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* ImmuneToBullets: Another Devastator trait
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* ExplodingBarrels

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* ExplodingBarrelsExplodingBarrels: In contrast to the kind that merely shatter when you shoot them, these tend to be marked with skulls and crossbones. They can also do more damage than most of your weapons.
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* BewareMyStingerTail: How Slashers slash, and how Hounds shoot.



* OverlyLongTongue: A Devastator trait, it presumably has some practical purpose for them to risk waving about with their circular inward pointing toothy maw.



* PreexistingEncounters

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* PreexistingEncounters PreexistingEncounters: This may be a turn based CRPG, but it's a tactical one where navigation and combat are integrated, so there is no need for random encounters.



* RedEyesTakeWarning: The aliens' eyes will turn red whenever they feel threatened. Most noticeable with the Eyestalkers; one giant eyeball is more easily noticed than several smaller ones on most of the other enemy species.

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* RedEyesTakeWarning: The aliens' eyes are green when passive, yellow when looking for targets and will turn red whenever they feel threatened. Most noticeable with the Eyestalkers; one giant eyeball is more easily noticed than several smaller ones on most of the other enemy species.



* ShoutOut: The menu assistant is named [[VideoGame/NintendoWars Katherine]], which is a reference to not only Nell but to ''Super Famicom Wars'' Caroline by that extension.

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* ShoutOut: ShoutOut
**
The menu assistant is named [[VideoGame/NintendoWars Katherine]], which is a reference to not only Nell but to ''Super Famicom Wars'' Caroline by that extension.extension.
** The first invaders the player can fight are alien tripods, albeit much smaller than ''the'' [[Literature/TheWarOfTheWorlds alien tripods]].



* TheWallsHaveEyes [=/=] WallMaster: Chapter 16-1 has eyelike protrusions on the ceiling that, much like chandeliers and ceiling fans in previous missions, can be shot to fall onto enemies. This time, however, they will automatically fall on any S.T.E.A.M. members who walk under them.

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* TheWallsHaveEyes [=/=] WallMaster: TheWallsHaveEyes[=/=]WallMaster: Chapter 16-1 has eyelike protrusions on the ceiling that, much like chandeliers and ceiling fans in previous missions, can be shot to fall onto enemies. This time, however, they will automatically fall on any S.T.E.A.M. members who walk under them.
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* [[MutuallyExclusivePowerups Mutually Exclusive Weapons]]: No two members of S.T.E.A.M. can be equipped with the same weapon. Played even straighter with [[spoiler:Stovepipe and]] the ''Fire Emblem'' fighters, since they have their own unique weapons and steam packs.

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* [[MutuallyExclusivePowerups Mutually Exclusive Weapons]]: MutuallyExclusivePowerups: No two members of S.T.E.A.M. can be equipped with the same weapon. Played even straighter with [[spoiler:Stovepipe and]] the ''Fire Emblem'' fighters, since they have their own unique weapons and steam packs.

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** The tanks deployed by S.T.E.A.M. will cause damage to any creature it runs into... but they will [[SuicideAttack also take some damage themselves]].



* DeadlyWalls: The walls in Mission 16-1 have bomb-like orbs in them, and will detonate upon coming in contact with any S.T.E.A.M. member.



* NonLethalKO: Even if any S.T.E.A.M. member's health zeroes out during battle, they'll be available at full health for the next mission -- or the same mission if revived at a save station.

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* NoArcInArchery: Played straight for all weapons except Lucina's Nidhogg, a bow and arrow set that visibly averts this.
* NonLethalKO: Even if any S.T.E.A.M. member's health zeroes out during battle, they'll be available at full health for the next mission -- or later in the same mission if revived at a save station.


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* ScoringPoints: Medals take the place of points, and they are calculated at the end of each full mission.


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* TankGoodness: A few of the missions have steam-powered tanks that can be boarded.

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* AdamSmithHatesYourGuts: The initial cost for recovering the health and steam for squad members starts at 10 medals (for one) and 100 medals (for all) times the act number. The price for each following refill within the same act increases by 10 and 100, respectively. Fortunately, choosing one type of refill doesn't affect the price of the other, and the prices reset to a given base value at the start of each new act.

