Follow TV Tropes

Following

History VideoGame / ContagionMonochrome

Go To

OR

Is there an issue? Send a MessageReason:
None


** {{Handguns}}: The SIG and the Colt 1911. Despite both of them being starting weapons, they chamber different ammo.
** RevolversAreJustBetter: The Revolver, which is an alternative to the 1911. It shares the same ammunition with the latter, but it carries less shots and lacks a flashlight. However, it can kill a survivor with 2 shots to the chest.

to:

** {{Handguns}}: The SIG and the Colt 1911. Despite both of them being starting weapons, they chamber different ammo.
ammo. The 1911 does more damage but has half the ammo capacity and you find ammo for it less often.
** RevolversAreJustBetter: The Revolver, which is an alternative to the 1911. It shares the same ammunition with the latter, but it carries less shots and lacks a flashlight. However, it has about 3 times the stopping power of the 9mm SIG pistol and can kill a survivor with 2 shots to the chest.
Is there an issue? Send a MessageReason:
None


** The Mossberg has a wide spread and each pellet does pathetic damage, making it terrible for killing other players. However, since a single pellet to the head with kill zombies, its capable of taking down small herds of zombies with one blast.

to:

** The Mossberg has a wide spread and each pellet does pathetic damage, making it terrible for killing other players. However, since a single pellet to the head with will kill zombies, its capable of taking down small herds of zombies with one blast.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ShortRangeShotgun: Zig-Zagged:
** The Mossberg has a wide spread and each pellet does pathetic damage, making it terrible for killing other players. However, since a single pellet to the head with kill zombies, its capable of taking down small herds of zombies with one blast.
** The Over-Under shotgun completely averts this with a very tight spread. It's high damage and sharp accuracy can allow players to dispatch human enemies with ease within most engagement distances. The downside is you're unlikely to kill more than one zombie at a time.
** The Remington is a balanced mix of the two previous shotguns, with medium damage and range.
Is there an issue? Send a MessageReason:
None


* AlternateHistory: According to the game's web site, ''Contagion'' takes place in an alternate history where the original Roanoke colony flourished instead of vanishing mysteriously. The game takes place in Roanoke town, [[LikeRealityUnlessNoted although other than the location existing, there's no real difference from the real world]].

to:

* AlternateHistory: According to the game's web site, ''Contagion'' takes place in an alternate history where the original Roanoke colony flourished instead of [[UsefulNotes/TheLostColonyOfRoanoke vanishing mysteriously.mysteriously]]. The game takes place in Roanoke town, [[LikeRealityUnlessNoted although other than the location existing, there's no real difference from the real world]].

Added: 466

Changed: 1282

Is there an issue? Send a MessageReason:
None


** The IED, a StickyBomb made from a cell phone and a block of explosive.

to:

** The IED, a StickyBomb made from a cell phone and a block of explosive.explosives.



* RemovingTheHeadOrDestroyingTheBrain: A head-shot with any gun or charged melee weapon will kill any zombie or player for that matter. It's impractical to kill zombies with anything other than headshots, because they can otherwise soak a very large amount of damage before dying (a ''single'' zombie can take about 31 shots to the chest from the basic 9mm pistol before dropping. That's 31 zombies you could have killed with well-aimed headshots.)

to:

* RemovingTheHeadOrDestroyingTheBrain: A head-shot headshot with any gun or charged melee weapon will kill any zombie or player for that matter. It's impractical to kill zombies with anything other than headshots, because they can otherwise soak a very large amount of damage before dying (a dying[[labelnote:+]]a ''single'' zombie can take about 31 shots to the chest from the basic 9mm pistol SIG SAUER before dropping. dropping dead. That's 31 zombies practically a full horde that you could have killed with well-aimed headshots.)headshots[[/labelnote]]. The sole exception is the arrow-based weapons, that can kill a zombie in three body shots.



** Three assault rifles - the AR-15, the AK-74U and the SCAR - are present, taking up roles as the JackOfAllStats of firearms. They boast high firepower, decent recoil, and a healthy magazine size, giving more individual bullets per ammo box than any other weapon. The AR-15 or the SCAR are the weapons to use for any battles at long range or in the dark, as the AK is less accurate and lacks a light.
** There are also two submachine guns, the [=MP5K=] and its lightless alternative, the [=KG9=]. Both share ammo with the SIG, but due to their higher firing rates and superior ammo capacities, they're more-or-less direct upgrades to it. The [=MP5K=] will outpace the [=KG9=] in range and accuracy, but the [=KG9=]'s rate of fire is a death sentence in close encounters; unless you're in a dark area and ''need'' the flashlight, the two are about an equal trade-off.

to:

