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*NotOfThisEarth: The Devil Worm is implied to be extraterrestrial in nature, seeing how it was discovered in a meteror impact crater.


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*RealEventFictionalCause: Not directly, but it's implied the asteroid that carried the Devil Worm to Earth caused the Pingualuit crater.
*TimeAbyss: If the Devil Worm really was delivered to Earth by the Pingualuit meteor, that would make it at least 1.4 million years old.
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* SequentialBoss: The Harbinger is fought 3 times in sequence; unlike the Abomination, each phase is more or less the same, although each takes place in a different section of the arena bleachers, and the Harbinger doesn't use its spike attack until the second phase.

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* SequentialBoss: The Harbinger is fought 3 times in sequence; unlike the Abomination, each phase is more or less the same, although each takes place in a different section of the arena bleachers, and the Harbinger doesn't use its spike attack until the second phase. In the 3rd phase it also has triple the amount of health.

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* AttackOfTheFiftyFootWhatever: It's a humongous monstrosity, to say the least. It easily towers over every other Ridden that isn't the Abomination.

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* AttackOfTheFiftyFootWhatever: It's a humongous monstrosity, to say the least. It easily towers over every other Ridden that isn't the Abomination.Abomination or the Harbinger.



The final boss of ''Back 4 Blood'', an absolutely massive creature that has tunneled under Finlayville.

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The final boss of ''Back 4 Blood'', Blood'''s main campaign, an absolutely massive creature that has tunneled under Finlayville.


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[[folder:Harbinger ('''SPOILERS''')]]
The final boss of the ''River of Blood'' [=DLC=] campaign, and of the game as a whole. It's a humongous creature, somewhat smaller than the Abomination but similar in appearance, that the Children of the Worm have apparently created to use to cleanse the world of the uninfected.
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* AttackItsWeakPoint: It's only vulnerable in a single weak spot just under its neck, however this is only exposed periodically during the fight.
* EleventhHourSuperpower: A number of [=LAW=] rocket launchers are scattered around the arena that you can use to fight the Harbinger. There's an achievement for beating it without using the rocket launchers.
* FinalBoss: With ''River of Blood'' being the game's final campaign [=DLC=], the Harbinger serves as the final boss of the game as a whole.
* {{Foreshadowing}}: Hieroglyph-like murals depicting the Mother of Worms worshipping the Harbinger can be found in the ''Children of the Worm'' [=DLC=].
* ImpaledWithExtremePrejudice: The Harbinger is too heavily armored for you to kill by yourself, but shooting its weak spot enough causes it to go berserk and start smashing the arena, eventually causing the jumbotron above it and various support girders to fall onto its head and impale and kill it.
* {{Kaiju}}: Not as big as the Abomination, but its torso alone is still quite a bit larger than an Ogre.
* MindControl: The Children of the Worm have implanted scaled-up versions of the electrodes that Tala uses to control Jeff in the Harbinger's head, allowing them to control it.
* SequentialBoss: The Harbinger is fought 3 times in sequence; unlike the Abomination, each phase is more or less the same, although each takes place in a different section of the arena bleachers, and the Harbinger doesn't use its spike attack until the second phase.
* StationaryBoss: Its torso is embedded in the floor of the sports arena the Children of the Worm are apparently growing it in. It attacks by spitting large boulders of goo or spraying a barrage of surfboard-sized exploding spikes at you.
[[/folder]]
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* AntiEscapeMechanism: The Breaker creates a burning wind that deals continuous damage to you outside of a small designated arena area, which is designed to prevent you from exploiting larger levels or complex terrain against it.

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* AntiEscapeMechanism: The Breaker creates summons a burning wind swarm of insects that deals flood the map and deal continuous damage to you outside of a small designated arena area, which is designed to prevent you from exploiting larger levels or complex terrain against it.
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* LightningBruiser: The Breaker can jump and move surprisingly fast for its bulk.

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* LightningBruiser: The Breaker can jump and move surprisingly fast for its bulk.bulk, though it's not as fast as the Tank was.
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* AntiEscapeMechanism: The Breaker creates a burning wind that deals continuous damage to you outside of a small designated arena area, which is designed to prevent you from exploiting larger levels or complex terrain against it.
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* AchillesHeel: Using a stun gun or the Breakout perk when grabbed by the Hag will immediately get you out of its grab and cause it to attempt to retreat, during which you can pump bullets into its vulnerable back with impunity.


