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* ''VideoGame/LuigisMansion'': As well as being one big BigBoosHaunt, the game is also an extended exercise in BlackoutBasement maneuvering. Normally, the lights in any given room of the mansion turn on when all the ghosts have been captured or otherwise defeated, but in the last fourth of the game, a mansion-wide blackout forces you to retrace your steps from the third-floor balcony to the basement to turn on a backup generator, enduring merciless ghost attacks and capturing a very elusive Portrait Ghost along the way.

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* ''VideoGame/LuigisMansion'': As well as being one big BigBoosHaunt, the game is also an extended exercise in BlackoutBasement Blackout Basement maneuvering. Normally, the lights in any given room of the mansion turn on when all the ghosts have been captured or otherwise defeated, but in the last fourth of the game, a mansion-wide blackout forces you to retrace your steps from the third-floor balcony to the basement to turn on a backup generator, enduring merciless ghost attacks and capturing a very elusive Portrait Ghost along the way.
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* ''VideoGame/ParanormalHK'', a first-person survival horror game, have levels where you're in dark, dank alleyways, and your flashlight is your only source of light.
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* ''VideoGame/TeamFortress2'' has the fan-made map [[ExactlyWhatItSaysOnTheTin 2fort_night]], which is ExactlyWhatItSaysOnTheTin: the 2fort map under a dark, moonlit sky. Depending on where you are, the lighting varies from "lit by electric lights" to "dimly lit with shadowy corners" to "pitch black". There's even a corridor of flickering lights. The altered visibility changes gameplay somewhat, though unfortunately it's still [[ThatOneLevel 2fort]]. ''VideoGame/TeamFortressClassic'' has similar map called nao_2fort, which is set in night and bases are illuminated by some neon lights, with plenty of shades. It's an excellent playground for spies.

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* ''VideoGame/TeamFortress2'' has the fan-made map [[ExactlyWhatItSaysOnTheTin 2fort_night]], 2fort_night, which is ExactlyWhatItSaysOnTheTin: the 2fort map under a dark, moonlit sky. Depending on where you are, the lighting varies from "lit by electric lights" to "dimly lit with shadowy corners" to "pitch black". There's even a corridor of flickering lights. The altered visibility changes gameplay somewhat, though unfortunately it's still [[ThatOneLevel 2fort]]. ''VideoGame/TeamFortressClassic'' has similar map called nao_2fort, which is set in night and bases are illuminated by some neon lights, with plenty of shades. It's an excellent playground for spies.



* In ''VideoGame/GarrysMod'', the default map ''gm_construct'' has a dark room accessible via either a brick warehouse building, or a staircase embedded into one of the map's walls. It's meant for testing out lighting, meaning there are absolutely zero lights by default, requiring the player to either use their flashlight or place down lights/lamps via the Tool Gun.

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* In ''VideoGame/GarrysMod'', the default map ''gm_construct'' has a an underground dark room accessible via either a brick warehouse building, or a staircase embedded into one of the map's walls. It's meant for testing out lighting, lights, meaning there are that it has absolutely zero lights by default, none already inside, requiring the player to either use their flashlight or place down lights/lamps via the Tool Gun.
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* ''VideoGame/ExorcistFairy'' have plenty of these in the deeper caverns, where visibility is limited to a small circle around you. These areas are especially prone to contain killer drops and pits.
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* The basement of [[NoGearLevel House Beneviento]] in ''VideoGame/ResidentEvilVillage'' is well-lit at first, but the lights go out as you explore deeper; all you have for illumination are [[RedFilterOfDoom red emergency lighting]] and your pitifully weak flashlight. Things quickly [[FromBadToWorse get worse]] as a monstrous FetusTerrible appears and stalks you through the darkness.
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** ''VideoGame/SilentHillOrigins'' allows you to obtain a pair of night vision goggles that not only avert this trope, but also prevent enemies from seeing the light of your flashlight. Unfortunately to obtain them you must beat the game without using the flashlight for longer than 3 total hours, firmly making this a BraggingRightsAward.