** MoreDakka:
***
Three assault rifles - the AR-15, the AK-74U and the SCAR - are present, taking up roles as the JackOfAllStats of firearms. They boast high firepower, decent recoil, and a healthy magazine size, giving more individual bullets per ammo box than any other weapon. The AR-15 or the SCAR are the weapons to use for any battles at long range or in the dark, as the AK is less accurate and lacks a light.
** *** There are also two submachine guns, the [=MP5K=] and its lightless alternative, the [=KG9=]. Both share ammo with the SIG, but due to their higher firing rates and superior ammo capacities, they're more-or-less direct upgrades to it. The [=MP5K=] will outpace the [=KG9=] in range and accuracy, but the [=KG9=]'s rate of fire is a death sentence in close encounters; unless you're in a dark area and ''need'' the flashlight, the two are about an equal trade-off.
Is there an issue? Send a MessageReason:
None


* RemovingTheHeadOrDestroyingTheBrain: A head-shot with any gun or charged melee weapon will kill any zombie or player for that matter. It's impractical to kill zombies with anything other than headshots, because they can otherwise soak a very large amount of damage before dying.

to:

* RemovingTheHeadOrDestroyingTheBrain: A head-shot with any gun or charged melee weapon will kill any zombie or player for that matter. It's impractical to kill zombies with anything other than headshots, because they can otherwise soak a very large amount of damage before dying.dying (a ''single'' zombie can take about 31 shots to the chest from the basic 9mm pistol before dropping. That's 31 zombies you could have killed with well-aimed headshots.)
Is there an issue? Send a MessageReason:
None


* BoomHeadshot: A headshot from any weapon will nicely pop a zombie's head (or anyone's head, for that matter). This is important, because zombies can otherwise soak a few dozen rounds before dropping, which means you'd run out of ammo after only killing a couple of zombies if you only aimed for the torso.
* BoringButPractical: The SIG. It's not the most exciting of guns, but it's accurate, ammo is plentiful, it can kill zombies with a single headshot, and you always start off with it.

to:

* BoomHeadshot: A headshot from any weapon will nicely pop a zombie's head (or anyone's head, for that matter). This is important, because zombies can otherwise soak a few dozen rounds before dropping, which means you'd run out of ammo after only killing a couple of zombies if you only aimed for the torso.
torso. Averted with [[HeavilyArmoredMook Riot Zombies]], who [[KungFuProofMook don't take any extra damage from headshots]].
* BoringButPractical: The SIG. It's not the most exciting of guns, but it's accurate, has a generous magazine capacity (15 rounds, the most of any non-automatic), 9mm ammo is plentiful, plentiful and each box is a guaranteed full reload, it can kill zombies with a single headshot, and you always start off with it.



** [[TheStraightAndArrowPath The compound bow and the crossbow]]. Once you learn how to aim them and score headshots consistently at different distances, the power[[note]]downing a zombie in three bodyshots is nothing to laugh at[[/note]], quietness, and re-usability of the arrows, plus the zombies' tendency to congregate where their last buddy got killed[[note]]they only register the noise of the arrow impacting something, not the bow being fired[[/note]], make clearing out great stretches of the map an almost trivial task; it helps that a single ammo pickup (a compact quiver) gives you max ammunition. They only really fall short in the finales, where there are zombies, which know exactly where you are, coming in large numbers.

to:

** [[TheStraightAndArrowPath The compound bow and the crossbow]]. Once you learn how to aim them and score headshots consistently at different distances, the power[[note]]downing a zombie in three bodyshots is nothing to laugh at[[/note]], quietness, and re-usability of the arrows, plus the zombies' tendency to congregate where their last buddy got killed[[note]]they only register the noise of the arrow impacting something, not the bow being fired[[/note]], make clearing out great stretches of the map an almost trivial task; it helps that a single ammo pickup (a compact quiver) gives you max ammunition. They only really fall short in the finales, where there are zombies, which know exactly where you are, coming in large numbers.numbers, a situation where stealth is useless and the slow operation and small ammo pool make them, especially the scoped crossbow, impractical.



** Ditto for the IED, the game's equivalent of a C4 made from a cell phone [[AndSomeOtherStuff and some other stuff]].

to:

** Ditto for the The IED, the game's equivalent of a C4 StickyBomb made from a cell phone [[AndSomeOtherStuff and some other stuff]].a block of explosive.
Is there an issue? Send a MessageReason:
None


** In the PVE game modes (Escape and Extraction), weapons that sacrifice ammo capacity, rate of fire, or the flashlight attachment for increased damage, such as the Colt .45, the .357 magnum, or the rifles. This is because you'll only be fighting zombies, and against them headshots (the only effective shot placement) are always a OneHitKill regardless of the gun used. The sniper rifle in particular gets a niche use in Barlowe Square to clear out the zombies further ahead on a street you have to go through, but that's it.
*** Sniper rifles aren't that useful in general. They trade ammo capacity and firing speed for range and damage. However, very few firefights are long-distance ones. The BLR fares a bit better for medium-ranged combat, but even so, the rarity of its ammo makes it less than practical.

to:

