Is there an issue? Send a MessageReason:
None
Changed line(s) 10 (click to see context) from:
* A case of NothingIsScarier: in episode 7, Paul encounters something, but he edits the video to censor it out. We don't see it, but Paul's voice is shaky afterwards. It gets worse in episode 9, where...something comes out of the box.
to:
* A case of NothingIsScarier: in episode 7, Paul encounters something, but he edits the video to censor it out. We don't see it, but Paul's voice is shaky afterwards. It gets worse in episode 9, where... something comes out of the box. box.
Changed line(s) 15,18 (click to see context) from:
* Near the end of Petscop 17, Paul (or whoever is playing) is prompted with an "Ask" box after it’s explained that "a girl went missing around here", in which they type "What happened to her?". A tombstone then very slowly rises from out of the ground, with the face of Lina Leskowitz (the windmill girl) printed on the front, making for what is possibly the single most unsettling moment in the entire series.
* The way [[spoiler: the caskets]] are referred to in Petscop 20 is incredibly unsettling. The signpost that describes them as a whole is too vague to pin down any specific purpose of theirs, but there's a sinister tone lurking behind each word.
-->''When these are done, they will be great.''
-->''Anybody who sees them is sure to become part of the family.''
* The way [[spoiler: the caskets]] are referred to in Petscop 20 is incredibly unsettling. The signpost that describes them as a whole is too vague to pin down any specific purpose of theirs, but there's a sinister tone lurking behind each word.
-->''When these are done, they will be great.''
-->''Anybody who sees them is sure to become part of the family.''
to:
* Near the end of Petscop 17, Paul (or whoever is playing) is prompted with an "Ask" box after it’s it's explained that "a girl went missing around here", here," in which they type "What happened to her?". her?" A tombstone then very slowly rises from out of the ground, with the face of Lina Leskowitz (the windmill girl) printed on the front, making for what is possibly the single most unsettling moment in the entire series.
* The way[[spoiler: the caskets]] caskets are referred to in Petscop 20 is incredibly unsettling. The signpost that describes them as a whole is too vague to pin down any specific purpose of theirs, but there's a sinister tone lurking behind each word.
-->''When these are done, they will be great.''
-->''Anybody''\\
''Anybody who sees them is sure to become part of the family.''
* The way
-->''When these are done, they will be great.
-->''Anybody
''Anybody who sees them is sure to become part of the family.''
Changed line(s) 21 (click to see context) from:
* Petscop 22 and 23 finally feature the school basement, an area teased since Petscop 7, which features the "machine". The school basement has some unique music, which is arguably the most disturbing song featured in the series. It makes sense the location teased to be really important and freaky has the most disturbing song. The things shown in the school basement are really unnerving. Possibly implying all of this is/has happened in the real world to some extent, and Paul has been forced into it unwilling.
to:
* Petscop 22 and 23 finally feature the school basement, an area teased since Petscop 7, which features the "machine". "machine." The school basement has some unique music, which is arguably the most disturbing song featured in the series. It makes sense the location teased to be really important and freaky has the most disturbing song. The things shown in the school basement are really unnerving. Possibly implying all of this is/has happened in the real world to some extent, and Paul has been forced into it unwilling.unwilling.
----
----
Is there an issue? Send a MessageReason:
None
Changed line(s) 8 (click to see context) from:
** The Quitter room is this itself, with dim lighting and another figure on the other side of the mirror with a crudely drawn face. At times, the figure can disappear and reappear, and walk in erratic motions. The Face Sprite of the Quitter and some of the faces seen in puzzles can look uncanny. Also, her loading screen image [[https://vignette.wikia.nocookie.net/petscop/images/4/49/Exiting_even_care.png/revision/latest?cb=20170413020832 as seen here.]]
to:
** The Quitter Quitter's room is this itself, with dim lighting and another figure on the other side of the mirror with a crudely drawn face. At times, the figure can disappear and reappear, and walk in erratic motions. The Face Sprite face sprite of the Quitter Tiara and some of the faces seen in puzzles can look uncanny. Also, her loading screen image [[https://vignette.wikia.nocookie.net/petscop/images/4/49/Exiting_even_care.png/revision/latest?cb=20170413020832 as seen here.]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 2,5 (click to see context) from:
[[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/loading_nmp_bright.png]]
[[caption-width-right:340:'''Do you remember being born?''']]
to:
%%Image removed via crowner in the Moments Images Cleanup Thread: https://tvtropes.org/pmwiki/crowner.php?crowner_id=l9r48z8f
%%https://tvtropes.org/pmwiki/posts.php?discussion=1642193091068711500
%%Please use the Suggestion thread or start a new thread in Image Pickin' to discuss a replacement.