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* AdamSmithHatesYourGuts: The initial cost for recovering the health and steam for squad members starts at 10 medals (for one) and 100 medals (for all) times the act number. The price for each following refill within the same act increases by 10 and 100, respectively. Fortunately, choosing one type of refill doesn't affect the price of the other, and the prices reset to a given base value (100, 200, or 300) at the start of each new act.



--> "Break time? Can't save the world if you can't keep your eyes open."
* ArtificialBrilliance: The AI does ''not'' screw around with you. There is a reason that you should take advantage of the fact that the game will tell you if an enemy has spotted you - because they know how to flank, focus fire, and that grenades will knock targets back. Sometimes, they will even choose to act in a particular order so that a grenade will throw you into range of another enemy.
** In addition, you know how you can save steam for an attack and interrupt your enemy's turn (sometimes stunning them in the process?) Well... the AI can do this too. And they ''will'' do this.
* ArtificialStupidity: That said, the AI can still be cheesed into killing their own allies since they ''also'' have friendly fire. [[InvokedTrope Invoked]] with [[TheBerserker Berserkers]], who have intentionally poor AI to emphasise their [[DumbMuscle stupidity]]. They'll even go so far as running up to and attacking ExplodingBarrels.

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--> "Break time? Can't save the world if you can't keep your eyes open."
open!"
* ArtificialBrilliance: The AI does ''not'' screw around with you. There is a reason that you should take advantage of the fact that the game will tell you if [[RedEyesTakeWarning an enemy has spotted you you]] - because they know how to flank, focus fire, and that grenades will knock targets back. Sometimes, they will even choose to act in a particular order so that a grenade will throw you into range of another enemy.
** In addition, you know how you can save steam for an attack and interrupt your enemy's turn (sometimes stunning them in the process?) process)? Well... the AI can do this too. And they -- and ''will'' -- do this.
* ArtificialStupidity: That said, the AI can still be cheesed into killing their own allies since they ''also'' have friendly fire.FriendlyFire. [[InvokedTrope Invoked]] with [[TheBerserker Berserkers]], who have intentionally poor AI to emphasise their [[DumbMuscle stupidity]]. They'll even go so far as running up to and attacking ExplodingBarrels.



** John and Califia's Break ability also works here, since it takes less steam for them to break through large enough obstacles than it does to go around them.

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** John and Califia's Break ability also works here, since it takes breaking objects in their paths will take less steam for them to break through large enough obstacles than it does would to go around them.



* ExtraEyes: Crashers, Slashers, and Hounds have three eyes. Gunners have four.

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* ExtraEyes: Crashers, Slashers, and Hounds have three eyes. eyes; Gunners have four.four; Lurkers have six along the circumference of their mouths.


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* [[MutuallyExclusivePowerups Mutually Exclusive Weapons]]: No two members of S.T.E.A.M. can be equipped with the same weapon. Played even straighter with [[spoiler:Stovepipe and]] the ''Fire Emblem'' fighters, since they have their own unique weapons and steam packs.

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* CriticalHit: Shooting the glowing pink body part results in increased damage -- especially if Dr. Carter is on the active team.

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* CriticalHit: Shooting the glowing pink body part results in increased damage -- especially if Dr. Carter is on the active team. As an added bonus, if that critical hit is the one that kills an alien, the enemy's corpse leaves bonus medals behind!



* OneHitKill:
** Both Fox's rifle and the Steam Crossbow can do this against the weaker enemies.
** Since Crashers have pitifully low health, they will ''always'' fall victim to this.



** Also subverted, since [[spoiler:Stovepipe]] has [[spoiler:its]] own steam pack.

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** Also subverted, since [[spoiler:Stovepipe]] has [[spoiler:its]] [[spoiler:Stovepipe and]] the ''VideoGame/FireEmblem'' character have their own steam pack.packs.



* PaletteSwap: Only Prowlers. Normal ones are gray, the stronger Commanders are purple, and the Stealth Prowlers have a semi-invisible skin.

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* PaletteSwap: Only applies to Prowlers. Normal ones are gray, the stronger Commanders are purple, and the Stealth Prowlers have a semi-invisible skin.