** In the PVE game modes (Escape and Extraction), weapons that sacrifice ammo capacity, rate of fire, or the flashlight attachment for increased damage, such as the Colt .45, the .357 magnum, or the rifles. This is because you'll only be fighting zombies, and against them headshots (the only effective shot placement) are always a OneHitKill regardless of the gun used.
** Rifles aren't that useful in general. They trade ammo capacity and firing speed for range and damage, however very few firefights are long-distance ones.
The sniper rifle Remington 700 in particular gets a niche use in Barlowe Square to clear out the zombies further ahead on a street you have to go through, but that's it.
*** Sniper rifles aren't that useful in general. They trade ammo capacity and firing speed for range and damage. However,
it. And finally, the semi-automatic [[CoolGuns/BattleRifles M1 Garand]] [[TruthInTelevision is very few firefights are long-distance ones.inconvenient to reload from a not-emptied clip]] and its iron sights don't have low-light inserts like many other guns. The BLR fares a bit better for medium-ranged combat, but even so, the rarity of its ammo makes it less than practical. But the worst part is, ''none'' of the rifles totes a [[GunAccessories tactical light]], severely limiting their use.
Is there an issue? Send a MessageReason:
None


The game is overall slower and more methodical than other games in the genre (most notably ''Left4Dead'' or ''Call of Duty'''s ''VideoGame/NaziZombies''). Zombies are generally of the traditional slow, shambling Romero type (although they can individually vary in speed to a noticeable degree), and ammo is fairly limited, especially if it's being shared between 4 or 8 players. You can survive a decent number of hits, but healing items are also ''extremely'' rare; usually there is only 1 or 2 in the entire map, so you're generally limited to the health you start the level with. The overall pacing and atmosphere is comparable to a first-person version of the early ''ResidentEvil'' games, if they only had zombies and no special mutants.

to:

The game is overall slower and more methodical than other games in the genre (most notably ''Left4Dead'' ''VideoGame/Left4Dead'' or ''Call of Duty'''s ''VideoGame/NaziZombies''). Zombies are generally of the traditional slow, shambling Romero type (although they can individually vary in speed to a noticeable degree), and ammo is fairly limited, especially if it's being shared between 4 or 8 players. You can survive a decent number of hits, but healing items are also ''extremely'' rare; usually there is only 1 or 2 in the entire map, so you're generally limited to the health you start the level with. The overall pacing and atmosphere is comparable to a first-person version of the early ''ResidentEvil'' games, if they only had zombies and no special mutants.
Is there an issue? Send a MessageReason:
None


* AlternateHistory: According to the game's web site, ''Contagion'' takes place in an alternate history where the original Roanoke colony flourished instead of vanishing mysteriously. The game takes place in Roanoke town, although other than the location there's [[LikeRealityUnlessNoted no real difference from the real world]].

to:

* AlternateHistory: According to the game's web site, ''Contagion'' takes place in an alternate history where the original Roanoke colony flourished instead of vanishing mysteriously. The game takes place in Roanoke town, [[LikeRealityUnlessNoted although other than the location existing, there's [[LikeRealityUnlessNoted no real difference from the real world]].
Is there an issue? Send a MessageReason:
None


* WhoForgotTheLights: The majority of indoors environments have no lighting because of blown lamps or power outages. This wouldn't be a problem if the flashlight beam wasn't pencil-thin and short-reached, and if the pocket light's beam actually aligned with the sights of the weapons you'd use it with instead of pointing almost straight down or to the side when you actually aim. To the surprise of nobody[[labelnote:*]][[/labelnote]], {{Game Mod}}s that enhance the flashlight so the beam is floodier are quite prevalent.

to:

* WhoForgotTheLights: The majority of indoors environments have no lighting because of blown lamps or power outages. This wouldn't be a problem if the flashlight beam wasn't pencil-thin and short-reached, and if the pocket light's beam actually aligned with the sights of the weapons you'd use it with instead of pointing almost straight down or to the side when you actually aim. To [[labelnote:*]]To the surprise of nobody[[labelnote:*]][[/labelnote]], nobody, {{Game Mod}}s that enhance the flashlight so the flashlight's beam is so it's floodier are quite prevalent.[[/labelnote]]

Added: 410

Changed: 685

Is there an issue? Send a MessageReason:
None


* ZombieInfectee: If you get grappled[=/=]bitten by a player-controlled zombie, you run a high chance of becoming infected and will die and respawn as a zombie after a couple minutes. There is no way to cure the infection; healing items were rumored to be able to do this, but that is inaccurate.

to:

