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Fridge Horror and Zero Context Examples aren't allowed on Nightmare Fuel pages. Also fixing Example Indentation
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!! The First Movie:
to:
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* As indicated by the page image, the alien queen is in this movie, and it is just as terrifying as it was in [[Film/{{Aliens}} 1986]].
** Alexa being chased through the snow by the queen. For a movie that mostly abandons the horror elements of its parent franchises, this is a surprisingly intense scene.
* The ending, depicting [[spoiler:the birth of a xenomorph and a Predator's offspring.]] It's as unnatural and abominable as it sounds.
** Alexa being chased through the snow by the queen. For a movie that mostly abandons the horror elements of its parent franchises, this is a surprisingly intense scene.
* The ending, depicting [[spoiler:the birth of a xenomorph and a Predator's offspring.]] It's as unnatural and abominable as it sounds.
to:
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* The facehuggers in ''VideoGame/AlienVsPredator'' for PC.
** One of the worst levels required you to run through a field of eggs, switch off the stasis field preventing them from opening, and then ''run back through them, hearing them open behind you.''
*** And it's even worse if you [[FailedASpotCheck miss one]], which is all too easy in the dark, and the only warning you get is the hideous ''[[OhCrap hiss]]'', '''[[OneHitKill WHAM]]''', '''''SCREEEEEEEEEEE''''', and a [[FaceFullOfAlienWingWong Monitor Full Of Alien Wing Wong]].
** This was arguably due to keeping very close to the themes of the movies. Remember in ''Film/{{Aliens}}'', when the marine's radar screen went nearly white with all the advancing aliens? Check. Remember the later scene, when it's implied one alien could take on the whole squad? On default settings, aliens can casually walk through a roomful of marines, limbs slashing wildly without even trying to target, and look back and see no movement. And then there's first-person skull-chomping mode...
* The Marine campaign from the same game.
** Let's set the scene. You are, of course, the only human in the area. You can see the bloodstains where other humans ''were'', but at the moment you're alone. Most of the lights aren't working. You have an infinite supply of signal flares, but only three can be active at a time, they don't last very long, and they don't really help, what with the flickering light and the sputtering hiss they make. There's no background music, no cues to listen for besides the sound of claws on metal. And there is, always, your helpful Motion Tracker:
--->''Bip...bip...bip...bip...bip...b-BEBEEP...BEBEEP...BEBEEP...BEBEEP...BEBEEP...BEBEEPBEBEEPBEBEEP''.
*** And then, faintly, over the mechanical racket, you hear the claws. And the snarls. And the squeals. And you can't see where they're coming from, and by the time they show up on the tracker they've already moved, but you know they're ''close''. But on the bright side, after playing this game, everything else seems a little less scary.
* Not to mention the generous helping of FridgeHorror when you play the Alien and Predator campaigns and discover how horribly exposed you were the whole time - to the other two species you basically ''glow in the dark.''
* There's also Extinction, which is AVP as an RTS.
* Just TRY to play the Marine's campaign at night.
** One of the worst levels required you to run through a field of eggs, switch off the stasis field preventing them from opening, and then ''run back through them, hearing them open behind you.''
*** And it's even worse if you [[FailedASpotCheck miss one]], which is all too easy in the dark, and the only warning you get is the hideous ''[[OhCrap hiss]]'', '''[[OneHitKill WHAM]]''', '''''SCREEEEEEEEEEE''''', and a [[FaceFullOfAlienWingWong Monitor Full Of Alien Wing Wong]].
** This was arguably due to keeping very close to the themes of the movies. Remember in ''Film/{{Aliens}}'', when the marine's radar screen went nearly white with all the advancing aliens? Check. Remember the later scene, when it's implied one alien could take on the whole squad? On default settings, aliens can casually walk through a roomful of marines, limbs slashing wildly without even trying to target, and look back and see no movement. And then there's first-person skull-chomping mode...
* The Marine campaign from the same game.
** Let's set the scene. You are, of course, the only human in the area. You can see the bloodstains where other humans ''were'', but at the moment you're alone. Most of the lights aren't working. You have an infinite supply of signal flares, but only three can be active at a time, they don't last very long, and they don't really help, what with the flickering light and the sputtering hiss they make. There's no background music, no cues to listen for besides the sound of claws on metal. And there is, always, your helpful Motion Tracker:
--->''Bip...bip...bip...bip...bip...b-BEBEEP...BEBEEP...BEBEEP...BEBEEP...BEBEEP...BEBEEPBEBEEPBEBEEP''.
*** And then, faintly, over the mechanical racket, you hear the claws. And the snarls. And the squeals. And you can't see where they're coming from, and by the time they show up on the tracker they've already moved, but you know they're ''close''. But on the bright side, after playing this game, everything else seems a little less scary.
* Not to mention the generous helping of FridgeHorror when you play the Alien and Predator campaigns and discover how horribly exposed you were the whole time - to the other two species you basically ''glow in the dark.''
* There's also Extinction, which is AVP as an RTS.
* Just TRY to play the Marine's campaign at night.
to:
* The facehuggers in ''VideoGame/AlienVsPredator'' for PC. \n** One of the worst levels required you to run through a field of eggs, switch off the stasis field preventing them from opening, and then ''run back through them, hearing them open behind you.''
***'' And it's even worse if you [[FailedASpotCheck miss one]], which is all too easy in the dark, and the only warning you get is the hideous ''[[OhCrap hiss]]'', '''[[OneHitKill WHAM]]''', '''''SCREEEEEEEEEEE''''', and a [[FaceFullOfAlienWingWong Monitor Full Of Alien Wing Wong]].