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** ''VideoGame/SilentHillOrigins'' allows you to obtain a pair of night vision goggles that not only avert this trope, but also prevent enemies from seeing the light of your flashlight. Unfortunately to obtain them you must beat the game without using the flashlight for longer than 3 total hours, firmly making this a BraggingRightsAward.BraggingRightsAward (even more so in the initial PSP version, which was bright enough to make the flashlight unnecessary to begin with, coupled with the fact that all versions still let you pick up items and activate puzzles with the light off).
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* ''VideoGame/FroggersJourneyTheForgottenRelic'': Dark areas such as the depths of the Cave will be completely pitch black unless Frogger equips the flashlight upgrade to OPART.

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** The ''Franchise/{{Pokemon}}'' Togepi will occasionally cause the screen to go entirely dark (though [[TheComputerIsACheatingBastard this will not affect the CPU's efficiency]]). In ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'', the VideoGame/{{Nintendog|s}} will [[CameraAbuse block the action]] instead of obscuring it. In ''VideoGame/SuperSmashBrosFor3DSAndWiiU'', Nightmare from ''VideoGame/KirbysAdventure'' turns the whole stage dark.

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** The ''Franchise/{{Pokemon}}'' Togepi will occasionally cause the screen to go entirely dark (though [[TheComputerIsACheatingBastard this will not affect the CPU's efficiency]]). In ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'', the VideoGame/{{Nintendog|s}} will [[CameraAbuse block the action]] instead of obscuring it. In ''VideoGame/SuperSmashBrosFor3DSAndWiiU'', ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', Nightmare from ''VideoGame/KirbysAdventure'' turns the whole stage dark.



** ''VideoGame/{{Descent}}'''s first secret level has a large pitch-black room populated by DemonicSpiders such as Fusion Hulks, Drillers, and Class 2 Platforms.

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** ''VideoGame/{{Descent}}'''s The original game's first secret level has a large pitch-black room populated by DemonicSpiders such as Fusion Hulks, Drillers, and Class 2 Platforms.



** ''VideoGame/DonkeyKong64'': There are a few noticeably dark areas in Gloomy Galleom and Fungi Forest. In the former, since the area in question is the interior of a sunken ship, a friendly anglerfish lends the light of its alluring lamp so Lanky can see where he's aiming. In the latter (which is a dark attic only accessible during nighttime), Diddy plays his guitat to call Squawks, who approaches with a lantern to help him make his way through the wooden paths without falling into the pit.



** The levels ''Night Flight'' and the secret ''Totally Fly'' in ''VideoGame/CrashBandicoot2CortexStrikesBack'' have fireflies, keeping the time limit of the luminous Aku masks from the first game but removing the one-hit penalty (the fly away from Crash after some time instead; there's also a brief area where the insect moves on its own and Crash has to avoid lagging behind for too long). There's also the hidden level "Totally Bear", where Crash and Polar have to ride through the frozen tundras during deep-dark overnight.

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** ''VideoGame/CrashBandicoot2CortexStrikesBack'': The levels ''Night Flight'' and the secret ''Totally Fly'' in ''VideoGame/CrashBandicoot2CortexStrikesBack'' have fireflies, keeping the time limit of the luminous Aku masks from the first game but removing the one-hit penalty (the fly away from Crash after some time instead; there's also a brief area where the insect moves on its own and Crash has to avoid lagging behind for too long). There's also the hidden level "Totally Bear", where Crash and Polar have to ride through the frozen tundras during deep-dark overnight.



* The second level of the Tawfret level in ''VideoGame/JetForceGemini'' has a very dark basement that requires Juno to use Flares or a restrained charge of the Plasma Shotgun to have some visibility. It is there where the missing parts of Floyd can be found for him to be repaired.