* WhoForgotTheLights: The majority of indoors environments have no lighting because of blown lamps or power outages. This wouldn't be a problem if the flashlight beam wasn't pencil-thin and short-reached, and if the pocket light's beam actually aligned with the sights of the weapons you'd use it with instead of pointing almost straight down or to the side when you actually aim. To the surprise of nobody[[labelnote:*]][[/labelnote]], {{Game Mod}}s that enhance the flashlight so the beam is floodier are quite prevalent.
* ZombieInfectee: If Unless it's turned off before a match, if you get grappled[=/=]bitten by a player-controlled zombie, zombie (or a regular mook zombie in higher difficulties), you run a high chance of becoming infected and infected. If you do get infected, you will die and respawn as a zombie after a couple minutes. There is no way to cure the infection; healing items were rumored to be able to do this, but that is inaccurate.
Is there an issue? Send a MessageReason:
None


** [[TheStraightAndArrowPath The compound bow and the crossbow]]. Once you learn how to aim them and score headshots consistently at different distances, the power[[note]]downing a zombie in three bodyshots is nothing to laugh at[[/note]], quietness, and re-usability of the arrows, plus the zombies' tendency to congregate where their last buddy got killed[[note]]they only register the noise of the arrow impacting something, not the bow being fired[[/note]], make clearing out great stretches of the map an almost trivial task; it helps that a single ammo pickup (a compact quiver) gives you max ammunition. They only really fall short in the finales, where there are zombies in large numbers which know exactly where you are.

to:

** [[TheStraightAndArrowPath The compound bow and the crossbow]]. Once you learn how to aim them and score headshots consistently at different distances, the power[[note]]downing a zombie in three bodyshots is nothing to laugh at[[/note]], quietness, and re-usability of the arrows, plus the zombies' tendency to congregate where their last buddy got killed[[note]]they only register the noise of the arrow impacting something, not the bow being fired[[/note]], make clearing out great stretches of the map an almost trivial task; it helps that a single ammo pickup (a compact quiver) gives you max ammunition. They only really fall short in the finales, where there are zombies in large numbers zombies, which know exactly where you are.are, coming in large numbers.
Is there an issue? Send a MessageReason:
None


** [[TheStraightAndArrowPath The compound bow and the crossbow]]. Once you learn how to aim them and score headshots consistently at different distances, the power, quietness, and re-usability of the arrows, plus the zombies' tendency to congregate where their last buddy got killed[[note]]they only register the noise of the arrow impacting something, not the bow being fired[[/note]], make clearing out great stretches of the map an almost trivial task; it helps that a single ammo pickup (a compact quiver) gives you max ammunition. They only really fall short in the finales, where there are zombies in large numbers which know exactly where you are.

to:

** [[TheStraightAndArrowPath The compound bow and the crossbow]]. Once you learn how to aim them and score headshots consistently at different distances, the power, power[[note]]downing a zombie in three bodyshots is nothing to laugh at[[/note]], quietness, and re-usability of the arrows, plus the zombies' tendency to congregate where their last buddy got killed[[note]]they only register the noise of the arrow impacting something, not the bow being fired[[/note]], make clearing out great stretches of the map an almost trivial task; it helps that a single ammo pickup (a compact quiver) gives you max ammunition. They only really fall short in the finales, where there are zombies in large numbers which know exactly where you are.
Is there an issue? Send a MessageReason:
None


** There are also two [=SMG's=], the [=MP5K=] and its flashlight-less alternative, the [=KG9=]. Both share ammo with the SIG, but due to their higher firing rates and superior ammo capacities, they're more-or-less direct upgrades to it. The MP5K will outpace the KG9 in range and accuracy but the KG9's rate of fire is a death sentence in close encounters.

to:

** There are also two [=SMG's=], submachine guns, the [=MP5K=] and its flashlight-less lightless alternative, the [=KG9=]. Both share ammo with the SIG, but due to their higher firing rates and superior ammo capacities, they're more-or-less direct upgrades to it. The MP5K [=MP5K=] will outpace the KG9 [=KG9=] in range and accuracy accuracy, but the KG9's [=KG9=]'s rate of fire is a death sentence in close encounters.encounters; unless you're in a dark area and ''need'' the flashlight, the two are about an equal trade-off.
Is there an issue? Send a MessageReason:
None


* LogicalWeakness: The Riot zombie is completely clothed in bulletproof armor from head to toe. What's the easiest way to deal with him? [[StuffBlowingUp With explosives of course]]. Also, the armor also doesn't seem to protect them at all from melee weapons. [[FridgeBrillaince In real life, tactical armor works decent against bullets, but isn't so hot against blunt force trauma]].

to:

* LogicalWeakness: The Riot zombie is completely clothed in bulletproof armor from head to toe. What's the easiest way to deal with him? [[StuffBlowingUp With explosives of course]]. Also, the armor also doesn't seem to protect them at all from melee weapons. [[FridgeBrillaince [[FridgeBrilliance In real life, tactical armor works decent against bullets, but isn't so hot against blunt force trauma]].

Changed: 540

Removed: 157

Is there an issue? Send a MessageReason:
None


There are 3 main game-types: Escape, Extraction, and Hunted

In Escape, players work together to accomplish a set of goals and call in a rescue vehicle.