* SentryGun: One of the last available weapons. This also works as a decoy, since aliens will often choose to attack it instead of one of the heroes.

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* SentryGun: One of the last available weapons. This also works as a decoy, since aliens will often choose to attack it instead of one of the heroes.

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* CollisionDamage: Making physical contact any Crasher causes this, as do the walls in 16-1 if not shot beforehand.



* {{Knockback}}: If a ranged attack is powerful enough, enemies and heroes can be shot backward a couple spaces. Getting hit by a Ripper guarantees this happening.



* NonLethalKO: Even if any S.T.E.A.M. member's health zeroes out during battle, they'll be available at full health for the next mission -- or the same mission if revived at a save station.



* RocketJump: Using the Jump Booster can propel most members of S.T.E.A.M. onto ledges and over small walls, but the only output is a blast of air.



* TeleFrag: Averted. You can position a member of S.T.E.A.M. on the very square that an enemy usually spawns from with no ill effect; either the enemy creature spawns one space away or, in rare cases, won't spawn until that space is unoccupied.



* VariableMix: Each piece of player and enemy music have three levels of intensity.

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* VariableMix: Each piece of player and enemy music have has three levels of intensity.

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* BoringButPractical: Henry and Ike's Push ability, despite not being all that flashy compared to the other abilities agents have, is actually extremely useful for saving the steam of other agents by pushing them forward multiple spaces for free. Though calling it ''boring'' is a bit of a stretch, since while it's not "cool", it's definitely funny as all hell.

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* BoringButPractical: BoringButPractical:
**
Henry and Ike's Push ability, despite not being all that flashy compared to the other abilities agents have, is actually extremely useful for saving the steam of other agents by pushing them forward multiple spaces for free. Though calling it ''boring'' is a bit of a stretch, since while it's not "cool", it's definitely funny as all hell.hell.
** John and Califia's Break ability also works here, since it takes less steam for them to break through large enough obstacles than it does to go around them.



** Deployable secondary weapons have limits as to how many items they can have on the field at any time. The Bananapult and Mine Layer can only have three of their respective traps set out; only one Sentry Gun can be in use at any time.

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** Deployable secondary weapons -- such as the Bananapult, Mine Layer, and Sentry -- have limits as to how many items they can have on the field at any time. The Bananapult and Mine Layer can only have three of their respective traps set out; only one Sentry Gun can be in use at any time.



* MissingBackblast: Califia can fire her Rhino Bomber with her back against the wall and show no no signs of injury as a result.

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* MissingBackblast: Califia can fire her Rhino Bomber with her back against the wall and show no no signs of injury as a result.



* ScoreMultiplier: Completing a mission grants the ability to replay it with additional challenges -- hidden steam and health meters, no steam recovery, or fighting stronger enemies -- for up to twice the medal count.



* ScoreMultiplier: Completing a mission grants the ability to replay it with additional challenges -- hidden steam and health meters, no steam recovery, or fighting stronger enemies -- for up to twice the medal count.



** Also applies to later enemies who weak spots are blocked.

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** Also applies to later enemies who are capable of blocking their own purple weak spots are blocked.points (such as Dreadnoughts).

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** Rippers are also prone to this. Their blindness will often rushing towards any loud sounds they hear. As a side-effect, Rippers will often run into other aliens, causing damage to them on contact -- possibly multiple times.

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** Rippers are also prone to this. Their blindness will often have them rushing towards toward any loud sounds they hear. As a side-effect, Rippers will often run into other aliens, causing damage to them on contact -- possibly multiple times.



* BridgeBunny: Katherine.



* {{Cap}}:
** Each steam pack has a finite steam capacity.
** Deployable secondary weapons have limits as to how many items they can have on the field at any time. The Bananapult and Mine Layer can only have three of their respective traps set out; only one Sentry Gun can be in use at any time.



