The forming (and breaking) of intimate relationships between characters has become something of a hallmark in modern games. We muddled about by ourselves in games for years prior, taking on the toughest of enemies either alone or with a ragtag group of new-found “friends” with vacant backstories. Enter in the likes of story-heavy games, such as those in the Final Fantasy series, and change happens. Even though you couldn’t actively court other characters in games like that, it was easy to develop vicarious relationships with and through them because they each had individual pasts that lain in wait, to be uncovered at the player’s discretion. And before the world was treated to the now –ubiquitous character development styles of firms like Bioware, plenty of games had introduced the complexities that accompany personal interactions into their ranks, such as games in the Zelda, Metroid, and Half-Life series.