Extraction is more arcade-like, with the players cooperating to hold off waves of zombies and help poorly armed A.I. controlled civilians to a rescue vehicle.

Hunted is completely different from the other two, pitting the players against each other in a fight to the last man standing in a zombie-filled environment.

to:

There are 3 main game-types: Escape, Extraction, and Hunted

Hunted.
*
In Escape, players work together to accomplish a set of goals and call in a rescue vehicle.

vehicle.
*
Extraction is more arcade-like, with the players cooperating to hold off waves of zombies and help poorly armed A.I. controlled civilians to a rescue vehicle.

vehicle.
*
Hunted is completely different from the other two, pitting the players against each other in a fight to the last man standing last-man-standing free-for-all in a zombie-filled environment.
Is there an issue? Send a MessageReason:
None


* TheStraightAndArrowPath: Later updates introduced a crossbow and a compound bow, DifficultButAwesome weapons that trade off slow fire rate, relatively difficult aiming with a learning curve, and low total ammo capacity in favor of being almost completely silent[[note]]zombies will head towards the point where the arrow hit, be it a rotten noggin or a map surface[[/note]], very powerful[[note]]capable of downing a normal zombie in three bodyshots and a riot in ten[[/note]], and having reusable ammo, as you can recycle used arrows with no ill effects.

to:

* TheStraightAndArrowPath: Later updates introduced a crossbow and a compound bow, DifficultButAwesome weapons that trade off slow fire rate, relatively difficult aiming with a learning curve, and low total ammo capacity in favor of being almost completely silent[[note]]zombies will head towards the point where they hear the arrow hit, impact, be it a rotten noggin or a map surface[[/note]], surface, but the weapon itself is totally silent[[/note]], very powerful[[note]]capable of downing a normal zombie in three bodyshots and a riot in ten[[/note]], and having reusable ammo, as you can recycle used arrows with no ill effects.
Is there an issue? Send a MessageReason:
None


** [[TheStraightAndArrowPath The compound bow and the crossbow]]. Once you learn how to aim them and score headshots consistently at different distances, the power, quietness, and re-usability of the arrows, plus the zombies' tendency to congregate where their last buddy got killed[[note]]they only register the noise of the arrow impacting something, not the bow being fired[[/note]], make clearing out great stretches of the map an almost trivial task. They only really fall short in the finales, where there are zombies in large numbers which know exactly where you are.

to:

** [[TheStraightAndArrowPath The compound bow and the crossbow]]. Once you learn how to aim them and score headshots consistently at different distances, the power, quietness, and re-usability of the arrows, plus the zombies' tendency to congregate where their last buddy got killed[[note]]they only register the noise of the arrow impacting something, not the bow being fired[[/note]], make clearing out great stretches of the map an almost trivial task.task; it helps that a single ammo pickup (a compact quiver) gives you max ammunition. They only really fall short in the finales, where there are zombies in large numbers which know exactly where you are.

Added: 1131

Changed: 2

Is there an issue? Send a MessageReason:
None


** [[TheStraightAndArrowPath The compound bow and the crossbow]]. Once you learn how to aim them and score headshots consistently at different distances, the power, quietness, and re-usability of the arrows, plus the zombies' tendency to congregate where their last buddy got killed[[note]]they only register the noise of the arrow impacting something, not the bow being fired[[/note]], make clearing out great stretches of the map an almost trivial task. They only really fall short in the finales, where there are zombies in large numbers which know exactly where you are.



** SniperRifle: The Remington, the BLR and the M1 Garand. While the first is your normal run-of-the-mill scoped bolt-action rifle, the second is a lever-action with a detachable magazine, and the Garand is [[CoolGuns/BattleRifles the Garand]]. Only the remington has a scope, the others only have iron sights.

to:

** SniperRifle: The Remington, the BLR and the M1 Garand. While the first is your normal run-of-the-mill scoped bolt-action rifle, the second is a lever-action with a detachable magazine, and the Garand is [[CoolGuns/BattleRifles the Garand]]. Only the remington Remington has a scope, the others only have iron sights.


Added DiffLines:

* TheStraightAndArrowPath: Later updates introduced a crossbow and a compound bow, DifficultButAwesome weapons that trade off slow fire rate, relatively difficult aiming with a learning curve, and low total ammo capacity in favor of being almost completely silent[[note]]zombies will head towards the point where the arrow hit, be it a rotten noggin or a map surface[[/note]], very powerful[[note]]capable of downing a normal zombie in three bodyshots and a riot in ten[[/note]], and having reusable ammo, as you can recycle used arrows with no ill effects.
Is there an issue? Send a MessageReason:
None


** In the PVE game modes (Escape and Extraction), weapons that sacrifice ammo capacity, rate of fire, or the flashlight attachment for increased damage, such as the Colt .45, the .357 magnum, or the sniper rifles. This is because you'll only be fighting zombies, and when fighting zombies one-hit-kill headshots are all that matter.

to:

** In the PVE game modes (Escape and Extraction), weapons that sacrifice ammo capacity, rate of fire, or the flashlight attachment for increased damage, such as the Colt .45, the .357 magnum, or the sniper rifles. This is because you'll only be fighting zombies, and when fighting zombies one-hit-kill against them headshots (the only effective shot placement) are all that matter.always a OneHitKill regardless of the gun used. The sniper rifle in particular gets a niche use in Barlowe Square to clear out the zombies further ahead on a street you have to go through, but that's it.