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* ''VideoGame/JetForceGemini'':
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The second level of the Tawfret level in ''VideoGame/JetForceGemini'' has a very dark basement that requires Juno to use Flares or a restrained charge of the Plasma Shotgun to have some visibility. It is there where the missing parts of Floyd can be found for him to be repaired.repaired.
** The Spacestation, being a wrecked GhostShip stranded in outer space (but not too far from Goldwood), is dark in many areas, only having a few corridors illuminated with residual electrical energy.



* ''VideoGame/{{PN 03}}'' has a night mission in Level 8, where the only lights are searchlights that give you away to the {{sentry gun}}s. Level 9 turns into one of these after the LoadBearingBoss is defeated and the SelfDestructMechanism activates.

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* ''VideoGame/{{PN 03}}'' ''VideoGame/PN03'' has a night mission in Level 8, where the only lights are searchlights that give you away to the {{sentry gun}}s. Level 9 turns into one of these after the LoadBearingBoss is defeated and the SelfDestructMechanism activates.
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* ''VideoGame/DeathRoadToCanada'': a few locations, such as the Dark Mansion, Haunted Mansion and Spooky Graveyard or the sewers in the "River of Death" gauntlet event, have the time of day (as seen in the Zombie Forecast) set to '''''TIME TO BUY A NEW WATCH''''' in all capitals and flashing colors. In these conditions it's virtually impossible to see anything on the screen without a flashlight on at least one survivor.

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* ''VideoGame/DeathRoadToCanada'': a few locations, such as the Dark Mansion, Haunted Mansion and Spooky Graveyard or the sewers in the "River of Death" gauntlet event, have the time of day (as seen in the Zombie Forecast) set to '''''TIME TO BUY A NEW WATCH''''' in all capitals and flashing colors. In these conditions conditions, it's virtually impossible to see anything on the screen without a flashlight on at least one survivor.survivor, and the time of day doesn't change, so you can't just wait for the sun to rise back up.
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* Both ''VideoGame/{{Propagation}}'' and the sequel, ''Paradise Hotel'', being respectively set in a SinisterSubway and a HellHotel after a ZombieApocalypse, where the lights in almost every area are fried and you'll need your torchlight to avoid having the undead swarming upon you. The sequel even have you coming across a PeekABooCorpse while entering a dark vent.
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* ''VideoGame/FobiaStDinfnaHotel'' is set entirely at night, and most levels takes place in darkened cabins, {{creepy basement}}s, or corridors without lighting and requires you to shine a torch to find your way across. Expect monsters to randomly pop out every corner.
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* Common in ''VideoGame/EternalEvil'' when you're exploring basements, attics, or outdoors (due to the AlwaysNight setting). A small circle from your flashlight is your only source of visibility.
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** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': [[BeneathTheEarth The Depths]] start off totally dark except for ancient Zonai lanterns, the fires of monster camps, the Brightbloom seeds you light up, and [[MadeOfEvil Gloom]]. Whenever you activate a Lightroot, the region around it will permanently light up.

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** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': [[BeneathTheEarth The Depths]] start off totally dark except for ancient Zonai lanterns, the fires of monster camps, the glowing souls of wandering spirits, the Brightbloom seeds you light up, and [[MadeOfEvil Gloom]]. Whenever When you activate a Lightroot, the region around it will permanently light up.
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*** From the ''Master Trials'' DLC, Floors 6-10 of the Middle Trials of the Sword are like the Thyphlo Ruins. This time, you have to ''fight'' in total darkness, with each room only lighting up once everything is dead. Fortunately, enemy eyes glow so you can at least tell where they are, but you can't see when they begin attacking.
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* Night missions in flight simulators such as ''F/A-18 Hornet''. If you turn the brightness up, it becomes HollywoodDarkness.
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* In ''VideoGame/MetroLastLight'', most places where [[ElectromagneticGhosts an anomaly known as the Darkness]] is present. It disables Artyom's headlamp and NightVisionGoggles, forcing him to either a) use his lighter's flame to illuminate the way and possibly light up torches and candles along the path, or b) if he has a gun with a night vision scope, navigate while aiming the gun, a slow walk with a very restricted field of view. It's intended to slow down the gameplay pace and create tension, and [[NothingIsScarier nothing happening while it's in effect is no comfort]].