%%
Is there an issue? Send a MessageReason:
None
Changed line(s) 11 (click to see context) from:
%%* Petscop 11 has a scene with a road with unnerving music.
to:
Is there an issue? Send a MessageReason:
This example needs more details.
Changed line(s) 11 (click to see context) from:
* Petscop 11 has a scene with a road with unnerving music.
to:
Is there an issue? Send a MessageReason:
None
Changed line(s) 20 (click to see context) from:
* Petscop 22 and 23 finally feature the school basement, an area teased since Petscop 7, which features the "machine". The school basement has some unique music, which is arguably the most disturbing song featured in the series. It makes sense the location teased to be really important and freaky has the most disturbing song. The things shown in the school basement are really unnerving. Possibly implying all of this is/has happened in the real world to some extent, and Paul has been dragged into unwilling.
to:
* Petscop 22 and 23 finally feature the school basement, an area teased since Petscop 7, which features the "machine". The school basement has some unique music, which is arguably the most disturbing song featured in the series. It makes sense the location teased to be really important and freaky has the most disturbing song. The things shown in the school basement are really unnerving. Possibly implying all of this is/has happened in the real world to some extent, and Paul has been dragged forced into it unwilling.
Is there an issue? Send a MessageReason:
None
Changed line(s) 20 (click to see context) from:
* Petscop 22 and 23 finally feature the school basement, an area teased since Petscop 7, which features the "machine". The school basement has some unique music, which is arguably the most disturbing song featured in the series. It makes sense the location teased to be really important and freaky has the most disturbing song. The things shown in the school basement are really unnerving. Possibly implying all of this is/has happened in the real world to some extent
to:
* Petscop 22 and 23 finally feature the school basement, an area teased since Petscop 7, which features the "machine". The school basement has some unique music, which is arguably the most disturbing song featured in the series. It makes sense the location teased to be really important and freaky has the most disturbing song. The things shown in the school basement are really unnerving. Possibly implying all of this is/has happened in the real world to some extentextent, and Paul has been dragged into unwilling.
Is there an issue? Send a MessageReason:
None
Changed line(s) 20 (click to see context) from:
* Petscop 22 and 23 finally feature the school basement, an area teased since Petscop 7, which features the "machine". The school basement has some unique music, which is arguably the most disturbing song featured in the series. It makes sense the location teased to be really important and freaky has the most disturbing song. The things shown in the school basement are really unnerving.
to:
* Petscop 22 and 23 finally feature the school basement, an area teased since Petscop 7, which features the "machine". The school basement has some unique music, which is arguably the most disturbing song featured in the series. It makes sense the location teased to be really important and freaky has the most disturbing song. The things shown in the school basement are really unnerving. Possibly implying all of this is/has happened in the real world to some extent
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* In episode 4, just before the ending, while Paul is running around where he thinks the windmill should be, you can just make out [[NothingisScarier something]] running away near the top right of the screen while he mentions he feels like he's [[DramaticIrony missing something.]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 4,5 (click to see context) from:
[[caption-width-right:340:'''Do you remmember being born?''']]
to:
[[caption-width-right:340:'''Do you remmember remember being born?''']]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
[[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/loading_nmp_bright.png]]
[[caption-width-right:340:'''Do you remmember being born?''']]
[[caption-width-right:340:'''Do you remmember being born?''']]
Is there an issue? Send a MessageReason:
None
Changed line(s) 7 (click to see context) from:
* Petscop 11 has a seen with a road with unnerving music.
to:
* Petscop 11 has a seen scene with a road with unnerving music.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* Petscop 11 has a seen with a road with unnerving music.
Is there an issue? Send a MessageReason:
I think this just makes it scarier. He goes silent mid-convo.
Added DiffLines:
** What makes it worse is that Paul attempts to type something further, but [[TheRadioDiesFirst stops in the middle of it.]] Then afterwards, Marvin leaves, Tiara enters, and says [[MyGodWhatHaveIDone "I'm sorry."]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 13 (click to see context) from:
* Marvin and Paul's conversation takes a very, ''very'' dark turn when Marvin types [[WhamLine "Here. I. Come."]] Paul responds with "What? No. No." You can't hear anything, but what follows in a long, ''long'' stretch of silence and inactivity. [[NothingIsScarier They got Paul.]]
to:
* Marvin and Paul's conversation takes a very, ''very'' dark turn when Marvin types [[WhamLine "Here. I. Come."]] Paul responds with "What? No. No." You can't hear anything, but what follows in a long, ''long'' stretch of silence and inactivity. [[NothingIsScarier They got Paul.]]]]