Added: 789

Changed: 2444

Removed: 70

Is there an issue? Send a MessageReason:
None


* BoringButPractical: The SIG. It's not the most exciting of guns, but it's accurate, ammo is plentiful, and it can kill zombies with a single headshot.
* DifficultButAwesome: Melee weapons. They cost no ammo to use and a properly aimed charged attack will kill most things in a single hit. On the downside, using one eats a large amount of stamina, and only some like the baseball bats or the sledgehammer can kill reliably.

to:

* BoringButPractical: The SIG. It's not the most exciting of guns, but it's accurate, ammo is plentiful, and it can kill zombies with a single headshot.
headshot, and you always start off with it.
* DifficultButAwesome: DifficultButAwesome:
**
Melee weapons. They cost no ammo to use and a properly aimed charged attack will kill most things in a single hit. On the downside, using one eats a large amount of stamina, and only some like the baseball bats or the sledgehammer can kill reliably.



** LightningBruiser: In the Panic game-types, players are put in the shoes of a slightly weaker Riot zombie. With the ability to sprint, strafe and actively pursue players however, they become a much larger threat.

to:

** LightningBruiser: In the Panic game-types, players are put in the shoes of a slightly weaker Riot zombie. With the ability to sprint, strafe and actively pursue players players, however, they become a much larger threat.



* GunAccessories: The presence of a flashlight attachment means the difference between a "good but situational" weapon and an "all-around practical" one.



* ImprovisedWeapon: Ditto for the IED, the game's equivalent of a C4 made from a cell phone [[AndSomeOtherStuff and some other stuff]].
** In a game-play sense, the Fire Extinguisher acts as one for melee weapons. Its bashing attack deals more damage than any other non-melee weapon's, and it can be found in the beginning of Roanoke PD. [[MundaneUtility Oh, and it's also really good at breaking doors]].
* LogicalWeakness: The Riot zombie is completely clothed in bulletproof armor from head to toe. What's the easiest way to deal with him? [[StuffBlowingUp With explosives of course]].
** The armor also doesn't seem to protect them at all from melee weapons. In real life, tactical armor works decent against bullets, but isn't so hot against blunt force trauma.

to:

* ImprovisedWeapon: ImprovisedWeapon:
**
Ditto for the IED, the game's equivalent of a C4 made from a cell phone [[AndSomeOtherStuff and some other stuff]].
** In a game-play gameplay sense, the Fire Extinguisher acts as one for melee weapons. Its bashing attack deals more damage than any other non-melee weapon's, and it can be found in the beginning of Roanoke PD. [[MundaneUtility Oh, and it's also really good at breaking doors]].
* InfiniteFlashlight: The cell phone light, the gunlights and the handheld angle head that you can set in your pocket, all will last forever. That's very fortunate, as the game [[WhoForgotTheLights can get REALLY dark even in daytime maps]] and pacing is slow and ponderous.
* LogicalWeakness: The Riot zombie is completely clothed in bulletproof armor from head to toe. What's the easiest way to deal with him? [[StuffBlowingUp With explosives of course]].
** The
course]]. Also, the armor also doesn't seem to protect them at all from melee weapons. [[FridgeBrillaince In real life, tactical armor works decent against bullets, but isn't so hot against blunt force trauma.trauma]].



* NintendoHard: While Contagion itself is already pretty difficult, Extreme difficulty jacks it up even higher. Zombies can kill in less than 5 hits, infection is more-or-less guaranteed from a single strike, [[ArsonMurderAndJaywalking and doors can be destroyed in less than 3 seconds]]. The scarcity of ammunition only exists to reinforce that status. Run into a [[EliteMook player zombie]], [[OhCrap however...]]

to:

* NintendoHard: While Contagion itself is already pretty difficult, Extreme difficulty jacks it up even higher. Zombies can kill in less than 5 hits, infection is more-or-less guaranteed from a single strike, [[ArsonMurderAndJaywalking and doors can be destroyed in less than 3 seconds]]. The scarcity of ammunition only exists to reinforce that status. Run into a [[EliteMook player zombie]], [[OhCrap however...]][[ItCanThink however]]...



