The Simpsons Game - Plot

Plot

Bart goes to the video game store and coerces the clerk to let him buy the new and violent Grand Theft Scratchy game, only to have it confiscated by Marge. While Bart mopes, a video game manual crashes down from the sky in front of him. Reading through the manual, Bart discovers that he and the rest of his family have special powers. Later, Bart uses his Bartman powers to stop Jimbo, Kearney, and Dolph from stealing from the Natural History Museum, Homer uses his ability to become a huge ball and win an eating contest, Lisa uses her powers of meditation to stop a deforestation project, and Marge uses her powers to influence crowds to stop the release of Grand Theft Scratchy in Springfield, although Lisa points out it is ironic she used violence to stop a violent game.

During dinner, the family is euphoric with their new powers. However, it leads to an argument about what they should be doing with them. Aliens Kang and Kodos see this as an opportunity to strike Earth, and an alien invasion unfolds. Realizing none of their powers are strong enough to defeat the aliens, Bart and Lisa visit Professor Frink. Frink gives them The Simpsons Game's player's guide to teach them how to better use their powers as well as gain new ones, and the Simpson family soon sets out to try and stop the alien invasion. First, Bart and Lisa aid Captain McCallister in beating back mind-controlled dolphins that are attacking the city aquarium. Then, Bart and Homer defeat the Lard Lad statue which has come to life. Finally, they rescue Cletus from the aliens.

In order to find out the truth, the family turns to the Internet to discover more about the powers they have in the game, but are accidentally sent to the game engine when Homer spills beer over the keyboard. There, they discover Will Wright, who is destroying copies of an old 8-bit The Simpsons game and its characters. The family manages to save their 8-bit predecessors before they are destroyed by Wright, and discover that they will also become obsolete when the next The Simpsons game is released. The only way to prevent this is to talk to the creator of the games and convince him not to destroy them. In order to access his mansion, the family needs to acquire four key cards from four upcoming Simpsons games. First, Homer and Marge defeat a dragon in the Neverquest game. Next, Homer and Bart travel to France during World War II to thwart Mr. Burns' plan to steal priceless French paintings, in the Medal of Homer game. Marge and Lisa then travel to Grand Theft Scratchy, eliminating all offensive material and replacing it with more family-friendly material. Lisa and Homer then travel to ancient Japan to defeat the evil Mr. Dirt in the Big Super Happy Fun Fun Game.

Once they have all four key cards, Bart and Homer infiltrate the creator's mansion. They are greeted by Matt Groening, who sends Futurama characters Bender and Dr. Zoidberg after them. The family manages to defeat them, however, and Groening admits that he is only creating new games for the money, and destroys the game engine. The Simpsons, along with several other characters from the games escape to Springfield, where the aliens are still attacking. Lisa uses her power to create a stairway to heaven, and the family asks God for advice. After he is defeated in a game of Dance Dance Revolution, God reveals that he dropped the video game manual by accident, thus endowing the family with superpowers. Realizing his misdemeanor, he promises to restore Springfield, let them keep their powers, and to improve the working conditions of all video game characters. He also gives Homer three wishes. As the game ends, it turns out that Ralph Wiggum is playing the entire game before he looks at the screen, wondering who was looking at him.

Read more about this topic:  The Simpsons Game

Famous quotes containing the word plot:

    If you need a certain vitality you can only supply it yourself, or there comes a point, anyway, when no one’s actions but your own seem dramatically convincing and justifiable in the plot that the number of your days concocts.
    John Ashbery (b. 1927)

    Ends in themselves, my letters plot no change;
    They carry nothing dutiable; they won’t
    Aspire, astound, establish or estrange.
    Philip Larkin (1922–1986)

    But, when to Sin our byast Nature leans,
    The careful Devil is still at hand with means;
    And providently Pimps for ill desires:
    The Good Old Cause, reviv’d, a Plot requires,
    Plots, true or false, are necessary things,
    To raise up Common-wealths and ruine Kings.
    John Dryden (1631–1700)