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* In ''VideoGame/MetroLastLight'', most places where [[ElectromagneticGhosts an anomaly known as the Darkness]] is present. It disables Artyom's headlamp and NightVisionGoggles, forcing him to either a) '''a)''' use his lighter's flame to illuminate the way and possibly light up torches and candles along the path, or b) '''b)''' if he has a gun with a night vision scope, navigate while aiming the gun, a slow walk with a very restricted field of view. It's intended to slow down the gameplay pace and create tension, and [[NothingIsScarier nothing happening while it's in effect is no comfort]].



* In ''VideoGame/DeadSpace'', some corridors have flickering lights or aren't lit at all. Although player has light on his gun, those parts are mostly absent of Necromorphs. Mostly.

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* In ''VideoGame/DeadSpace'', some corridors have flickering lights or aren't lit at all. Although player has light on all, forcing Isaac to walk around with his gun, those weapon raised, using the flashlight on them to see by. Those parts are mostly absent of Necromorphs. Mostly.Necromorphs... mostly.
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*** ''VideoGame/SuperMarioParty'': The Co-op minigame Fireplace Race takes place in a pitch-black room with only a fireplace for illumination. Four players must work together to use torches lit by the fireplace to light all 30 candles in the room as quickly as possible. Occasionally, the room will be momentarily illuminated by lightning strikes.
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* ''VideoGame/TheForestQuartet'' takes place entirely in a dark forest. However, you are a ghost in this one, so thanks to SupernaturalLight your visibility is limited to a circle around you.
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** The original ''VideoGame/{{Doom}}'' introduced this to FPS games. The use of light, shadow, and strobe effects was one of the major selling points of the games. With the limited engine, varying light levels and effects are ''crucial'' to level atmosphere. There ''is'' a [[NightVisionGoggles Light Amplification Visor]] power up that gives you perfect fullbright vision [[TenSecondFlashlight for a limited time]], but it's rarely put in the levels; the [[InvincibilityPowerUp invulnerability powerup]] also effectively makes everything perfectly lit as part of its inverted B&W vision effect, but being what it is, it's even rarer than the LAV. That said, at least two levels are notably gloomier than most: [=E2M5=], "Halls of the Damned", in the original, and in ''[[VideoGame/DoomII II]]'', there are Map 26, "Bloodfalls", and Map 27, "Monster Condo". As a rule of thumb, if you see a dark patch of a map, expect to be met with [[StealthyMook Spectres]].

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** The original ''VideoGame/{{Doom}}'' introduced this to FPS games. The use of light, shadow, and strobe effects was one of the major selling points of the games. With the limited engine, varying light levels and effects are ''crucial'' to level atmosphere. There ''is'' a [[NightVisionGoggles Light Amplification Visor]] power up that gives you [[NuclearCandle perfect fullbright fullbright]] vision [[TenSecondFlashlight for a limited time]], but it's rarely put in the levels; the [[InvincibilityPowerUp invulnerability powerup]] also effectively makes everything perfectly lit as part of its inverted B&W vision effect, but being what it is, it's even rarer than the LAV. That said, at least two levels are notably gloomier than most: [=E2M5=], "Halls of the Damned", in the original, and in ''[[VideoGame/DoomII II]]'', there are Map 26, "Bloodfalls", and Map 27, "Monster Condo". As a rule of thumb, if you see a dark patch of a map, expect to be met with [[StealthyMook Spectres]].
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* ''VideoGame/{{Doom}}'':
** The original game introduced this to FPS games. The use of light, shadow, and strobe effects was one of the major selling points of the games. With the limited engine, varying light levels and effects are ''crucial'' to level atmosphere. There ''is'' a [[NightVisionGoggles Light Amplification Visor]] power up that gives you perfect fullbright vision [[TenSecondFlashlight for a limited time]], but it's rarely put in the levels; the [[InvincibilityPowerUp invulnerability powerup]] also effectively makes everything perfectly lit as part of its inverted B&W vision effect, but being what it is, it's even rarer than the LAV. That said, at least two levels are notably gloomier than most: [=E2M5=], "Halls of the Damned", in the original, and in ''[[VideoGame/DoomII II]]'', there are Map 26, "Bloodfalls", and Map 27, "Monster Condo". As a rule of thumb, if you see a dark patch of a map, expect to be met with [[StealthyMook Spectres]].