* ShoutOut:
** You can't really look at the crossbow weapon without thinking of ''Series/TheWalkingDead''.
* SoftGlass: Averted. Walking into a broken window without clearing it will damage the player going through it.
* SpiritualSuccessor: To the original two VideoGame/ZombiePanic games.

to:

* ShoutOut:
**
ShoutOut: You can't really look at the crossbow weapon without thinking of ''Series/TheWalkingDead''.
* SoftGlass: Averted. Walking into a broken window without clearing it will damage the player going through it.
it unless there's only one unbroken bit. It's best to clear all of the shards out with a melee weapon.
* SpiritualSuccessor: To the original two VideoGame/ZombiePanic ''VideoGame/ZombiePanic'' games.



** {{Handguns}}: The SIG and the Colt 1911. Despite both of them being starting weapons, neither use the same ammunition.

to:

** {{Handguns}}: The SIG and the Colt 1911. Despite both of them being starting weapons, neither use the same ammunition.they chamber different ammo.



** ShotgunsAreJustBetter: The Mossberg and the Over & Under. The first is your standard pump-action shotgun, while the second is a more exotic double-barreled shotgun.
** SniperRifle: The Remington and the BLR. While the former is your normal run-of-the-mill scoped bolt-action rifle, the latter uses iron-sights.
** Two assault rifles, the AR-15 and the AK-74U, are present, taking up roles as the JackOfAllStats of firearms. They boast high firepower, decent recoil, and a healthy magazine size, giving more individual bullets per ammo box than any other weapon. The AR-15 is the weapon to use for a long range battle as the AK is less accurate.
** There are also two [=SMGs=], the [=MP5K=] and its flashlight-less alternative, the [=KG9=]. Both share ammo with the SIG, but due to their higher firing rates and superior ammo capacities, they're more-or-less direct upgrades to it. The MP5K will outpace the KG9 in range and accuracy but the KG9's rate of fire is a death sentence in close encounters.
** Beyond the previous mentioned, there are the several melee weapons, a crossbow, a healing item, a pocket light, the grenade, and its alternative, the IED. The baseball bats, sledgehammer, golf club and wrench are usually one-hit kills with a headshot while the machete, kabar knife and fireaxe may require more than one swing. The pocket is brighter than the standard flashlights, but it's fairly useless as the difference is not too drastic, it takes up a space that could be used for a weapon, and even if none of your weapons have a light, your free-space phone does.

to:

** ShotgunsAreJustBetter: The Mossberg Mossberg, the Remington and the Over & Under. The first is and second are your standard pump-action shotgun, while the second third is a more exotic double-barreled shotgun.
** SniperRifle: The Remington Remington, the BLR and the BLR. M1 Garand. While the former first is your normal run-of-the-mill scoped bolt-action rifle, the latter uses iron-sights.
second is a lever-action with a detachable magazine, and the Garand is [[CoolGuns/BattleRifles the Garand]]. Only the remington has a scope, the others only have iron sights.
** Two Three assault rifles, rifles - the AR-15 AR-15, the AK-74U and the AK-74U, SCAR - are present, taking up roles as the JackOfAllStats of firearms. They boast high firepower, decent recoil, and a healthy magazine size, giving more individual bullets per ammo box than any other weapon. The AR-15 is or the weapon SCAR are the weapons to use for a any battles at long range battle or in the dark, as the AK is less accurate.
accurate and lacks a light.
** There are also two [=SMGs=], [=SMG's=], the [=MP5K=] and its flashlight-less alternative, the [=KG9=]. Both share ammo with the SIG, but due to their higher firing rates and superior ammo capacities, they're more-or-less direct upgrades to it. The MP5K will outpace the KG9 in range and accuracy but the KG9's rate of fire is a death sentence in close encounters.
** Beyond the previous mentioned, there are the several melee weapons, a bow and a crossbow, a healing item, a an angle-head pocket light, the grenade, and its alternative, the IED. The baseball bats, sledgehammer, golf club and wrench are usually one-hit kills with a headshot while the machete, kabar knife and fireaxe may require more than one swing. The pocket light is brighter than the standard flashlights, but it's fairly useless as the difference is not too drastic, it takes up a space that could and can be used for to give you a weapon, and even if none of your weapons have light when you're toting a light, your free-space phone does. lightless gun like the AK or the BLR.
Is there an issue? Send a MessageReason:
Misuse. Developers Foresight is when the game has a response for unlikely player actions.


