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* DecapitatedArmy: {{Defied|Trope}}. Your commander is offed very early into the story by the Timestrikers' assault but that doesn't deter your organization's progress a single bit.

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* AnachronismStew: Considering the [[ExcusePlot game's premise]] it was inevitable.



* AnachronismStew: Considering the [[ExcusePlot game's premise]] it was inevitable.
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* LevelEditor: The game came with a level editor for making custom levels. The 2022 remaster includes this level editor, however it only works for the [=DOS=] version of the game (included with the remaster) since the remaster version is based on entirely new code.
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Before they got to let us [[VideoGame/{{Carnivores}} Hunt Dinosaurs]] or [[VideoGame/CryostasisSleepOfReason explore frozen ships with an ability to alter the past]], the [[UkrainianMedia Ukraine]]-based Creator/ActionForms debuted into the PC gaming industry in 1997 with ''Chasm: The Rift'', a relatively little-known first-person shooter that is more than influenced by the likes of ''[[VideoGame/QuakeI Quake]]'', made in their own in-house engine. The game pits the player in the shoes of a marine trying to fend off the Timestrikers, mutants who invade the earth at few dozen time periods at once, providing an excuse to have levels based on four different time periods. The game is also an early case of a shooter with [[AnArmAndALeg a dismemberment system]] which allowed the player to blast off an enemy's limbs and in some cases even the head.

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Before they got to let us [[VideoGame/{{Carnivores}} Hunt Dinosaurs]] Dinosaurs]], [[VideoGame/VivisectorBeastWithin peel off fur and skin out of half-animal hybrids]] or [[VideoGame/CryostasisSleepOfReason explore frozen ships with an ability to alter the past]], the [[UkrainianMedia Ukraine]]-based Creator/ActionForms debuted into the PC gaming industry in 1997 with ''Chasm: The Rift'', a relatively little-known first-person shooter that is more than influenced by the likes of ''[[VideoGame/QuakeI Quake]]'', made in their own in-house engine. The game pits the player in the shoes of a marine trying to fend off the Timestrikers, mutants who invade the earth at few dozen time periods at once, providing an excuse to have levels based on four different time periods. The game is also an early case of a shooter with [[AnArmAndALeg a dismemberment system]] which allowed the player to blast off an enemy's limbs and in some cases even the head.
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** Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, enemies dismember more easily and don't get stunlocked, etc), missing music and bullet impact decals, and possibly scripting bugs that potentially prevent it from being completable (i.e. the first boss drops their key too close to the killwall fan, many wall traps close faster than they should which forces you to take heavy damage (a big problem in the 3rd episode), a shootable button on Level 15 is missing making progress impossible without noclip, etc).

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** Panzerchasm is an in-development (and since discontinued) source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, enemies dismember more easily and don't get stunlocked, etc), missing music and bullet impact decals, and possibly scripting bugs that potentially prevent it from being completable (i.e. the first boss drops their key too close to the killwall fan, many wall traps close faster than they should which forces you to take heavy damage (a big problem in the 3rd episode), a shootable button on Level 15 is missing making progress impossible without noclip, etc).
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Not to be confused with the 2018 Metroidvania simply named ''VideoGame/{{Chasm}}'', nor with the ''VideoGame/DoomII'' level named ''The Chasm''.

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Not to be confused with the 2018 side-scrolling Metroidvania simply named ''VideoGame/{{Chasm}}'', nor with the ''VideoGame/DoomII'' level named ''The Chasm''.
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An Axe To Grind is no longer a trope


* TheExecutioner: The [[AnAxeToGrind Axe-wielding]] "Punishers" show up as enemies in egyptian and medieval levels.

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* TheExecutioner: The [[AnAxeToGrind Axe-wielding]] Axe-wielding "Punishers" show up as enemies in egyptian and medieval levels.
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* RandomNumberGod: Like many early FirstPersonShooters like ''VideoGame/Wolfenstein3D'' and ''VideoGame/{{Doom}}'', enemy projectile damage is semi-random, with the randomly increasingly against you on the higher difficulty levels. Melee damage, however, is fixed, and doesn't change with difficulty.