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* ''VideoGame/{{Doom}}'':
''Franchise/{{Doom}}'':
** The original game ''VideoGame/{{Doom}}'' introduced this to FPS games. The use of light, shadow, and strobe effects was one of the major selling points of the games. With the limited engine, varying light levels and effects are ''crucial'' to level atmosphere. There ''is'' a [[NightVisionGoggles Light Amplification Visor]] power up that gives you perfect fullbright vision [[TenSecondFlashlight for a limited time]], but it's rarely put in the levels; the [[InvincibilityPowerUp invulnerability powerup]] also effectively makes everything perfectly lit as part of its inverted B&W vision effect, but being what it is, it's even rarer than the LAV. That said, at least two levels are notably gloomier than most: [=E2M5=], "Halls of the Damned", in the original, and in ''[[VideoGame/DoomII II]]'', there are Map 26, "Bloodfalls", and Map 27, "Monster Condo". As a rule of thumb, if you see a dark patch of a map, expect to be met with [[StealthyMook Spectres]].
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* The basement in ''VideoGame/ManiacMansion''. Or the entire mansion, if you turn the power off.

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* %%(ZCE)* The basement in ''VideoGame/ManiacMansion''. Or the entire mansion, if you turn the power off.
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* ''VideoGame/JakAndDaxterThePrecursorLegacy'' features this in a section of the spider cave, requiring the player to hit crystals for temporary illumination.

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* ''VideoGame/JakAndDaxterThePrecursorLegacy'' features this in a very dark section of the spider cave, Spider Cave, greatly reducing visibility and thus requiring the player to hit crystals for temporary illumination.
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** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': [[BeneathTheEarth The Depths]] start off totally dark except for ancient Zonai lanterns, the fires of monster camps, the Brightbloom seeds you light up, and [[MadeOfEvil Gloom]]. Whenever you activate a Lightroot, the region around it will permanently light up.
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* ''VideoGame/{{Tempest}}'': In levels 65 to 80, the playfield is all black. Lanes still light up if you're in them, or if a Pulsar zaps them.
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* ''VideoGame/{{Aquaria}}'': The Abyss. You need Sun Form to be able to see down there, though there are bioluminescent organisms as you proceed further down (and AlluringAnglerfish out to kill you).

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* ''VideoGame/{{Aquaria}}'': The Abyss. You need Sun Form to be able to see down there, though there are bioluminescent organisms as you proceed further down (and AlluringAnglerfish [[FiendishFish anglerfish out to kill you).you]]).
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*** The Coolant Control Junction at the tail end of "Alpha Labs Sector 2" is a big section of walkways with no more than 3 or 4 working lamps spread far from each other, as according to a scientist, electromagnetic pulses have blown out all lighting. The only sources of light in the place are your own torch[[labelnote:+]]plus whatever lighting resource you have [[GameMod modded in]][[/labelnote]] and the lantern carried by said scientist [[EscortMission as you escort him]]. There are several caches of goodies hidden off the beaten path, too[[labelnote:+]]including [[DiscOneNuke a Chaingun]] and two ammo belts for it[[/labelnote]], so it's worth exploring in full.