** This was arguably due to keeping very close to the themes of the movies. * Remember in ''Film/{{Aliens}}'', when the marine's radar screen went nearly white with all the advancing aliens? Check. Remember the later scene, when it's implied one alien could take on the whole squad? On default settings, aliens can casually walk through a roomful of marines, limbs slashing wildly without even trying to target, and look back and see no movement. And then there's first-person skull-chomping mode...
* The Marine campaign from the samegame.
**game. Let's set the scene. You are, of course, the only human in the area. You can see the bloodstains where other humans ''were'', but at the moment you're alone. Most of the lights aren't working. You have an infinite supply of signal flares, but only three can be active at a time, they don't last very long, and they don't really help, what with the flickering light and the sputtering hiss they make. There's no background music, no cues to listen for besides the sound of claws on metal. And there is, always, your helpful Motion Tracker:
--->''Bip...bip...bip...bip...bip...b-BEBEEP...BEBEEP...BEBEEP...BEBEEP...BEBEEP...BEBEEPBEBEEPBEBEEP''.
***BEBEEPBEBEEPBEBEEP''.
And then, faintly, over the mechanical racket, you hear the claws. And the snarls. And the squeals. And you can't see where they're coming from, and by the time they show up on the tracker they've already moved, but you know they're ''close''. But on the bright side, after playing this game, everything else seems a little less scary.
* Not to mention the generous helping of FridgeHorror when you play the Alien and Predator campaigns and discover how horribly exposed you were the whole time - to the other two species you basically ''glow in the dark.''
*%%* There's also Extinction, which is AVP as an RTS.
* %%* Just TRY to play the Marine's campaign at night.
***
* The Marine campaign from the same
**
--->''Bip...bip...bip...bip...bip...b-BEBEEP...BEBEEP...BEBEEP...BEBEEP...BEBEEP...
***
And then, faintly, over the mechanical racket, you hear the claws. And the snarls. And the squeals. And you can't see where they're coming from, and by the time they show up on the tracker they've already moved, but you know they're ''close''. But on the bright side, after playing this game, everything else seems a little less scary.
*
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** The Jaguar game in general perfectly replicates the experience of being outnumbered in a crowded space.
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* The facehuggers in the Marine campaign are terrifying to fight. They are small, can run very quickly and in dark settings, you will not see them until they jump at you. While your character can throw them away, they automatically take a third of your health, which makes avoiding the use of stims very difficult.
** In a particularly smart move on the developers part, if there is a collectible or ammo you want to get, chances are it has eggs and facehuggers there. If you rush towards the collectible without being careful, be prepared for a JumpScare.
** In a particularly smart move on the developers part, if there is a collectible or ammo you want to get, chances are it has eggs and facehuggers there. If you rush towards the collectible without being careful, be prepared for a JumpScare.
to:
* The facehuggers in the Marine campaign are terrifying to fight. They are small, can run very quickly and in dark settings, you will not see them until they jump at you. While your character can throw them away, they automatically take a third of your health, which makes avoiding the use of stims very difficult. \n** In a particularly smart move on the developers part, if there is a collectible or ammo you want to get, chances are it has eggs and facehuggers there. If you rush towards the collectible without being careful, be prepared for a JumpScare.
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* Karl Bishop Weyland as a whole. While it is not uncommon for Wey Yu executives to be evil, Weyland is far more callous. The guy intentionally sends people who complain about work conditions to the facehuggers, and later lets them out, completely disregarding their lives as he wants to study them. And when the Marines try to save Tequilla's life, Weyland spitefully shuts down the surgery equipment. To say he is a sociopath dosent do it justice.
to:
* Karl Bishop Weyland as a whole. While it is not uncommon for Wey Yu executives to be evil, Weyland is far more callous. The guy intentionally sends people who complain about work conditions to the facehuggers, and later lets them out, completely disregarding their lives as he wants to study them. And when the Marines try to save Tequilla's Tequila's life, Weyland spitefully shuts down the surgery equipment. To say he is a sociopath dosent doesn't do it justice.
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* Specimen Six, while the most sympathetic of the protagonists, is a walking nightmare from the marines point of view. Here is a Xenomorph who is more intelligent than the average Xeno, who observes your pattern. You hear a Xenomorph screech, and then you get grabbed from behind and headbitten. So the comrades arrive, and there is no sign of the assailant. And that is not going into the fact Six can pull this off in broad daylight.
to:
* Specimen Six, while the most sympathetic of the protagonists, is a walking nightmare from the marines marines' point of view. Here is a Xenomorph who is more intelligent than the average Xeno, who observes your pattern. You hear a Xenomorph screech, and then you get grabbed from behind and headbitten. So the comrades arrive, and there is no sign of the assailant. And that is not going into the fact Six can pull this off in broad daylight.
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* Karl Bishop Weyland as a whole. While it is not uncommon for Wey Yu executives to be evil, Weyland is far more callous. The guy intentionally sends people who complain about work conditions to the facehuggers, and later lets them out, completely disregarding their lives as he wants to study them. And when the Marines try to save Tequilla's life, Weyland spitefully shuts down the surgery equipment. To say he is a sociopath dosent do it justice.
to:
* Karl Bishop Weyland as a whole. While it is not uncommon for Wey Yu executives to be evil, Weyland is far more callous. The guy intentionally sends people who complain about work conditions to the facehuggers, and later lets them out, completely disregarding their lives as he wants to study them. And when the Marines try to save Tequilla's life, Weyland spitefully shuts down the surgery equipment. To say he is a sociopath dosent do it justice.justice.