** Slashers and Crashers are (rather tiny) Dark Young of Shub-Niggurath
** Hounds are Hounds of Tindalos (of course)
** Prowlers are Deep Ones
** Rippers are Star Vampires
** Scourges are based on Chaugnar Faugn
** Shrikes are Byakhees
** Berserkers are Gugs
** Lurkers are Cthonians
** Starface are Elder Things
** Great Shugguth is a Shoggoth (of course)
** Abominations are based on Literature/TheDunwichHorror
** Dreadnoughts are Star Spawns of Cthulhu

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** Slashers and Crashers are (rather tiny) Dark Young of Shub-Niggurath
Shub-Niggurath.
** Hounds are Hounds of Tindalos (of course)
course).
** Prowlers are Deep Ones
Ones.
** Rippers are Star Vampires
Vampires.
** Scourges are based on Chaugnar Faugn
Faugn.
** Shrikes are Byakhees
Byakhees.
** Berserkers are Gugs
Gugs.
** Lurkers are Cthonians
Cthonians.
** Starface are Elder Things
Things.
** Great Shugguth is a Shoggoth (of course)
course).
** Abominations are based on Literature/TheDunwichHorror
Literature/TheDunwichHorror.
** Dreadnoughts are Star Spawns of CthulhuCthulhu.



** Tin Man's basic abilities involve transferring steam to other team members, and his special can replenish all S.T.E.A.M. members who are within a three-block radius.
** The Steam Blaster, the next-to-last unlockable sub-weapon, refills the steam of those who are within its blast radius.

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** Tin Man's basic abilities involve transferring ability replenishes another member's steam to other team members, supply (though it takes away from his own), and his special can replenish all S.T.E.A.M. members who are within a three-block radius.
** The Steam Blaster, the next-to-last one of the last unlockable sub-weapon, sub-weapons, refills the steam of those who are within its blast radius.



* HumongousMecha: Abe drives a mecha version of himself named A.B.E., and even [[CallingYourAttacks calls his attacks]], shouting "EXECUTIVE DECISION".

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* HumongousMecha: Abe drives a mecha version of himself named A.B.E., and even [[CallingYourAttacks calls his attacks]], shouting "EXECUTIVE DECISION".DECISION!"



* MissingBackblast: Califia can fire her Rhino Bomber with her back against the wall and show no no signs of injury as a result.



* RespawningEnemies: They start popping up in limited supply in Chapter 1-2... but they start respawning ''ad infinitum'' [[EarlyGameHell as early as Chapter 1-3]]. There are also Lurkers who dwell below ground and the [[MookMaker alien-producing Queens]] to deal with later...

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* RespawningEnemies: They start popping up in limited supply in Chapter 1-2... but they start respawning ''ad infinitum'' [[EarlyGameHell as early as Chapter 1-3]]. There are also Lurkers who dwell below ground and the [[MookMaker alien-producing Queens]] to deal with later...later on, too...



* StatusLine: Visible for all S.T.E.A.M. members and all aliens on all modes except Blind Eye.

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* StatusLine: Visible for all S.T.E.A.M. members and all aliens on all modes except when replaying missions in Blind Eye.Eye mode.



* VariableMix

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* VariableMixVariableMix: Each piece of player and enemy music have three levels of intensity.

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* ActionBomb: Crashers and on a much bigger scale Abominations. Bombugs are more ''Inaction'' Bombs since they try to run away from your team until their detonation.
* ActionGirl: Of the four female STEAM members, Califia is by far the most fitting of this trope.

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* ActionBomb: Crashers and and, on a much bigger scale scale, Abominations. Bombugs are more ''Inaction'' Bombs since they try to run away from your team until their detonation.
* ActionGirl: Of the four female STEAM S.T.E.A.M. members, Califia is by far the most fitting of this trope.



* CombatMedic: Tiger Lily becomes eligible after completing Chapter 3, as well as any other STEAM member onces medical subweapons become available.

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* CombatMedic: Tiger Lily becomes eligible after completing Chapter 3, as well as any other STEAM S.T.E.A.M. member onces once medical subweapons become available.



* ContinuingIsPainful: The only way to revive fallen allies is to use the "Save and Restore All" option at a save point, which costs a ''huge'' amount of Medals and so heavily hurts your end of chapter ranking. Save Points are also limited and you'll also miss out on the bonus for completing the mission with no casualties.