* Petscop 22 and 23 finally feature the school basement, an area teased since Petscop 7, which features the "machine". The school basement has some unique music, which is arguably the most disturbing song featured in the series. It makes sense the location teased to be really important and freaky has the most disturbing song. The things shown in the school basement are really unnerving.
* Petscop 22 and 23 finally feature the school basement, an area teased since Petscop 7, which features the "machine". The school basement has some unique music, which is arguably the most disturbing song featured in the series. It makes sense the location teased to be really important and freaky has the most disturbing song. The things shown in the school basement are really unnerving.
Is there an issue? Send a MessageReason:
None
Changed line(s) 12 (click to see context) from:
-->''Anybody who sees them is sure to become part of the family.''
to:
-->''Anybody who sees them is sure to become part of the family.''''
* Marvin and Paul's conversation takes a very, ''very'' dark turn when Marvin types [[WhamLine "Here. I. Come."]] Paul responds with "What? No. No." You can't hear anything, but what follows in a long, ''long'' stretch of silence and inactivity. [[NothingIsScarier They got Paul.]]
* Marvin and Paul's conversation takes a very, ''very'' dark turn when Marvin types [[WhamLine "Here. I. Come."]] Paul responds with "What? No. No." You can't hear anything, but what follows in a long, ''long'' stretch of silence and inactivity. [[NothingIsScarier They got Paul.]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 4,5 (click to see context) from:
** The Quitter room is this itself, with dim lighting and another figure on the other side of the mirror with a crudely drawn face. At times, the figure can disappear and reappear, and walk in erratic motions. The Face Sprite of the Quitter and some of the faces seen in puzzles can look uncanny. Also, her loading screen image
[[https://vignette.wikia.nocookie.net/petscop/images/4/49/Exiting_even_care.png/revision/latest?cb=20170413020832]]
[[https://vignette.wikia.nocookie.net/petscop/images/4/49/Exiting_even_care.png/revision/latest?cb=20170413020832]]
to:
** The Quitter room is this itself, with dim lighting and another figure on the other side of the mirror with a crudely drawn face. At times, the figure can disappear and reappear, and walk in erratic motions. The Face Sprite of the Quitter and some of the faces seen in puzzles can look uncanny. Also, her loading screen image
image [[https://vignette.wikia.nocookie.net/petscop/images/4/49/Exiting_even_care.png/revision/latest?cb=20170413020832]]png/revision/latest?cb=20170413020832 as seen here.]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 10 (click to see context) from:
* Near the end of Petscop 17, Paul (or whoever is playing) is prompted with an "Ask" box after it’s explained that "a girl went missing around here", in which they type "What happened to her?". A tombstone then very slowly rises from out of the ground, with the face of Lina Leskowitz (the windmill girl) printed on the front, making for what is possibly the single most unsettling moment in the entire series.
to:
* Near the end of Petscop 17, Paul (or whoever is playing) is prompted with an "Ask" box after it’s explained that "a girl went missing around here", in which they type "What happened to her?". A tombstone then very slowly rises from out of the ground, with the face of Lina Leskowitz (the windmill girl) printed on the front, making for what is possibly the single most unsettling moment in the entire series.series.
* The way [[spoiler: the caskets]] are referred to in Petscop 20 is incredibly unsettling. The signpost that describes them as a whole is too vague to pin down any specific purpose of theirs, but there's a sinister tone lurking behind each word.
-->''When these are done, they will be great.''
-->''Anybody who sees them is sure to become part of the family.''
* The way [[spoiler: the caskets]] are referred to in Petscop 20 is incredibly unsettling. The signpost that describes them as a whole is too vague to pin down any specific purpose of theirs, but there's a sinister tone lurking behind each word.
-->''When these are done, they will be great.''
-->''Anybody who sees them is sure to become part of the family.''
Is there an issue? Send a MessageReason:
None
Changed line(s) 3 (click to see context) from:
* [[NothingIsScarier The lack of sounds and sudden scare chords tend to keep people on edge]]. The pictures and scenes in later parts of the game are very dimly lit, low resolution, and unsettling to the point that they bring paranoia to the viewer.
to:
* [[NothingIsScarier The lack of sounds and sudden scare chords tend to keep people on edge]]. The pictures and scenes levels in later parts of the game are very dimly lit, low resolution, and unsettling to the point that they bring paranoia to the viewer.