* The Marine campaign on easy can give you scares. On normal, the Xenos are more aggressive, the facehuggers actually try to sneak around you and depriving you of your motion tracker, and also your ammo. You only have a pistol and some shotgun rounds, which a facehugger will dodge.
* Specimen Six, while the most sympathetic of the protagonists, is a walking nightmare from the marines point of view. Here is a Xenomorph who is more intelligent than the average Xeno, who observes your pattern. You hear a Xenomorph screech, and then you get grabbed from behind and headbitten. So the comrades arrive, and there is no sign of the assailant. And that is not going into the fact Six can pull this off in broad daylight.
* The Marine campaign on easy can give you scares. On normal, the Xenos are more aggressive, the facehuggers actually try to sneak around you and depriving you of your motion tracker, and also your ammo. You only have a pistol and some shotgun rounds, which a facehugger will dodge.
* Specimen Six, while the most sympathetic of the protagonists, is a walking nightmare from the marines point of view. Here is a Xenomorph who is more intelligent than the average Xeno, who observes your pattern. You hear a Xenomorph screech, and then you get grabbed from behind and headbitten. So the comrades arrive, and there is no sign of the assailant. And that is not going into the fact Six can pull this off in broad daylight.
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** The Jaguar game in general perfectly replicates the experience of being outnumbered in a crowded space.
to:
** The Jaguar game in general perfectly replicates the experience of being outnumbered in a crowded space.space.
!! The 2010 game:
* The facehuggers in the Marine campaign are terrifying to fight. They are small, can run very quickly and in dark settings, you will not see them until they jump at you. While your character can throw them away, they automatically take a third of your health, which makes avoiding the use of stims very difficult.
** In a particularly smart move on the developers part, if there is a collectible or ammo you want to get, chances are it has eggs and facehuggers there. If you rush towards the collectible without being careful, be prepared for a JumpScare.
* When the aliens escape. Imagine this if you are a colonist. You think something is up, and then all of a sudden, there are Xenomorphs everywhere. No matter how good you are at hiding, no matter how much you try to escape them, they find you and cocoon you. And the best part, your boss intended for them to get out ForScience.
* The marines situation. You know its a big infestation, and then all of a sudden, unknown hostiles blow up your ship, most of the officers are killed, and those same hostiles are killing your own soldiers while the Xenomorphs overrun you.
* Karl Bishop Weyland as a whole. While it is not uncommon for Wey Yu executives to be evil, Weyland is far more callous. The guy intentionally sends people who complain about work conditions to the facehuggers, and later lets them out, completely disregarding their lives as he wants to study them. And when the Marines try to save Tequilla's life, Weyland spitefully shuts down the surgery equipment. To say he is a sociopath dosent do it justice.
!! The 2010 game:
* The facehuggers in the Marine campaign are terrifying to fight. They are small, can run very quickly and in dark settings, you will not see them until they jump at you. While your character can throw them away, they automatically take a third of your health, which makes avoiding the use of stims very difficult.
** In a particularly smart move on the developers part, if there is a collectible or ammo you want to get, chances are it has eggs and facehuggers there. If you rush towards the collectible without being careful, be prepared for a JumpScare.
* When the aliens escape. Imagine this if you are a colonist. You think something is up, and then all of a sudden, there are Xenomorphs everywhere. No matter how good you are at hiding, no matter how much you try to escape them, they find you and cocoon you. And the best part, your boss intended for them to get out ForScience.
* The marines situation. You know its a big infestation, and then all of a sudden, unknown hostiles blow up your ship, most of the officers are killed, and those same hostiles are killing your own soldiers while the Xenomorphs overrun you.
* Karl Bishop Weyland as a whole. While it is not uncommon for Wey Yu executives to be evil, Weyland is far more callous. The guy intentionally sends people who complain about work conditions to the facehuggers, and later lets them out, completely disregarding their lives as he wants to study them. And when the Marines try to save Tequilla's life, Weyland spitefully shuts down the surgery equipment. To say he is a sociopath dosent do it justice.
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None
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* The ending, depicting [[spoiler:the birth of a xenomorph and a Predator's offspring. It's as unnatural and abominable as it sounds.
to:
* The ending, depicting [[spoiler:the birth of a xenomorph and a Predator's offspring. ]] It's as unnatural and abominable as it sounds.
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** AvP 2 for PC is arguably worse: [[spoiler: Nothing happens happens throughout the first mission, besides a predator killing some of your fellow marines.]] The occasional bleep, the goddamn cat scares (including the above-mentioned), 'NothingIsScarier'. The worst part is that at certain points, [[spoiler:''you can hear the bugs moving around.'']]
*** There are a few giant alien cockroaches running around here and there. [[CatScare They're roughly the same size as a Facehugger.]]
*** Your motion tracker's also going crazy throughout all this. A crane's cargo hook swaying in the wind, a body falling out of a vent... [[spoiler: the signatures of what appear to be 2 Predators hunting you...]]
* On the subject of the second game, there's this [[NauseaFuel lovely part]] where you play as a chestburster ''graphically chewing open a man's viscera and ribs''. If you really want to see it, you can find it right [[http://www.youtube.com/watch?v=LMuZdVyYdOo here]]. Sleep well.
*** There are a few giant alien cockroaches running around here and there. [[CatScare They're roughly the same size as a Facehugger.]]
*** Your motion tracker's also going crazy throughout all this. A crane's cargo hook swaying in the wind, a body falling out of a vent... [[spoiler: the signatures of what appear to be 2 Predators hunting you...]]
* On the subject of the second game, there's this [[NauseaFuel lovely part]] where you play as a chestburster ''graphically chewing open a man's viscera and ribs''. If you really want to see it, you can find it right [[http://www.youtube.com/watch?v=LMuZdVyYdOo here]]. Sleep well.