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* ContinuingIsPainful: The only way to revive fallen allies is to use the "Save and Restore All" option at a save point, which costs a ''huge'' amount of Medals and so can heavily hurts hurt your end of chapter end-of-chapter ranking. Save Points are also limited and you'll also miss out on the limited, so if any team members fall after using up your last save point, you can kiss that act's Full Squad bonus for completing the mission with no casualties.goodbye.



** Also subverted, since [[spoiler:Stovepipe]] has [[spoiler:its]] own steam pack.



* RefugeInAudacity: A Steampunk game with comic book artstyles where a MassivelyMultiplayerCrossover featuring characters from works such as Peter Pan and Tom Sawyer? Yeah - the concept is just enough.

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* RefugeInAudacity: A Steampunk game with comic book artstyles where a MassivelyMultiplayerCrossover featuring characters from works such as Peter Pan ''Literature/PeterPan'' and ''[[Literature/TheAdventuresOfTomSawyer Tom Sawyer? Sawyer]]''? Yeah - the concept is just enough.


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* RespawningEnemies: They start popping up in limited supply in Chapter 1-2... but they start respawning ''ad infinitum'' [[EarlyGameHell as early as Chapter 1-3]]. There are also Lurkers who dwell below ground and the [[MookMaker alien-producing Queens]] to deal with later...

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* AttackTheTail: The Crashers' weak point is the tips of their tails. Though they detonate after getting hit with anything, shooting the tail will have them drop bonus medals.



* CriticalHit: Shooting the glowing pink body part results in increased damage.

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* CriticalHit: Shooting the glowing pink body part results in increased damage.damage -- especially if Dr. Carter is on the active team.
* DamageDiscrimination: '''[[PunctuatedForEmphasis A... VER... TED!]]''' This game doesn't play any favorites as to who can injure whom.
** The Rippers serve as an excellent example: They're completely blind and have to rely on sound in order to approach a target. What often results is that a Ripper will plow through its own allies -- sometimes more than once each -- in order to attack the heroes. If there's a wall in their way, they're just going to run parallel to it.



* ADogNamedDog: Lion, Scarecrow, and Tin Man.



** Tin Man's basic abilities involve transferring steam to other team members.

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** Tin Man's basic abilities involve transferring steam to other team members.members, and his special can replenish all S.T.E.A.M. members who are within a three-block radius.



* GrenadeLauncher: John's personal weapon is the Bear Grenade Launcher.

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* GrenadeLauncher: GrenadeLauncher:
**
John's personal weapon is the Bear Grenade Launcher.Launcher.
** Two unlockable secondary weapons are grenade launchers.



* ShotInTheAss: Played straight for most enemies. The opposite is true of Hounds and Slashers, though, since their rear ends are their weak spot.
* SplashDamage: Results from explosions and the Stun Mortar, of all things.
* StatusLine: Visible for all S.T.E.A.M. members and all aliens.

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* ShotInTheAss: Played straight for most enemies. The opposite is true of Hounds and Hounds, Slashers, though, since and Gunners, though; their rear ends are their weak spot.
* SplashDamage: Results from explosions and the [[PsychoElectricEel Stun Mortar, Mortar]], of all things.
* StatusLine: Visible for all S.T.E.A.M. members and all aliens.aliens on all modes except Blind Eye.



* SuspendSave

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* SuspendSaveSuspendSave: Quick-saved game files are deleted upon returning to action.
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* ActionBomb: Crashers and on a much bigger scale Abominations. Bombugs are more ''InAction'' Bombs since they try to run away from your team until their detonation.

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* ActionBomb: Crashers and on a much bigger scale Abominations. Bombugs are more ''InAction'' ''Inaction'' Bombs since they try to run away from your team until their detonation.
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*SequelHook: At the end of the game, the back of the comic book framing device announces a new story arc is coming.
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* GrenadeLauncher

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* GrenadeLauncherGrenadeLauncher: John's personal weapon is the Bear Grenade Launcher.



* InfinityMinusOneSword: [[spoiler: The Lincoln Superpack. It boosts defense and offense by 30 points, but only has a recharge rate of 8.]]