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* RandomNumberGod: Like many early FirstPersonShooters like ''VideoGame/Wolfenstein3D'' and ''VideoGame/{{Doom}}'', enemy projectile damage is semi-random, with the randomly randomness increasingly weighed against you on the higher difficulty levels. Melee damage, however, is fixed, and doesn't change with difficulty.
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* RandomNumberGod: Like many early FirstPersonShooters like ''VideoGame/Wolfenstein3D'' and ''VideoGame/{{Doom}}'', enemy projectile damage is semi-random, with the randomly increasingly against you on the higher difficulty levels. Melee damage, however, is fixed, and doesn't change with difficulty.
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* BodyArmorAsHitPoints: Averted; when you have armor, your armor takes the full amount of damage from an attack, but your health still takes some additional damage equal to about 1/4rd of the attack's damage. This is different from ''VideoGame/{{Doom}}'' or ''VideoGame/{{Quake}}'' where a portion of the total damage was applied to armor and the rest to health. It also means armor doesn't double your durability, but does raise it somewhat.

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* BodyArmorAsHitPoints: Averted; when you have armor, your armor takes the full amount of damage from an attack, but your health still takes some additional damage equal to about 1/4rd of the attack's damage. This is different from ''VideoGame/{{Doom}}'' or ''VideoGame/{{Quake}}'' where a portion of the total damage was applied to armor and the rest to health. It also means armor doesn't double your durability, but does raise it somewhat.somewhat (by about 75% at full health and armor).
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* ShotForShotRemake: The 2022 re-release is in fact a complete rebuild of the game reverse-engineered from the ground up, as the game's original source code was lost. It is, however, extremely faithful to the original game, with some quality-of-life improvements such as modern 3D acceleration, and some modern graphical effects such as dynamic lighting and shadows, and some new features such as achievements, the ability to bind weapons to individual hotkeys besides the number keys, and a stat tracker to show how many secrets you've found.

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* HalfHumanHybrid: Lionmen that show up in the Egyptian levels. The bonus levels introduce wolfmen of a similar nature, though their stocky build and tusk-like fangs make them look more like pigmen than wolfmen.

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* HalfHumanHybrid: Lionmen that show up in the Egyptian levels. The bonus levels introduce wolfmen of a similar nature, though their stocky build and tusk-like fangs make them look more like pigmen than wolfmen.wolfmen (in fact they appear to be orcs wearing wolf pelts on their heads).


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* OurOrcsAreDifferent: The 2 new enemies and new boss Bonifaciy added in the expansion pack levels appear to be orcs, based on their greenish skin, orc-like features, and tusks.
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* HalfHumanHybrid: Lionmen that show up in the Egyptian levels. The bonus levels introduce wolfmen of a similar nature.

to:

* HalfHumanHybrid: Lionmen that show up in the Egyptian levels. The bonus levels introduce wolfmen of a similar nature.nature, though their stocky build and tusk-like fangs make them look more like pigmen than wolfmen.
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** Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, etc), missing music and bullet impact decals, and possibly scripting bugs that potentially prevent it from being completable (i.e. the first boss drops their key too close to the killwall fan, many wall traps close faster than they should which forces you to take heavy damage (a big problem in the 3rd episode), a shootable button on Level 15 is missing making progress impossible without noclip, etc).

to:

** Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, enemies dismember more easily and don't get stunlocked, etc), missing music and bullet impact decals, and possibly scripting bugs that potentially prevent it from being completable (i.e. the first boss drops their key too close to the killwall fan, many wall traps close faster than they should which forces you to take heavy damage (a big problem in the 3rd episode), a shootable button on Level 15 is missing making progress impossible without noclip, etc).
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None


* BodyArmorAsHitPoints: Averted; when you have armor, your armor takes the full amount of damage from an attack, but your health still takes some additional damage equal to about 1/3rd of the attack's damage. This is different from ''VideoGame/{{Doom}}'' or ''VideoGame/{{Quake}}'' where a portion of the total damage was applied to armor and the rest to health. It also means armor doesn't double your durability, but does raise it somewhat.

to:

* BodyArmorAsHitPoints: Averted; when you have armor, your armor takes the full amount of damage from an attack, but your health still takes some additional damage equal to about 1/3rd 1/4rd of the attack's damage. This is different from ''VideoGame/{{Doom}}'' or ''VideoGame/{{Quake}}'' where a portion of the total damage was applied to armor and the rest to health. It also means armor doesn't double your durability, but does raise it somewhat.
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None