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* SkippableBoss: Killing the Hag isn't required to progress and it can potentially be stealthed around. Also, if you have the "Kill the Boss" secondary objective, simply driving the Hag away will fulfill the objective and you're not required to actually fully deplete its hit points.
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* EliteZombie: Elite Snitches, created by Corruption Cards, will summon a horde even if you kill them before they can scream.

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* GetBackHereBoss: The final fight is essential chasing it down and shooting at its weak points to kill it before it reaches Fort Hope.

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* FinalBoss: Serves as the final battle for the base game.
* GetBackHereBoss: The final fight phase of its tight is essential chasing it down and shooting at its weak points to kill it before it reaches Fort Hope.


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* SequentialBoss: Has three phases. First, you battle against four of its tentacles above ground. After that, you go underground and take on its head while trying to shoot its mouth weakpoints. Finally, it shambles its way towards Fort Hope, and you have to defeat it once and for all before it gets there.
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* AttackOfTheFiftyFootWhatever: It's a humongous monstrosity, to say the least. It easily towers over every other Ridden that isn't the Abomination.
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* LightningBruiser: The Breaker can jump and move surprisingly fast for its bulk.

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* EliteZombie: Certain corruption cards give the common ridden faster movement speed, body armor, explosive boils, or make them drop pools of acid on death.



* ActionBomb: The Exploder's main attack is to get in close and explode upon death, knocking Cleaners back and dealing damage from the blast.



Tall Ridden with an oversized arm they use to either bludgeon or squeeze the life out of cleaners.

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Tall Ridden with an oversized arm they use to either bludgeon or squeeze the life out of cleaners. The Tallboy simply charges forward for a powerful swing, the Bruiser smashes everything in a circle around them, and the Crusher grabs a Cleaner and hoists them in the air to squeeze them.
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* CarryABigStick: Their arm is the big stick.
* CaptainErsatz: Very similar to the Charger, though only the Crusher has an immobilization ability.


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* GetBackHereBoss: The final fight is essential chasing it down and shooting at its weak points to kill it before it reaches Fort Hope.
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* ParasiteZombie: The Ridden are the end result of the Devil Worm infecting a host, turning them into savage and feral monsters as the Worm reaches the brain and they lose their minds.


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* GlassCannon: Are easily taken care of if spotted early, but will pin down a Cleaner and can inflict large amounts of damage before they’re killed.


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* SuperSpit: The Stinger and Hocker spit a ball of caustic gunk as their main attack, with the Hocker’s attack having the secondary effect of pinning the victim in place.


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* ZombiePukeAttack: The Reekers and Retches attack by puking their guts up at the survivors, either attracting a horde of Ridden or soaking them in acid.


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* EyeScream: Has a tendril emerging from one of its eye sockets.


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* UnstoppableRage: The Hag will stop at nothing to kill its assailant if provoked, eating up a hail of bullets like candy and plowing through anyone in its way in the process.


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* TheBerserker: Like its previous inspiration, it will charge blindly into gunfire and savagely pummel anyone it can get its meaty hands on.


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* CombatTentacles: Possesses several large tentacles which it will not hesitate to use against the Cleaners as they fight it.
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* BodyofBodies: Several human skulls are visible on the Reeker's body.

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* BodyofBodies: BodyOfBodies: Several human skulls are visible on the Reeker's body.



* BodyofBodies: Like many of the other large Ridden, the Ogre is not a single mutated human but an amalgamation of human corpses.

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* BodyofBodies: BodyOfBodies: Like many of the other large Ridden, the Ogre is not a single mutated human but an amalgamation of human corpses.
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*BodyofBodies: Several human skulls are visible on the Reeker's body.


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*BodyofBodies: Like many of the other large Ridden, the Ogre is not a single mutated human but an amalgamation of human corpses.
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* EnemySummoner: Is able to call out the horde.
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* EatenAlive: What the hag does to the cleaner that startles it, running away to burrow underground afterwards.
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* Kaiju: A titanic, worm-like mutation the size of a ship.

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* Kaiju: {{Kaiju}}: A titanic, worm-like mutation the size of a ship.
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* HalfTheManHeUsedToBe: The only mobile part of the Sleeper is above its waist, and detaches from its anchor to attack.

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* HalfTheManHeUsedToBe: The only mobile recognizable part of the Sleeper is above its waist, and detaches from its anchor to attack.