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*** The Coolant Control Junction at the tail end of "Alpha Labs Sector 2" is a big section of walkways with no more than 3 three or 4 four working lamps lamps, all spread far from each other, as according to a scientist, electromagnetic pulses have blown out all lighting. The only sources of light in the place are your own torch[[labelnote:+]]plus whatever lighting resource you have [[GameMod modded in]][[/labelnote]] flashlight and the lantern carried by said scientist [[EscortMission as you escort him]]. him through]]. There are several caches of goodies hidden off the beaten path, too[[labelnote:+]]including [[DiscOneNuke a Chaingun]] and two ammo belts for it[[/labelnote]], too, so it's worth exploring in full.
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(minor edit)


* Nighttime missions in ''VideoGame/XCOMUFODefense'' are pitch black when outside the Skyranger or a UFO, and soldiers and tanks only have a 9-tile vilibility radius around them. Fires in the environment and thrown electro-flares provide a separate 9-tile visibility radius. [[THeAllSeeingAI Aliens can see the same 20-tile distance as all units can during daytime]], though, even ones you MindControl.

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* Nighttime missions in ''VideoGame/XCOMUFODefense'' are pitch black when outside the Skyranger or a UFO, and soldiers and tanks only have a 9-tile vilibility radius around them. Fires in the environment and thrown electro-flares provide a separate 9-tile visibility radius. [[THeAllSeeingAI [[TheAllSeeingAI Aliens can see the same 20-tile distance as all units can during daytime]], though, even ones you MindControl.
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* ''VideoGame/FirstEncounterAssaultRecon'' tends to overlap its blackout basements with BigBoosHaunt. Impressive when the games are already paranormal NightmareFuel most of the time. The abandoned section of the Old Underground Metro Area, a location explored in the ''Perseus Mandate'' expansion of the original game, is a section of Fairport that was buried in an earthquake and left abandoned, with the new Fairport being built on top of it. Lighting is very sparse, with only a few scattered strings of connected lamps providing lighting that work more for mood than anything. Many times, your only source of light will be your own [[TenSecondFlashlight ten-second headlamp]], even in combat. Keep in mind, you're up exclusively against Shades, almost invisible enemies that can only be clearly seen [[ByTheLightsOfTheirEyes by the light in their]] {{glowing|EyesOfDoom}} {{red eyes|TakeWarning}} (and [[VisibleInvisibility their body's outline]] in the light) and Scarecrows, antlion-like enemies hiding in dark blotches of ground that are nearly invisible in most spots without ceiling lamps unless the headlamp is on. It's ParanoiaFuel through and through.

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* ''VideoGame/FirstEncounterAssaultRecon'' tends to overlap its blackout basements with BigBoosHaunt. Impressive when the games are already paranormal NightmareFuel most of the time. ''VideoGame/FirstEncounterAssaultRecon'': The abandoned section of the [[BigBoosHaunt Old Underground Metro Area, Area]], a location explored in the ''Perseus Mandate'' expansion of the original game, is a section of Fairport that was buried in an earthquake and left abandoned, with the new Fairport being built on top of it. Lighting is very sparse, with only a few scattered strings of connected lamps providing lighting that work serves more for mood {{mood|Lighting}} than anything. Many times, your only source of light will be your own [[TenSecondFlashlight ten-second headlamp]], even in combat. Keep in mind, you're up exclusively against paranormal enemies: Shades, almost invisible enemies monsters that can only be clearly seen [[ByTheLightsOfTheirEyes [[GlowingEyesOfDoom by the light in their]] {{glowing|EyesOfDoom}} {{red eyes|TakeWarning}} (and from their glowing red eyes]] and [[VisibleInvisibility their body's outline]] in the light) light, and Scarecrows, antlion-like enemies hiding in dark blotches of ground that are nearly invisible in most spots without ceiling lamps unless the headlamp is on.on or there's a ceiling lamp right above. It's ParanoiaFuel through and through.
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* ''VideoGame/{{Putrefaction}}'' takes place mostly in dark, enclosed basements and corridors, with your flashlight providing the only illumination source. The sequel averts this by setting the game at daytime, and outdoors.

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