In September 2022 an UpdatedReRelease of ''Chasm: The Rift'' was announced, coinciding with the game's 25th anniversary, retaining the game's original graphics, but with modern 3D hardware acceleration allowing for modern resolutions up to 4K, as well as some modern effects such as dynamic lighting and shadows. A release date of October 10th, 2022 was set on Steam and Gog.com, and a demo was made available on September 22nd, 2022.

to:

In September 2022 an UpdatedReRelease of ''Chasm: The Rift'' was announced, coinciding with the game's 25th anniversary, retaining the game's original graphics, but with modern 3D hardware acceleration allowing for modern resolutions up to 4K, as well as some modern effects such as dynamic lighting and shadows. A release date of The remaster was released on October 10th, 2022 was set on Steam and Gog.com, and with a demo was made available on September 22nd, 2022.
2022. The remaster was published by [=SNEG=] and made by General Arcade, known for remasters of games like ''VideoGame/ShadowWarrior'', ''VideoGame/MetalWolfChaos'', and ''VideoGame/{{Pathologic}}''.
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* TeleportingKeycardSquad: Perhaps one of the harshest examples ever. From Level 9 onward one nasty trick the game likes to play is to teleport a group of enemies right on top of you after you flip a switch or pick up a keycard. Their fat hitboxes prevent you from moving while they maul you to death; the only escape is to have enough armor to survive while you equip a high hitstun weapon like the minigun or crossbow and blast your way out.

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* TeleportingKeycardSquad: Perhaps one of the harshest examples ever. From Level 9 onward one nasty trick the game likes to play is to teleport a group of enemies right on top of you after you flip a switch or pick up a keycard. Their fat hitboxes prevent you from moving while they maul you to death; the only escape is to have enough armor to survive while you equip a high hitstun weapon like the minigun or crossbow and blast your way out. Thankfully this is mostly limited to the medieval levels, and only happens once or twice in the final set of levels from Level 13 onward.
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* SetAMookToKillAMook: Similar to ''VideoGame/{{Quake}}'', the game has monster infighting, with enemies attacking each other if they accidentally damage each other.

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* SetAMookToKillAMook: Similar to ''VideoGame/{{Quake}}'', the game has monster infighting, with enemies attacking each other if they accidentally damage each other. Different enemy types will also fight to the death once the player is dead.
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* MisidentifiedWeapons: The so-called "grenader" works essentially as the Rocket Launcher, as it's projectiles are not affected by the gravity.

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* MisidentifiedWeapons: The so-called "grenader" works essentially as the a Rocket Launcher, as it's its projectiles are not affected by gravity. The Mega Destroyer's projectiles, however, do arc with gravity, showing the gravity.engine was capable of doing so.

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* BodyArmorAsHitPoints: Averted; when you have armor, your armor takes the full amount of damage from an attack, but your health still takes some additional damage equal to about 1/3rd of the attack's damage. This is different from ''VideoGame/{{Doom}}'' or ''VideoGame/{{Quake}}'' where a portion of the total damage was applied to armor and the rest to health. It also means armor doesn't double your durability, but does raise it somewhat.



* HitboxDissonance: The hitboxes on everything are a lot fatter than they should be. Projectile weapons such as the sawblade launcher or crossbow will often get caught on corners instead of passing through (this can really screw you if a grenade detonates in your face when you're trying to fire it around a corner), and if an enemy pins you against a wall you'll likely be immobilized even though it looks like you should be able to slide around them. Panzerchasm has more standard hitboxes so these problems don't crop up.

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* HitboxDissonance: The hitboxes on everything are a lot fatter than they should be. Projectile weapons such as the sawblade launcher or crossbow will often get caught on corners instead of passing through (this can really screw you if a grenade detonates in your face when you're trying to fire it around a corner), and if an enemy pins you against a wall you'll likely be immobilized even though it looks like you should be able to slide around them. Panzerchasm has more standard hitboxes so these problems don't crop up. The 2022 remaster, on the other hand, retains the fat hitboxes.



* KaizoTrap: After the second boss dies, the ceiling starts to collapse, which will instantly kill you if you don't quickly run immediately for the level exit.