* CaptainErsatz: The wall-crawling and pinning ability of the Hunter with the projectile attacker of the Spitter. The Stalker takes more after the Jockey.

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* CaptainErsatz: The wall-crawling and pinning ability of the Hunter with the projectile attacker attack of the Spitter. The Hocker can immoblize from range like the Smoker and the Stalker takes more after the Jockey.
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[[folder:Abomination ['''SPOILERS''']]]

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[[folder:Abomination ['''SPOILERS''']]]('''SPOILERS''')]]

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[[/folder]]

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[[/folder]]Deceptively agile, car-sized mutations that leap and smash their way through even the most entrenched Cleaners.
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* CaptainErsatz: ''Back 4 Blood'''s version of the Tank.
[[/folder]]

[[folder:Ogre]]
Building-sized amalgamations of flesh and bone that emerge from the earth, far larger than any one human to mutate into. In addition to tossing the Cleaners around like ragdolls, it can throw chunks of its own flesh as a projectile.
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* CompanyCrossReferences: Rather than the Tank, its size means that fights against it function more like boss battles from Turtle Rock's previous game ''VideoGame/{{Evolve}}''.
* GetBackHereBoss: Drain its health quickly enough, and the Ogre will attempt to flee by burrowing into the ground.
[[/folder]]

[[folder:Abomination ['''SPOILERS''']]]
The final boss of ''Back 4 Blood'', an absolutely massive creature that has tunneled under Finlayville.
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* Kaiju: A titanic, worm-like mutation the size of a ship.
* TunnelKing: Despite its size, it has dug massive network of tunnels straight through rock.
[[/folder]]
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[[Characters/Back4Blood Back to the Main Page]]

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[[folder:In General]]
* AttackItsWeakPoint: Many Special Ridden and Common Variants have glowing boils that can be shot for additional damage.
* OurZombiesAreDifferent: They are the result of a parasitic brain worm that enters through the eyes, with the possibility of developing serious mutations.
[[/folder]]

[[folder:Common Ridden]]
[[/folder]]

!!Special Ridden

[[folder:Sleeper]]
Barnacle-like Ridden that lie in wait for unfortunate Cleaners to pounce upon.
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* CaptainErsatz: The Sleeper is effectively the Hunter, trading its mobility and durability for stealth.
* HalfTheManHeUsedToBe: The only mobile part of the Sleeper is above its waist, and detaches from its anchor to attack.
* OneHitPointWonder: It only takes one bullet to kill them, but the challenge is detecting them in time or having a teammate handy.
[[/folder]]

[[folder:Stinger, Hocker, Stalker]]
Four-armed, wall-crawling mutations. The Stinger and the Hocker spit their acidic phlegm to damage and disorient Cleaners, and the Hocker has the additional ability to immobilize a Cleaner from range, requiring a teammate to break them out. The Stalker, however, jumps right into the action to grapple a Cleaner and drag them away.
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* CaptainErsatz: The wall-crawling and pinning ability of the Hunter with the projectile attacker of the Spitter. The Stalker takes more after the Jockey.
* LongRangeFighter: The Stinger and Hocker tend to stay out of melee range to use their projectile attacks.
* MultiArmedAndDangerous: They have grown a second set of arms.
[[/folder]]

[[folder:Reeker, Retch, Exploder]]
Car-sized, bloated Ridden filled with noxious fluids and gas. Reekers try to get close, coating the Cleaners in digestive juice that attracts a horde. Retches instead spit stomach acid and Exploders go all in explosive force and damage.
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* CaptainErsatz: A new take on the [[VideoGame/Left4Dead Boomer]], being far more bulkier with abilities rolled in from the Spitter.
[[/folder]]

[[folder:Tallboy, Bruiser, Crusher]]
Tall Ridden with an oversized arm they use to either bludgeon or squeeze the life out of cleaners.
[[/folder]]

[[folder:Snitch]]
A wandering, passive Ridden with a long neck. If disturbed, lets out a scream that calls the horde if not killed quickly.
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* CaptainErsatz: To the Screamer, a cut special infected from the original ''Left 4 Dead''.
[[/folder]]

!!Boss Ridden
[[folder:Hag]]
A passive Ridden that if attacked, will stop at nothing to kill the Cleaner that provoked it.
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* CaptainErsatz: Very similar to the Witch.
[[/folder]]

[[folder:Breaker]]
[[/folder]]

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