* TheDevTeamThinksOfEverything: In Roanoke PD, there's a stuck elevator door that teases players with an item inside of it. Later on through the map, they can drop down and open the door from the inside. However, if a zombie gets stuck in here, they can actually manually open it by bashing at the control panel.
** Another Roanoke example. A wooden board shuts a door leading to the staircase in the beginning of the map. Normally, players can break this board when they reach it, providing them easy access to the beginning of the level. This board cannot be broken by zombie players.
Is there an issue? Send a MessageReason:
None


* SpiritualSuccessor: To the original two ZombiePanic games.

to:

* SpiritualSuccessor: To the original two ZombiePanic VideoGame/ZombiePanic games.
Is there an issue? Send a MessageReason:
None


The game is overall slower and more methodical than other games in the genre (most notably ''Left4Dead'' or ''Call of Duty'''s ''NaziZombies''). Zombies are generally of the traditional slow, shambling Romero type (although they can individually vary in speed to a noticeable degree), and ammo is fairly limited, especially if it's being shared between 4 or 8 players. You can survive a decent number of hits, but healing items are also ''extremely'' rare; usually there is only 1 or 2 in the entire map, so you're generally limited to the health you start the level with. The overall pacing and atmosphere is comparable to a first-person version of the early ''ResidentEvil'' games, if they only had zombies and no special mutants.

to:

The game is overall slower and more methodical than other games in the genre (most notably ''Left4Dead'' or ''Call of Duty'''s ''NaziZombies'').''VideoGame/NaziZombies''). Zombies are generally of the traditional slow, shambling Romero type (although they can individually vary in speed to a noticeable degree), and ammo is fairly limited, especially if it's being shared between 4 or 8 players. You can survive a decent number of hits, but healing items are also ''extremely'' rare; usually there is only 1 or 2 in the entire map, so you're generally limited to the health you start the level with. The overall pacing and atmosphere is comparable to a first-person version of the early ''ResidentEvil'' games, if they only had zombies and no special mutants.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The armor also doesn't seem to protect them at all from melee weapons. In real life, tactical armor works decent against bullets, but isn't so hot against blunt force trauma.
Is there an issue? Send a MessageReason:
None


** There are also two [=SMGs=], the [=MP5K=] and its flashlight-less alternative, the [=KG9=]. Both share ammo with the SIG, but due to their higher firing rates and superior ammo capacities, they're more-or-less direct upgrades to it.
** Beyond the previous mentioned, there are the several melee weapons, a crossbow, a healing item, a pocket light, the grenade, and its alternative, the IED.

to:

** There are also two [=SMGs=], the [=MP5K=] and its flashlight-less alternative, the [=KG9=]. Both share ammo with the SIG, but due to their higher firing rates and superior ammo capacities, they're more-or-less direct upgrades to it.
it. The MP5K will outpace the KG9 in range and accuracy but the KG9's rate of fire is a death sentence in close encounters.
** Beyond the previous mentioned, there are the several melee weapons, a crossbow, a healing item, a pocket light, the grenade, and its alternative, the IED. The baseball bats, sledgehammer, golf club and wrench are usually one-hit kills with a headshot while the machete, kabar knife and fireaxe may require more than one swing. The pocket is brighter than the standard flashlights, but it's fairly useless as the difference is not too drastic, it takes up a space that could be used for a weapon, and even if none of your weapons have a light, your free-space phone does.
Is there an issue? Send a MessageReason:
None


** Two assault rifles, the AR-15 and the AK-74U, are present, taking up roles as the JackOfAllStats of firearms. They boast high firepower, decent recoil, and a healthy magazine size, giving more individual bullets per ammo box than any other weapon.

to:

** Two assault rifles, the AR-15 and the AK-74U, are present, taking up roles as the JackOfAllStats of firearms. They boast high firepower, decent recoil, and a healthy magazine size, giving more individual bullets per ammo box than any other weapon. The AR-15 is the weapon to use for a long range battle as the AK is less accurate.
Is there an issue? Send a MessageReason:
None


Developed by Monochrome LLC, Contagion is a zombie-themed Indie FirstPersonShooter running on the Source engine. A [[SpiritualSuccessor spiritual successor]] to the HalfLife mod [[ZombiePanic Zombie Panic!]], it was originally a Kickstarter game. It hit its goal in October 13th, 2013 and was released as a Steam Early Access game on the 25th of the same month. The game entered full release on April 11th, 2014.

to:

Developed by Monochrome LLC, Contagion is a zombie-themed Indie FirstPersonShooter running on the Source engine. A [[SpiritualSuccessor spiritual successor]] to the HalfLife ''VideoGame/HalfLife'' mod [[ZombiePanic Zombie Panic!]], ''VideoGame/ZombiePanic'', it was originally a Kickstarter game. It hit its goal in October 13th, 2013 and was released as a Steam Early Access game on the 25th of the same month. The game entered full release on April 11th, 2014.
Is there an issue? Send a MessageReason:
None


** In the PVE game modes (Escape and Extraction), weapons that sacrifice ammo capacity, rate of fire, or the flashlight attachment for increased damage, such as the Colt .45, .357 magnum, or the sniper rifles. This is because you'll only be fighting zombies, and when fighting zombies one-hit-kill headshots are all that matter.

to:

** In the PVE game modes (Escape and Extraction), weapons that sacrifice ammo capacity, rate of fire, or the flashlight attachment for increased damage, such as the Colt .45, .45, the .357 magnum, or the sniper rifles. This is because you'll only be fighting zombies, and when fighting zombies one-hit-kill headshots are all that matter.

Top