Deleted line(s) 6 (click to see context) :
Is there an issue? Send a MessageReason:
None
Changed line(s) 4 (click to see context) from:
** The Quitter room is this itself, with dim lighting and another figure on the other side of the mirror with a crudely drawn face. At times, the figure can disappear and reappear, and walk in erratic motions. The Face Sprite of the Quitter and some of the faces seen in puzzles can look uncanny. Also, her loading screen image [[https://vignette.wikia.nocookie.net/petscop/images/4/49/Exiting_even_care.png/revision/latest?cb=20170413020832]]
to:
** The Quitter room is this itself, with dim lighting and another figure on the other side of the mirror with a crudely drawn face. At times, the figure can disappear and reappear, and walk in erratic motions. The Face Sprite of the Quitter and some of the faces seen in puzzles can look uncanny. Also, her loading screen image image
[[https://vignette.wikia.nocookie.net/petscop/images/4/49/Exiting_even_care.png/revision/latest?cb=20170413020832]]png/revision/latest?cb=20170413020832]]
[[https://vignette.wikia.nocookie.net/petscop/images/4/49/Exiting_even_care.
Is there an issue? Send a MessageReason:
Moments pages are Spoilers Off pages.
Changed line(s) 9 (click to see context) from:
* Near the end of Petscop 17, Paul (or whoever is playing) is prompted with an "Ask" box after it’s explained that "a girl went missing around here", in which they type "What happened to her?". [[spoiler:A tombstone then very slowly rises from out of the ground, with the face of Lina Leskowitz (the windmill girl) printed on the front]], making for what is possibly the single most unsettling moment in the entire series.
to:
* Near the end of Petscop 17, Paul (or whoever is playing) is prompted with an "Ask" box after it’s explained that "a girl went missing around here", in which they type "What happened to her?". [[spoiler:A A tombstone then very slowly rises from out of the ground, with the face of Lina Leskowitz (the windmill girl) printed on the front]], front, making for what is possibly the single most unsettling moment in the entire series.
Is there an issue? Send a MessageReason:
None
Changed line(s) 8 (click to see context) from:
* Episode 16, just in general. In addition to the completely static and silent opening suddenly turning into some sort of warning screen with an uncharacteristic SensoryAbuse siren, the game seems to be tracking someone's (presumably Paul or Belle) movements in the real world.
to:
* Episode 16, just in general. In addition to the completely static and silent opening suddenly turning into some sort of warning screen with an uncharacteristic SensoryAbuse siren, the game seems to be tracking someone's (presumably Paul or Belle) movements in the real world.world.
* Near the end of Petscop 17, Paul (or whoever is playing) is prompted with an "Ask" box after it’s explained that "a girl went missing around here", in which they type "What happened to her?". [[spoiler:A tombstone then very slowly rises from out of the ground, with the face of Lina Leskowitz (the windmill girl) printed on the front]], making for what is possibly the single most unsettling moment in the entire series.
* Near the end of Petscop 17, Paul (or whoever is playing) is prompted with an "Ask" box after it’s explained that "a girl went missing around here", in which they type "What happened to her?". [[spoiler:A tombstone then very slowly rises from out of the ground, with the face of Lina Leskowitz (the windmill girl) printed on the front]], making for what is possibly the single most unsettling moment in the entire series.
Is there an issue? Send a MessageReason:
Moments pages are Spoilers Off pages.
'''As a Moments subpage, all spoilers are unmarked [[Administrivia/SpoilersOff as per policy.]] Administrivia/YouHaveBeenWarned.'''
Changed line(s) 5,6 (click to see context) from:
* The ending of episode 13. [[spoiler:After capturing all pets available in the plane, the game's text boxes tell Paul (or the player) to simply leave the console on and walk away. Paul goes dead quiet, and we hear nothing but shuffling and bumping. Then the screen goes dark.]]
* Episode 16, just in general. In addition to the completely static and silent opening suddenly turning into some sort of warning screen with an uncharacteristic SensoryAbuse siren, [[spoiler:the game seems to be tracking someone's (presumably Paul or Belle) movements in the real world.]]
* Episode 16, just in general. In addition to the completely static and silent opening suddenly turning into some sort of warning screen with an uncharacteristic SensoryAbuse siren, [[spoiler:the game seems to be tracking someone's (presumably Paul or Belle) movements in the real world.]]
to:
* The ending of episode 13. [[spoiler:After After capturing all pets available in the plane, the game's text boxes tell Paul (or the player) to simply leave the console on and walk away. Paul goes dead quiet, and we hear nothing but shuffling and bumping. Then the screen goes dark.]]
dark.