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* In ''Requiem'' there is a particularly bad scene involving a pregnant woman and a chestburster.
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* In ''[=AvP 2=]'''s Alien campaign, the first level has you control a facehugger in search of a host. The second level ''starts in the host's torso.''
* And that second level ends in an IfYoureSoEvilEatThisKitten moment... literally. And no, you cannot TakeAThirdOption.
* And that second level ends in an IfYoureSoEvilEatThisKitten moment... literally. And no, you cannot TakeAThirdOption.
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* The first level of the Marine campaign in [=AvP 2=] is probably the most notable for inspiring paranoia and fear. You don't even fight anything until at least three-quarters of the way through the ridiculously long level--but you see and hear a ''lot'' of survivors getting picked off around you by Predators; one time, a boot falls between the pipes running along the ceiling and lands in front of you, accompanied by a lot of blood. All the while, you find [[ApocalypticLog Apocalyptic Logs]] about how the station got so messed up and what the survivors have been going through since.
* Later in the Marine campaign of ''[=AvP2=]'', you enter a very dark and so far sparsely populated alien nest. You proceed cautiously down the winding corridors, dropping another of your dwindling supply of flares every so often, until you round a corner and hear the telltale beeping of your motion tracker growing faster. By now you know what's about to happen, but what really seals it is the panic in your MissionControl's voice when she pipes up with the last thing you needed to hear, right as the frightening soundtrack kicks in:
-->''"Oh, God... Harrison, '''get out of there!!'''"''
* Later in the Marine campaign of ''[=AvP2=]'', you enter a very dark and so far sparsely populated alien nest. You proceed cautiously down the winding corridors, dropping another of your dwindling supply of flares every so often, until you round a corner and hear the telltale beeping of your motion tracker growing faster. By now you know what's about to happen, but what really seals it is the panic in your MissionControl's voice when she pipes up with the last thing you needed to hear, right as the frightening soundtrack kicks in:
-->''"Oh, God... Harrison, '''get out of there!!'''"''
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Added DiffLines:
!! The First Movie:
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/alien_vs_predator_nightmare_fuel.jpg]]
* As indicated by the page image, the alien queen is in this movie, and it is just as terrifying as it was in [[Film/{{Aliens}} 1986]].
** Alexa being chased through the snow by the queen. For a movie that mostly abandons the horror elements of its parent franchises, this is a surprisingly intense scene.
* The ending, depicting [[spoiler:the birth of a xenomorph and a Predator's offspring. It's as unnatural and abominable as it sounds.
!! The Game:
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/alien_vs_predator_nightmare_fuel.jpg]]
* As indicated by the page image, the alien queen is in this movie, and it is just as terrifying as it was in [[Film/{{Aliens}} 1986]].
** Alexa being chased through the snow by the queen. For a movie that mostly abandons the horror elements of its parent franchises, this is a surprisingly intense scene.
* The ending, depicting [[spoiler:the birth of a xenomorph and a Predator's offspring. It's as unnatural and abominable as it sounds.
!! The Game:
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* The facehuggers in ''AlienVsPredator'' for PC.
to:
* The facehuggers in ''AlienVsPredator'' ''VideoGame/AlienVsPredator'' for PC.
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Changed line(s) 23 (click to see context) from:
* At various points in the Jaguar game, you can hear a soft voice murmuring... ''something'', and it's never coming from your character. [[TheVoice Just who is]] [[NothingIsScarier speaking to you?]]
to:
* At various points in the Jaguar game, you can hear a soft voice murmuring... ''something'', and it's never coming from your character. [[TheVoice Just who is]] [[NothingIsScarier speaking to you?]]you?]]
** The Jaguar game in general perfectly replicates the experience of being outnumbered in a crowded space.
** The Jaguar game in general perfectly replicates the experience of being outnumbered in a crowded space.
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Changed line(s) 22 (click to see context) from:
-->''"Oh, God... Harrison, '''get out of there!!'''"''
to:
-->''"Oh, God... Harrison, '''get out of there!!'''"''there!!'''"''
* At various points in the Jaguar game, you can hear a soft voice murmuring... ''something'', and it's never coming from your character. [[TheVoice Just who is]] [[NothingIsScarier speaking to you?]]
* At various points in the Jaguar game, you can hear a soft voice murmuring... ''something'', and it's never coming from your character. [[TheVoice Just who is]] [[NothingIsScarier speaking to you?]]
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Changed line(s) 21 (click to see context) from:
* Later in the Marine campaign of ''[=AvP2=]'', you enter a very dark and so far sparsely populated alien nest. You proceed cautiously down the winding corridors, dropping another of your dwindling supply of flares every so often, until you round a corner and hear the telltale beeping of your motion tracker growing faster. By now you know what about to happen, but what seals it is the panic in your MissionControl's voice when she pipes up with the last thing you needed to hear, right as the frightening soundtrack kicks in:
to:
* Later in the Marine campaign of ''[=AvP2=]'', you enter a very dark and so far sparsely populated alien nest. You proceed cautiously down the winding corridors, dropping another of your dwindling supply of flares every so often, until you round a corner and hear the telltale beeping of your motion tracker growing faster. By now you know what what's about to happen, but what really seals it is the panic in your MissionControl's voice when she pipes up with the last thing you needed to hear, right as the frightening soundtrack kicks in:
Is there an issue? Send a MessageReason:
None
Changed line(s) 20 (click to see context) from:
* The first level of the Marine campaign in [=AvP 2=] is probably the most notable for inspiring paranoia and fear. You don't even fight anything until at least three-quarters of the way through the ridiculously long level--but you see and hear a ''lot'' of survivors getting picked off around you by Predators; one time, a boot falls between the pipes running along the ceiling and lands in front of you, accompanied by a lot of blood. All the while, you find [[ApocalypticLog Apocalyptic Logs]] about how the station got so messed up and what the survivors have been going through since.