* OneSizeFitsAll[[spoiler:: The Lincoln Superpack, which requires finding all 96 gears, is the only steam pack that all heroes can wear.]]

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* OneSizeFitsAll[[spoiler:: OneSizeFitsAll: [[spoiler: The Lincoln Superpack, which requires finding all 96 gears, is the only steam pack that all heroes can wear.]]


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* WhatTheHellHero:
** As mentioned above, [[VideoGameCrueltyPotential shooting your teammates]] will cause them to call you out for it.
** If you fail the EscortMission in Level 2-3 with Katherine as your guide, she will yell at you for failing to protect to Queen Victoria.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/cover_large.jpg]]
[[caption-width-right:350:Join the team!]]


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* VideoGameCrueltyPotential: You can attack your team members in Campaign Mode. Doing this will usually prompt a WhatTheHellHero moment from whoever you attacked.
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* CheckpointStarvation: Replaying a mission in any of the three challenge modes -- Blind Eye (steam and health gauges are hidden from view), No Return (disables self-regenerating steam supply by back-stepping), and Merciless Mode (in which enemies do more damage) -- removes save points entirely.

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* CheckpointStarvation: Replaying a mission in any of the three challenge modes -- Blind Eye (steam and health gauges are hidden from view), No Return (disables self-regenerating steam supply by back-stepping), and Merciless Mode (in which enemies do more damage) -- removes save points entirely. You'll have to start from the beginning of the last stage in the mission that you've cleared so far in the challenge if you lose.
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''Code Name: S.T.E.A.M.'' is a 2015 UsefulNotes/Nintendo3DS game by Creator/IntelligentSystems (reputed for developing the ''Franchise/FireEmblem'' and ''VideoGame/NintendoWars'' series) and with involvement by Creator/ShigeruMiyamoto. The art and setting are inspired by American comic books (the styles of Creator/JackKirby, Creator/BruceTimm and Creator/MikeMignola were specifically highlighted), and the gameplay merges the TurnBasedStrategy genre with aspects of a ThirdPersonShooter.

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''Code Name: S.T.E.A.M.'' is a 2015 UsefulNotes/Nintendo3DS game by Creator/IntelligentSystems (reputed for developing the ''Franchise/FireEmblem'' ''VideoGame/FireEmblem'' and ''VideoGame/NintendoWars'' series) and with involvement by Creator/ShigeruMiyamoto. The art and setting are inspired by American comic books (the styles of Creator/JackKirby, Creator/BruceTimm and Creator/MikeMignola were specifically highlighted), and the gameplay merges the TurnBasedStrategy genre with aspects of a ThirdPersonShooter.
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* MonsterCompendium: Every alien gets an entry in the library menu after you encounter them. Once Randolph joins they each get a separate entry connecting them with specific figures from the Franchise/CthulhuMythos.
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* NeverBringAKnifeToAGunfight: Overwatch, a system by which you can save steam and attack enemies on your own turn makes it extremely difficult to approach a gun user for melee, or even short-range gun, combat. Thankfully, the only character who's restricted to melee weapons, Marth, has an ability that makes him NoSell overwatch attacks.

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* NeverBringAKnifeToAGunfight: Overwatch, a system by which you can save steam and attack enemies on your their own turn makes it extremely difficult to approach a gun user for melee, or even short-range gun, combat. Thankfully, the only character who's restricted to melee weapons, Marth, has an ability that makes him NoSell overwatch attacks.
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* NeverBringAKnifeToAGunfight: Overwatch, a system why which you can save steam and attack enemies on your own turn makes it extremely difficult to approach a gun user for melee, or even short-range gun, combat. Thankfully, the only character who's restricted to melee weapons, Marth, has an ability that makes him NoSell overwatch attacks.

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* NeverBringAKnifeToAGunfight: Overwatch, a system why by which you can save steam and attack enemies on your own turn makes it extremely difficult to approach a gun user for melee, or even short-range gun, combat. Thankfully, the only character who's restricted to melee weapons, Marth, has an ability that makes him NoSell overwatch attacks.
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Both Ike and Lucina are capable of wielding Urvan and Nidhogg respectively in their own games, so in no way is this a reference to their parents.