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* KaizoTrap: After the second boss dies, the ceiling starts to collapse, which will instantly kill you if you don't quickly run immediately for the level exit. Complicating things is a Lionman who will run into the escape corridor and block it, getting you killed, unless you stunlock him with gunfire as soon as you see him and run past him.
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In September 2022, on the game's 25th anniversary, an UpdatedReRelease of ''Chasm: The Rift'' was announced, retaining the game's original graphics, but with modern 3D hardware acceleration allowing for modern resolutions up to 4K, as well as some modern effects such as dynamic lighting and shadows. A release date of October 10th, 2022 was set on Steam and Gog.com, and a demo was made available on September 22nd, 2022.

to:

In September 2022, on the game's 25th anniversary, 2022 an UpdatedReRelease of ''Chasm: The Rift'' was announced, coinciding with the game's 25th anniversary, retaining the game's original graphics, but with modern 3D hardware acceleration allowing for modern resolutions up to 4K, as well as some modern effects such as dynamic lighting and shadows. A release date of October 10th, 2022 was set on Steam and Gog.com, and a demo was made available on September 22nd, 2022.
Is there an issue? Send a MessageReason:
None


In Fall 2022, on the game's 25th anniversary, an UpdatedReRelease of ''Chasm: The Rift'' was announced, retaining the game's original graphics, but with modern 3D hardware acceleration allowing for modern resolutions up to 4K. A release date of October 10th, 2022 was set on Steam and Gog.com, and a demo is available.

to:

In Fall September 2022, on the game's 25th anniversary, an UpdatedReRelease of ''Chasm: The Rift'' was announced, retaining the game's original graphics, but with modern 3D hardware acceleration allowing for modern resolutions up to 4K.4K, as well as some modern effects such as dynamic lighting and shadows. A release date of October 10th, 2022 was set on Steam and Gog.com, and a demo is available.was made available on September 22nd, 2022.
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In Fall 2022, on the game's 25th anniversary, an UpdatedReRelease of ''Chasm: The Rift'' was announced, retaining the game's original graphics, but with modern 3D hardware acceleration allowing for modern resolutions up to 4K. A release date of October, 2022 was set on Steam and Gog.com, and a demo is available.

to:

In Fall 2022, on the game's 25th anniversary, an UpdatedReRelease of ''Chasm: The Rift'' was announced, retaining the game's original graphics, but with modern 3D hardware acceleration allowing for modern resolutions up to 4K. A release date of October, October 10th, 2022 was set on Steam and Gog.com, and a demo is available.
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Added DiffLines:

In Fall 2022, on the game's 25th anniversary, an UpdatedReRelease of ''Chasm: The Rift'' was announced, retaining the game's original graphics, but with modern 3D hardware acceleration allowing for modern resolutions up to 4K. A release date of October, 2022 was set on Steam and Gog.com, and a demo is available.
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* GuideDangIt: The hint on how you should negotiate with the first boss[[note]]hide for a while[[/note]] appears 2 seconds before you're treated to a face-full of him. Too short of a time for you to actually get out of his sight before he spots you. Once he does, there's no way of avoiding him in the cramped arena to survive long enoug for the escape path to open. SaveScumming is literally mandatory here since even after getting the hint it'll take you several failed attempts to figure out where can you hide safely.

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* GuideDangIt: The hint on how you should negotiate with the first boss[[note]]hide for a while[[/note]] appears 2 seconds before you're treated to a face-full of him. Too short of a time for you to actually get out of his sight before he spots you. Once he does, there's no way of avoiding him in the cramped arena to survive long enoug enough for the escape path to open. SaveScumming is literally mandatory here since even after getting the hint it'll take you several failed attempts to figure out where can you hide safely.
Is there an issue? Send a MessageReason:
None


** Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, etc), missing music and bullet impact decals, and possibly scripting bugs that potentially prevent it from being completable (i.e. the first boss drops their key too close to the killwall fan, many wall traps close faster than they should which forces you to take heavy damage (a big problem in the 3rd episode), etc).

to:

** Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, etc), missing music and bullet impact decals, and possibly scripting bugs that potentially prevent it from being completable (i.e. the first boss drops their key too close to the killwall fan, many wall traps close faster than they should which forces you to take heavy damage (a big problem in the 3rd episode), a shootable button on Level 15 is missing making progress impossible without noclip, etc).

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