to:
* The first level of the Marine campaign in [=AvP 2=] is probably the most notable for inspiring paranoia and fear. You don't even fight anything until at least three-quarters of the way through the ridiculously long level--but you see and hear a ''lot'' of survivors getting picked off around you by Predators; one time, a boot falls between the pipes running along the ceiling and lands in front of you, accompanied by a lot of blood. All the while, you find [[ApocalypticLog Apocalyptic Logs]] about how the station got so messed up and what the survivors have been going through since.since.
* Later in the Marine campaign of ''[=AvP2=]'', you enter a very dark and so far sparsely populated alien nest. You proceed cautiously down the winding corridors, dropping another of your dwindling supply of flares every so often, until you round a corner and hear the telltale beeping of your motion tracker growing faster. By now you know what about to happen, but what seals it is the panic in your MissionControl's voice when she pipes up with the last thing you needed to hear, right as the frightening soundtrack kicks in:
-->''"Oh, God... Harrison, '''get out of there!!'''"''
* Later in the Marine campaign of ''[=AvP2=]'', you enter a very dark and so far sparsely populated alien nest. You proceed cautiously down the winding corridors, dropping another of your dwindling supply of flares every so often, until you round a corner and hear the telltale beeping of your motion tracker growing faster. By now you know what about to happen, but what seals it is the panic in your MissionControl's voice when she pipes up with the last thing you needed to hear, right as the frightening soundtrack kicks in:
-->''"Oh, God... Harrison, '''get out of there!!'''"''
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None
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* The Marine campaign.
to:
* The Marine campaign. campaign from the same game.
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** The fact that nothing happens happens throughout the first mission did not help. [[spoiler:Besides the predator killing some of your fellow marines, also freaky.]] The occasional bleep, the goddamn cat scares (including the above-mentioned), 'NothingIsScarier'. The worst part is that at certain points, [[spoiler:''you can hear the bugs moving around.'']]
to:
** The fact that nothing AvP 2 for PC is arguably worse: [[spoiler: Nothing happens happens throughout the first mission did not help. [[spoiler:Besides the mission, besides a predator killing some of your fellow marines, also freaky.marines.]] The occasional bleep, the goddamn cat scares (including the above-mentioned), 'NothingIsScarier'. The worst part is that at certain points, [[spoiler:''you can hear the bugs moving around.'']] '']]
*** There are a few giant alien cockroaches running around here and there. [[CatScare They're roughly the same size as a Facehugger.]]
*** Your motion tracker's also going crazy throughout all this. A crane's cargo hook swaying in the wind, a body falling out of a vent... [[spoiler: the signatures of what appear to be 2 Predators hunting you...]]
*** There are a few giant alien cockroaches running around here and there. [[CatScare They're roughly the same size as a Facehugger.]]
*** Your motion tracker's also going crazy throughout all this. A crane's cargo hook swaying in the wind, a body falling out of a vent... [[spoiler: the signatures of what appear to be 2 Predators hunting you...]]
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** Let's set the scene. You are, of course, the only human in the area. You can see the bloodstains where other humans ''were'', but at the moment you're alone. Most of the lights aren't working. [[WhatAnIdiot You don't have a flashlight]]. You ''do'' have an infinte supply of signal flares, but only three can be active at a time, they don't last very long, and they don't really help, what with the flickering light and the sputtering hiss they make. There is no background music, no cues to listen for besides the sound of claws on metal. And there is, always, your helpful Motion Tracker:
to:
** Let's set the scene. You are, of course, the only human in the area. You can see the bloodstains where other humans ''were'', but at the moment you're alone. Most of the lights aren't working. [[WhatAnIdiot You don't have a flashlight]]. You ''do'' have an infinte infinite supply of signal flares, but only three can be active at a time, they don't last very long, and they don't really help, what with the flickering light and the sputtering hiss they make. There is There's no background music, no cues to listen for besides the sound of claws on metal. And there is, always, your helpful Motion Tracker:
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Hell Is That Noise is getting cleaned-up: it is no longer an Audience Reaction. Please enter examples in only if the characters within the work are frightened.
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*** And it's even worse if you [[FailedASpotCheck miss one]], which is all too easy in the dark, and the only warning you get is the hideous ''[[OhCrap hiss]]'', '''[[OneHitKill WHAM]]''', '''''[[HellIsThatNoise SCREEEEEEEEEEE]]''''', and a [[FaceFullOfAlienWingWong Monitor Full Of Alien Wing Wong]].
to:
*** And it's even worse if you [[FailedASpotCheck miss one]], which is all too easy in the dark, and the only warning you get is the hideous ''[[OhCrap hiss]]'', '''[[OneHitKill WHAM]]''', '''''[[HellIsThatNoise SCREEEEEEEEEEE]]''''', '''''SCREEEEEEEEEEE''''', and a [[FaceFullOfAlienWingWong Monitor Full Of Alien Wing Wong]].
