genesis Evangelion, replacing the final two episodes with a more detailed and dramatic conclusion.

Does We Never Learn have multiple endings?

Yes, the manga has multiple endings, each depicting a different romantic outcome for the protagonist.

How to get the secret ending in We Were Here?

There is no official secret ending, but players can experiment with different choices to uncover small variations in the narrative.

How many Break In endings are there?

The Roblox game Break In has multiple endings, including good, bad, and secret ones depending on player choices.

How many endings are in While We Wait Here?

The game is not fully released yet, but it is expected to have multiple endings based on choices made during gameplay.

Who ends up dying in A Way Out?

Either Leo or Vincent dies, depending on the player’s actions in the final shootout.

What are games like It Takes Two?

Games similar to It Takes Two include A Way Out, Unravel Two, Brothers: A Tale of Two Sons, and Portal 2 (co-op mode).

Did Get Out have a different ending?

Yes, the original ending was darker, where Chris gets arrested, but it was changed to a more hopeful conclusion.

Is We Never Learn a harem?

Yes, We Never Learn is considered a harem anime/manga, as it features a protagonist surrounded by multiple love interests.

What book has multiple endings?

Books like Choose Your Own Adventure novels, Life’s Lottery by Kim Newman, and House of Leaves by Mark Z. Danielewski have multiple endings.

How many endings does The World Ends With You have?

The World Ends With You has one main ending, but the Final Remix version includes a bonus chapter with an extended storyline.

How many hours of gameplay is We Were Here Forever?

The game takes around 10-12 hours to complete, depending on puzzle-solving speed and exploration.

What is the plot of While We Wait Here?

While We Wait Here is a narrative-driven game set in a diner where players make choices while waiting for an impending disaster.

How do you get inside the true ending?

This depends on the specific game. Many games with true endings require completing side quests, making specific choices, or fulfilling hidden conditions.

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