** The ''Fire Emblem'' characters are based on their appearances in ''VideoGame/SuperSmashBros for [=3DS/Wii U=]'', and take moveset cues both from ''Smash'' and from their canon appearances. They're also compositse of other Fire Emblem characters in some ways: Ike's secondary weapon is Urvan, the axe his father used, while Lucina uses Bows as a reference to her father Chrom having access to the Archer class.

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** The ''Fire Emblem'' characters are based on their appearances in ''VideoGame/SuperSmashBros for [=3DS/Wii U=]'', and take moveset cues both from ''Smash'' and from their canon appearances. They're also compositse of other Fire Emblem characters in some ways: For example, Ike's secondary weapon is Urvan, his father's axe that he inherits in Radiant Dawn after promoting to his vanguard class which can now use axes, and Lucina's secondary weapon is the axe his father used, while Lucina uses Bows legendary bow Nidhogg, as a reference to her father Chrom having access both to the Archer class.fact that she, like her father, can reclass to archer, and the Monster Hunter Frontier G crossover promotion where that bow and Falchion were added to the game along with costumes resembling Chrom and Lucina.

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* ActionBomb: Crashers, and on a much bigger scale Abominations.

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* ActionBomb: Crashers, Crashers and on a much bigger scale Abominations.Abominations. Bombugs are more ''InAction'' Bombs since they try to run away from your team until their detonation.



** Great Shuggoth is a Shoggoth (of course)

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** Great Shuggoth Shugguth is a Shoggoth (of course)


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** Dreadnoughts are Star Spawns of Cthulhu

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* ActionBomb: Crashers.

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* ActionBomb: Crashers.Crashers, and on a much bigger scale Abominations.


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** Abominations are based on Literature/TheDunwichHorror
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* BulletproofHumanShield: Considering the weaponry available, the ammo doesn't seem to penetrate beyond the first target it hits.

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* BulletproofHumanShield: Considering the weaponry available, the ammo doesn't seem to penetrate beyond the first target it hits.hits with the exception of a few special attacks like Queequeg's Harpoon and Robin's Thoron.
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** Scourges are based on Chaugnar Faugn


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** Lurkers are Cthonians

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Changed: 77

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** Hounds are Hounds of Tindalos (of course)



** Hounds are Hounds of Tindalos (of course)

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** Hounds Rippers are Hounds of Tindalos (of course)Star Vampires
** Shrikes are Byakhees



** Shrikes are Byakhees

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** Shrikes Starface are ByakheesElder Things
** Great Shuggoth is a Shoggoth (of course)
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** Slashers and Crashers are (rather tiny) Dark Young of Shub-Niggurath
** Prowlers are Deep Ones
** Hounds are Hounds of Tindalos (of course)
** Berserkers are Gugs
** Shrikes are Byakhees
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* BoringButPractical: Henry and Ike's Push ability, despite not being all that flashy compared to the other abilities agents have, is actually extremely useful for saving the steam of other agents by pushing them forward multiple spaces for free.

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* BoringButPractical: Henry and Ike's Push ability, despite not being all that flashy compared to the other abilities agents have, is actually extremely useful for saving the steam of other agents by pushing them forward multiple spaces for free. Though calling it ''boring'' is a bit of a stretch, since while it's not "cool", it's definitely funny as all hell.
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* PublicDomainCharacter: The entire playable cast (save the ''Fire Emblem'' {{Guest Fighter}}s, of course) plus [[spoiler:Queen Ozma]] is drawn from classic literature and folk tales. The exception is the Fox, who seems to be a CaptainErsatz of a literary character (Franchise/{{Zorro}}) instead.

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* PublicDomainCharacter: The entire playable cast (save the ''Fire Emblem'' {{Guest Fighter}}s, of course) plus [[spoiler:Queen Ozma]] is drawn from classic literature and folk tales. The exception is the Fox, who seems to be a CaptainErsatz of a literary character (Franchise/{{Zorro}}) instead.instead, and [[spoiler:Stovepipe, who is on original character and a robot version of HistoricalDomainCharacter Lincoln]].

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