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** This was arguably due to keeping very close to the themes of the movies. Remember in ''Aliens'', when the marine's radar screen went nearly white with all the advancing aliens? Check. Remember the later scene, when it's implied one alien could take on the whole squad? On default settings, aliens can casually walk through a roomful of marines, limbs slashing wildly without even trying to target, and look back and see no movement. And then there's first-person skull-chomping mode...
to:
** This was arguably due to keeping very close to the themes of the movies. Remember in ''Aliens'', ''Film/{{Aliens}}'', when the marine's radar screen went nearly white with all the advancing aliens? Check. Remember the later scene, when it's implied one alien could take on the whole squad? On default settings, aliens can casually walk through a roomful of marines, limbs slashing wildly without even trying to target, and look back and see no movement. And then there's first-person skull-chomping mode...
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* The first level of the Marine campaign in [=AvP 2=] is probably the most notable for inspiring paranoia and fear. You don't even fight anything until at least three-quarters of the way through the ridiculously long level--but you see and hear a ''lot'' of survivors getting picked off around you by Predators; one time, a boot falls between the pipes running along the ceiling and lands in front of you, accompanied by a lot of blood. All the while, you find Apocalyptic Logs about how the station got so messed up and what the survivors have been going through since.
to:
* The first level of the Marine campaign in [=AvP 2=] is probably the most notable for inspiring paranoia and fear. You don't even fight anything until at least three-quarters of the way through the ridiculously long level--but you see and hear a ''lot'' of survivors getting picked off around you by Predators; one time, a boot falls between the pipes running along the ceiling and lands in front of you, accompanied by a lot of blood. All the while, you find [[ApocalypticLog Apocalyptic Logs Logs]] about how the station got so messed up and what the survivors have been going through since.
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hottip cleanup
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* The first game, as noted, was more focused on causing terror in the player, and it shows - near pitch black constantly, none of that cinematic music, more intense gore/death screams, a slower-refreshing motion tracker for the Marines, and [[NintendoHard immense single-player difficulty, especially as the Predator once you pass the first few levels]][[hottip:* :Granted, the Predator can take more damage and has a medicomp to heal himself while the Marine's health drains so quickly that he's practically a OneHitPointWonder, but you couldn't restore your energy manually, and the Aliens just kept respawning on some levels.]].
* The first level of the Marine campaign in [=AvP 2=] is probably the most notable for inspiring paranoia and fear. You don't even fight anything until at least three-quarters of the way through the ridiculously long level--but you see and hear a ''lot'' of survivors getting picked off around you by Predators; one time, a boot falls between the pipes running along the ceiling and lands in front of you, accompanied by a lot of blood. All the while, you find Apocalyptic Logs about how the station got so messed up and what the survivors have been going through since.
* The first level of the Marine campaign in [=AvP 2=] is probably the most notable for inspiring paranoia and fear. You don't even fight anything until at least three-quarters of the way through the ridiculously long level--but you see and hear a ''lot'' of survivors getting picked off around you by Predators; one time, a boot falls between the pipes running along the ceiling and lands in front of you, accompanied by a lot of blood. All the while, you find Apocalyptic Logs about how the station got so messed up and what the survivors have been going through since.
to:
* The first game, as noted, was more focused on causing terror in the player, and it shows - near pitch black constantly, none of that cinematic music, more intense gore/death screams, a slower-refreshing motion tracker for the Marines, and [[NintendoHard immense single-player difficulty, especially as the Predator once you pass the first few levels]][[hottip:* :Granted, levels]][[note]]Granted, the Predator can take more damage and has a medicomp to heal himself while the Marine's health drains so quickly that he's practically a OneHitPointWonder, but you couldn't restore your energy manually, and the Aliens just kept respawning on some levels.]].
[[/note]].
* The first level of the Marine campaign in [=AvP 2=] is probably the most notable for inspiring paranoia and fear. You don't even fight anything until at least three-quarters of the way through the ridiculously long level--but you see and hear a ''lot'' of survivors getting picked off around you by Predators; one time, a boot falls between the pipes running along the ceiling and lands in front of you, accompanied by a lot of blood. All the while, you find Apocalyptic Logs about how the station got so messed up and what the survivors have been going through since.
* The first level of the Marine campaign in [=AvP 2=] is probably the most notable for inspiring paranoia and fear. You don't even fight anything until at least three-quarters of the way through the ridiculously long level--but you see and hear a ''lot'' of survivors getting picked off around you by Predators; one time, a boot falls between the pipes running along the ceiling and lands in front of you, accompanied by a lot of blood. All the while, you find Apocalyptic Logs about how the station got so messed up and what the survivors have been going through since.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/facehug_pc_8353.jpg]]
[[caption-width-right:350:'''''[[HellIsThatNoise SCREEEEEEEEEEE]]''''']]
[[caption-width-right:350:'''''[[HellIsThatNoise SCREEEEEEEEEEE]]''''']]
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** This was arguably due to keeping very close to the themes of the movies, something the ''[=AvP=]'' movies should try sometime. Remember in ''Aliens'', when the marine's radar screen went nearly white with all the advancing aliens? Check. Remember the later scene, when it's implied one alien could take on the whole squad? On default settings, aliens can casually walk through a roomful of marines, limbs slashing wildly without even trying to target, and look back and see no movement. And then there's first-person skull-chomping mode...
to:
** This was arguably due to keeping very close to the themes of the movies, something the ''[=AvP=]'' movies should try sometime.movies. Remember in ''Aliens'', when the marine's radar screen went nearly white with all the advancing aliens? Check. Remember the later scene, when it's implied one alien could take on the whole squad? On default settings, aliens can casually walk through a roomful of marines, limbs slashing wildly without even trying to target, and look back and see no movement. And then there's first-person skull-chomping mode...
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* In ''Requiem'' there is a particularly bad scene involving a pregnant woman and a chestburster.
to:
* In ''Requiem'' there is a particularly bad scene involving a pregnant woman and a chestburster.chestburster.