* Episode 16, just in general. In addition to the completely static and silent opening suddenly turning into some sort of warning screen with an uncharacteristic SensoryAbuse siren,[[spoiler:the the game seems to be tracking someone's (presumably Paul or Belle) movements in the real world.]]
* Episode 16, just in general. In addition to the completely static and silent opening suddenly turning into some sort of warning screen with an uncharacteristic SensoryAbuse siren,
Is there an issue? Send a MessageReason:
None
Changed line(s) 6 (click to see context) from:
* Episode 16, just in general. In addition to the completely static and silent opening suddenly turning into some sort of warning screen with an uncharacteristic EarRape siren, [[spoiler:the game seems to be tracking someone's (presumably Paul or Belle) movements in the real world.]]
to:
* Episode 16, just in general. In addition to the completely static and silent opening suddenly turning into some sort of warning screen with an uncharacteristic EarRape SensoryAbuse siren, [[spoiler:the game seems to be tracking someone's (presumably Paul or Belle) movements in the real world.]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 1 (click to see context) from:
* The Lack of sounds and sudden scare chords tend to keep people on edge. The pictures and scenes in later parts of the game are very dimly lit, low resolution, and unsettling to the point that they bring Paranoia to the viewer.
to:
* [[NothingIsScarier The Lack lack of sounds and sudden scare chords tend to keep people on edge. edge]]. The pictures and scenes in later parts of the game are very dimly lit, low resolution, and unsettling to the point that they bring Paranoia paranoia to the viewer.
Is there an issue? Send a MessageReason:
None
Changed line(s) 5 (click to see context) from:
* The ending of episode 13. [[spoiler:After capturing all pets available in the plane, the game's text boxes tell Paul (or the player) to simply leave the console on and walk away. Paul goes dead quiet, and we hear nothing but shuffling and bumping. Then the screen goes dark.]]
to:
* The ending of episode 13. [[spoiler:After capturing all pets available in the plane, the game's text boxes tell Paul (or the player) to simply leave the console on and walk away. Paul goes dead quiet, and we hear nothing but shuffling and bumping. Then the screen goes dark.]]
* Episode 16, just in general. In addition to the completely static and silent opening suddenly turning into some sort of warning screen with an uncharacteristic EarRape siren, [[spoiler:the game seems to be tracking someone's (presumably Paul or Belle) movements in the real world.]]
* Episode 16, just in general. In addition to the completely static and silent opening suddenly turning into some sort of warning screen with an uncharacteristic EarRape siren, [[spoiler:the game seems to be tracking someone's (presumably Paul or Belle) movements in the real world.]]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* The Lack of sounds and sudden scare chords tend to keep people on edge. The pictures and scenes in later parts of the game are very dimly lit, low resolution, and unsettling to the point that they bring Paranoia to the viewer.
** The Quitter room is this itself, with dim lighting and another figure on the other side of the mirror with a crudely drawn face. At times, the figure can disappear and reappear, and walk in erratic motions. The Face Sprite of the Quitter and some of the faces seen in puzzles can look uncanny. Also, her loading screen image [[https://vignette.wikia.nocookie.net/petscop/images/4/49/Exiting_even_care.png/revision/latest?cb=20170413020832]]
* A case of NothingIsScarier: in episode 7, Paul encounters something, but he edits the video to censor it out. We don't see it, but Paul's voice is shaky afterwards. It gets worse in episode 9, where...something comes out of the box.
-->'''Paul:''' ''What the fuck?''
* The ending of episode 13. [[spoiler:After capturing all pets available in the plane, the game's text boxes tell Paul (or the player) to simply leave the console on and walk away. Paul goes dead quiet, and we hear nothing but shuffling and bumping. Then the screen goes dark.]]
** The Quitter room is this itself, with dim lighting and another figure on the other side of the mirror with a crudely drawn face. At times, the figure can disappear and reappear, and walk in erratic motions. The Face Sprite of the Quitter and some of the faces seen in puzzles can look uncanny. Also, her loading screen image [[https://vignette.wikia.nocookie.net/petscop/images/4/49/Exiting_even_care.png/revision/latest?cb=20170413020832]]
* A case of NothingIsScarier: in episode 7, Paul encounters something, but he edits the video to censor it out. We don't see it, but Paul's voice is shaky afterwards. It gets worse in episode 9, where...something comes out of the box.
-->'''Paul:''' ''What the fuck?''
* The ending of episode 13. [[spoiler:After capturing all pets available in the plane, the game's text boxes tell Paul (or the player) to simply leave the console on and walk away. Paul goes dead quiet, and we hear nothing but shuffling and bumping. Then the screen goes dark.]]