* Just TRY to play the Marine's campaign at night.
* In ''[=AvP 2=]'''s Alien campaign, the first level has you control a facehugger in search of a host. The second level ''starts in the host's torso.''
* And that second level ends in an IfYoureSoEvilEatThisKitten moment... literally. And no, you cannot TakeAThirdOption.
* The first game, as noted, was more focused on causing terror in the player, and it shows - near pitch black constantly, none of that cinematic music, more intense gore/death screams, a slower-refreshing motion tracker for the Marines, and [[NintendoHard immense single-player difficulty, especially as the Predator once you pass the first few levels]][[hottip:* :Granted, the Predator can take more damage and has a medicomp to heal himself while the Marine's health drains so quickly that he's practically a OneHitPointWonder, but you couldn't restore your energy manually, and the Aliens just kept respawning on some levels.]].
* The first level of the Marine campaign in [=AvP 2=] is probably the most notable for inspiring paranoia and fear. You don't even fight anything until at least three-quarters of the way through the ridiculously long level--but you see and hear a ''lot'' of survivors getting picked off around you by Predators; one time, a boot falls between the pipes running along the ceiling and lands in front of you, accompanied by a lot of blood. All the while, you find Apocalyptic Logs about how the station got so messed up and what the survivors have been going through since.
* Just TRY to play the Marine's campaign at night.
* In ''[=AvP 2=]'''s Alien campaign, the first level has you control a facehugger in search of a host. The second level ''starts in the host's torso.''
* And that second level ends in an IfYoureSoEvilEatThisKitten moment... literally. And no, you cannot TakeAThirdOption.
* The first game, as noted, was more focused on causing terror in the player, and it shows - near pitch black constantly, none of that cinematic music, more intense gore/death screams, a slower-refreshing motion tracker for the Marines, and [[NintendoHard immense single-player difficulty, especially as the Predator once you pass the first few levels]][[hottip:* :Granted, the Predator can take more damage and has a medicomp to heal himself while the Marine's health drains so quickly that he's practically a OneHitPointWonder, but you couldn't restore your energy manually, and the Aliens just kept respawning on some levels.]].
* The first level of the Marine campaign in [=AvP 2=] is probably the most notable for inspiring paranoia and fear. You don't even fight anything until at least three-quarters of the way through the ridiculously long level--but you see and hear a ''lot'' of survivors getting picked off around you by Predators; one time, a boot falls between the pipes running along the ceiling and lands in front of you, accompanied by a lot of blood. All the while, you find Apocalyptic Logs about how the station got so messed up and what the survivors have been going through since.
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None
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--->''Bip...bip...bip...bip...bip...b-BEBEEP...BEBEEP...BEBEEP...BEBEEP..BEBEEP.BEBEEPBEBEEPBEBEEP''.
And then, faintly, over the mechanical racket, you hear the claws. And the snarls. And the squeals. And you can't see where they're coming from, and by the time they show up on the tracker they've already moved, but you know they're ''close''. But on the bright side, after playing this game, everything else seems a little less scary.
** The fact that nothing happens happens throughout the first mission did not help.[[spoiler: Besides the predator killing some of your fellow marines, also freaky.]]The occasional bleep, the goddamn cat scares (including the above-mentioned), 'NothingIsScarier'. The worst part is that at certain points, [[spoiler: ''you can hear the bugs moving around.'']]
And then, faintly, over the mechanical racket, you hear the claws. And the snarls. And the squeals. And you can't see where they're coming from, and by the time they show up on the tracker they've already moved, but you know they're ''close''. But on the bright side, after playing this game, everything else seems a little less scary.
** The fact that nothing happens happens throughout the first mission did not help.[[spoiler: Besides the predator killing some of your fellow marines, also freaky.]]The occasional bleep, the goddamn cat scares (including the above-mentioned), 'NothingIsScarier'. The worst part is that at certain points, [[spoiler: ''you can hear the bugs moving around.'']]
to:
--->''Bip...bip...bip...bip...bip...b-BEBEEP...BEBEEP...BEBEEP...BEBEEP..BEBEEP.BEBEEP...BEBEEP...BEBEEPBEBEEPBEBEEP''.
*** And then, faintly, over the mechanical racket, you hear the claws. And the snarls. And the squeals. And you can't see where they're coming from, and by the time they show up on the tracker they've already moved, but you know they're ''close''. But on the bright side, after playing this game, everything else seems a little less scary.
** The fact that nothing happens happens throughout the first mission did not help.[[spoiler: Besides [[spoiler:Besides the predator killing some of your fellow marines, also freaky.]]The ]] The occasional bleep, the goddamn cat scares (including the above-mentioned), 'NothingIsScarier'. The worst part is that at certain points, [[spoiler: ''you [[spoiler:''you can hear the bugs moving around.'']]
** The fact that nothing happens happens throughout the first mission did not help.
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* There's also Exinction, which is AVP as an RTS.
to:
* There's also Exinction, Extinction, which is AVP as an RTS.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/facehug_pc_8353.jpg]]
[[caption-width-right:350:'''''[[HellIsThatNoise SCREEEEEEEEEEE]]''''']]
[[caption-width-right:350:'''''[[HellIsThatNoise SCREEEEEEEEEEE]]''''']]
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Nightmare Fuel cleanup; see the thread for details
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The NightmareFuel page for ''AlienVsPredator''
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* The Marine campaign. Dear ''god'', the Marine campaign.
to:
* The Marine campaign. Dear ''god'', the Marine campaign.
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*** One of the worst levels required you to run through a field of eggs, switch off the stasis field preventing them from opening, and then ''run back through them, hearing them open behind you.''
to:
*** And it's even worse if you [[FailedASpotCheck miss one]], which is all too easy in the dark, and the only warning you get is the hideous ''[[OhCrap hiss]]'', '''[[OneHitKill WHAM]]''', '''''[[HellIsThatNoise SCREEEEEEEEEEE]]''''', and a [[FaceFullOfAlienWingWong Monitor Full Of Alien Wing Wong]].
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None
Added DiffLines:
The NightmareFuel page for ''AlienVsPredator''
----
* The facehuggers in ''AlienVsPredator'' for PC.
*** One of the worst levels required you to run through a field of eggs, switch off the stasis field preventing them from opening, and then ''run back through them, hearing them open behind you.''
** This was arguably due to keeping very close to the themes of the movies, something the ''[=AvP=]'' movies should try sometime. Remember in ''Aliens'', when the marine's radar screen went nearly white with all the advancing aliens? Check. Remember the later scene, when it's implied one alien could take on the whole squad? On default settings, aliens can casually walk through a roomful of marines, limbs slashing wildly without even trying to target, and look back and see no movement. And then there's first-person skull-chomping mode...
* The Marine campaign. Dear ''god'', the Marine campaign.
** Let's set the scene. You are, of course, the only human in the area. You can see the bloodstains where other humans ''were'', but at the moment you're alone. Most of the lights aren't working. [[WhatAnIdiot You don't have a flashlight]]. You ''do'' have an infinte supply of signal flares, but only three can be active at a time, they don't last very long, and they don't really help, what with the flickering light and the sputtering hiss they make. There is no background music, no cues to listen for besides the sound of claws on metal. And there is, always, your helpful Motion Tracker:
--->''Bip...bip...bip...bip...bip...b-BEBEEP...BEBEEP...BEBEEP...BEBEEP..BEBEEP.BEBEEPBEBEEPBEBEEP''.
And then, faintly, over the mechanical racket, you hear the claws. And the snarls. And the squeals. And you can't see where they're coming from, and by the time they show up on the tracker they've already moved, but you know they're ''close''. But on the bright side, after playing this game, everything else seems a little less scary.
** The fact that nothing happens happens throughout the first mission did not help.[[spoiler: Besides the predator killing some of your fellow marines, also freaky.]]The occasional bleep, the goddamn cat scares (including the above-mentioned), 'NothingIsScarier'. The worst part is that at certain points, [[spoiler: ''you can hear the bugs moving around.'']]
* On the subject of the second game, there's this [[NauseaFuel lovely part]] where you play as a chestburster ''graphically chewing open a man's viscera and ribs''. If you really want to see it, you can find it right [[http://www.youtube.com/watch?v=LMuZdVyYdOo here]]. Sleep well.
* Not to mention the generous helping of FridgeHorror when you play the Alien and Predator campaigns and discover how horribly exposed you were the whole time - to the other two species you basically ''glow in the dark.''
* There's also Exinction, which is AVP as an RTS.
* In ''Requiem'' there is a particularly bad scene involving a pregnant woman and a chestburster.
----
* The facehuggers in ''AlienVsPredator'' for PC.
*** One of the worst levels required you to run through a field of eggs, switch off the stasis field preventing them from opening, and then ''run back through them, hearing them open behind you.''
** This was arguably due to keeping very close to the themes of the movies, something the ''[=AvP=]'' movies should try sometime. Remember in ''Aliens'', when the marine's radar screen went nearly white with all the advancing aliens? Check. Remember the later scene, when it's implied one alien could take on the whole squad? On default settings, aliens can casually walk through a roomful of marines, limbs slashing wildly without even trying to target, and look back and see no movement. And then there's first-person skull-chomping mode...
* The Marine campaign. Dear ''god'', the Marine campaign.
** Let's set the scene. You are, of course, the only human in the area. You can see the bloodstains where other humans ''were'', but at the moment you're alone. Most of the lights aren't working. [[WhatAnIdiot You don't have a flashlight]]. You ''do'' have an infinte supply of signal flares, but only three can be active at a time, they don't last very long, and they don't really help, what with the flickering light and the sputtering hiss they make. There is no background music, no cues to listen for besides the sound of claws on metal. And there is, always, your helpful Motion Tracker:
--->''Bip...bip...bip...bip...bip...b-BEBEEP...BEBEEP...BEBEEP...BEBEEP..BEBEEP.BEBEEPBEBEEPBEBEEP''.
And then, faintly, over the mechanical racket, you hear the claws. And the snarls. And the squeals. And you can't see where they're coming from, and by the time they show up on the tracker they've already moved, but you know they're ''close''. But on the bright side, after playing this game, everything else seems a little less scary.
** The fact that nothing happens happens throughout the first mission did not help.[[spoiler: Besides the predator killing some of your fellow marines, also freaky.]]The occasional bleep, the goddamn cat scares (including the above-mentioned), 'NothingIsScarier'. The worst part is that at certain points, [[spoiler: ''you can hear the bugs moving around.'']]
* On the subject of the second game, there's this [[NauseaFuel lovely part]] where you play as a chestburster ''graphically chewing open a man's viscera and ribs''. If you really want to see it, you can find it right [[http://www.youtube.com/watch?v=LMuZdVyYdOo here]]. Sleep well.
* Not to mention the generous helping of FridgeHorror when you play the Alien and Predator campaigns and discover how horribly exposed you were the whole time - to the other two species you basically ''glow in the dark.''
* There's also Exinction, which is AVP as an RTS.
* In ''Requiem'' there is a particularly bad scene involving a pregnant woman and a chestburster.