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* UnwinnableByDesign: Gathering and conserving resources is pretty important. If you're really unlucky or incautious, you might find that it's impossible to get through the next fight or the next climb because you're out of items, and can't backtrack to get more. Also, be careful about where you shoot that bow - it's surprisingly easy to fire your one and only arrow somewhere where you can't retrieve it.
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* TheStraightAndArrowPath
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* XMeetsY: ''TheRoad'', video game style.

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* XMeetsY: ''TheRoad'', ''Literature/TheRoad'', video game style.
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Not really an example of the trope


* HeWhoFightsMonsters: A meta-example. The main character remains "good" throughout the story, but the ''player'', on the other hand, may just start killing everyone they run across, even the survivors who only want you to leave them alone. Your mileage may vary, of course.

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* FriendlyFireproof: Surprisingly averted. Enemies can and ''will'' accidentally kill their friends with gunfire if they get too bunched up, making combat easier. This can be hard to pull off, though, as enemies tend to spread out to avoid this sort of thing.

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* FriendlyFireproof: FriendlyFireproof:
**
Surprisingly averted. Enemies can and ''will'' accidentally kill their friends with gunfire if they get too bunched up, making combat easier. This can be hard to pull off, though, as enemies tend to spread out to avoid this sort of thing.thing.
** Played straight on your end. Certain critical [=NPCs=] can't be attacked at all; blade attacks are disabled and the gun and bow crosshairs become an X if aimed at them.

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* ImAHumanitarian: Some of the more desperate scavengers have resorted to cannibalism in lieu of continuing to eat on the dwindling supply of canned goods. You can find some "meat" in a couple of rare places in the game. It's the best possible healing item, filling up your health and stamina capacity... but it isn't rat and there's no more livestock. If you eat any, the end screen will take 5% off of your score and outright calls it human meat.

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* ImAHumanitarian: Some of the more desperate scavengers have resorted to cannibalism in lieu of continuing to eat on the dwindling supply of canned goods. You can find some "meat" in a couple of rare places in the game. It's the best possible healing item, filling up your health and stamina capacity... but it isn't rat (that's a separate meat) and there's no more livestock. If you eat any, the end screen will take 5% off of your score and outright calls it human meat.meat.
** It also serves as one of the five items you have to give to the dancing mutant to get the shotgun. There's a piece lying on the ground right near his home.

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* TheComputerIsACheatingBastard: The computer never runs out of ammo, and in fact does not even need ammo. This is plainly obvious when you find an empty gun on a survivor you just killed, even though that same survivor is perfectly capable of shooting you with his supposedly empty gun if you don't kill him immediately.



* FriendlyFireproof: Surprisingly averted. Enemies can and ''will'' accidentally kill their friends with gunfire if they get too bunched up, making combat easier.

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* FriendlyFireproof: Surprisingly averted. Enemies can and ''will'' accidentally kill their friends with gunfire if they get too bunched up, making combat easier. This can be hard to pull off, though, as enemies tend to spread out to avoid this sort of thing.



* ShootOutTheLock: A couple of places are locked with a padlock you can shoot to open. However, bullets are very dear; you should be absolutely certain you need what's beyond. A couple of the victims can only be rescued this way, too.

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* SecretAIMoves: Machetes are the only melee weapon available to anyone in the game, but while you are limited to using a BladeLock or a surprise kill with it, your opponents have the ability to actually swing the machete like a normal weapon.
* SelfImposedChallenge: You can turn auto-aiming off at any time, which makes crack shots against groups of survivors a lot harder to pull off. It has no bearing on achievements and is available at any difficulty.
* ShootOutTheLock: A couple of places At various points in the game, you'll run into gates that are locked with a padlock padlocked shut, which you can shoot to open. However, bullets are very dear; you should be absolutely certain you need what's beyond. A couple of It wastes a precious bullet, but whatever's behind the victims can only be rescued this way, too.gate is usually worth it.



* WeaponForIntimidation: Half of the mileage you'll get out of your gun is using it to intimidate machete-wielding mooks after you've shot the ones carrying guns. This can either be used to force them to kneel for a PistolWhipping or to back them up to a fire or cliff, into which you can then kick them. However, it should be noted that enemies will eventually try to call your bluff if you go too long without firing. Averted with your bow, which is deadly but rarely intimidating.

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* WeaponForIntimidation: Half of the mileage you'll get out of your gun is using it to intimidate machete-wielding mooks after you've shot the ones carrying guns. This can either be used to force them to kneel for a PistolWhipping or to back them up to a fire or cliff, into which you can then kick them. However, it should be noted that enemies will eventually try to call your bluff if you go too long without firing.firing, and kick kills will only work once if there's more than one mook. Averted with your bow, which is deadly but rarely intimidating.



** Two occasions have survivors offer you some of their stash. Take more than they offered and they'll chew you out. You'll also lose the bonus to your score that you'd otherwise get.

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** Two occasions have survivors offer you some of their stash. Take more than they offered and they'll chew you out. You'll also lose the bonus to your score that you'd otherwise get. Mercifully, you have to go out of your way to do this, preventing any accidental grabbing.

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* AnnoyingArrows: Averted in gameplay; an arrow is just as good as a bullet to kill someone. Played with in character reactions; unlike with a gun, your bow will rarely intimidate anyone, unless they're isolated, probably because they don't take it seriously due to this trope.

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* AnnoyingArrows: Averted in gameplay; an arrow is just as good as a bullet to kill someone. Played with in character reactions; unlike with a gun, your bow will rarely intimidate anyone, unless they're isolated, probably because they don't take it seriously due to this trope. The fact that they know you only get one shot out of it probably emboldens them, too.



** ActionCommand: How this mechanic plays out.



* ButtonMashing: {{Blade Lock}}s, breaking open locked gates, lifting shutters, and forcing extra effort out of your character (whether running or continuing to exert past the stamina limit) all involve pressing the left mouse button as fast as possible.



* ContinuingIsPainful: You're given a finite number of retries for the checkpoints in a level (9 maximum). If you run out, you have to restart from the beginning of the level. However, if the checkpoint has a retry pickup nearby, you can abuse that for an infinite number of retries in that section.

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* ContinuingIsPainful: You're given a finite number of retries for the checkpoints in a level (9 maximum). If you run out, you have to restart from the beginning of the level. However, if the checkpoint has a retry pickup nearby, you can abuse that for an infinite number of retries in that section. Higher difficulties give you less starting retries, with the highest giving you none save what you pick up in the field.



* DarkerAndEdgier: see WhatCouldHaveBeen below. Apparently, the second premise trailer of this title in 2011 (surviving in a post-apocalyptic era) have received a bit more positive reception from some viewers because this version is ''a more believable survival scenario.''
* DeadlyGas: The dust in some lower areas of the city causes a stamina decrease just by being in it, though this can be lessened by wearing a gas mask, as the protagonist and some of the other survivors do.

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* DarkerAndEdgier: see See WhatCouldHaveBeen below. Apparently, the second premise trailer of this title in 2011 (surviving in a post-apocalyptic era) have received a bit more positive reception from some viewers because this version is ''a more believable survival scenario.''
* DeadlyGas: The dust in some lower areas of the city causes a stamina decrease just by being in it, though this can be it. This is lessened by wearing once you acquire a gas mask, as the protagonist and mask from some of the other survivors do.survivors.
* DecapitatedArmy: Part of the surrendering mechanic involves finding the tough guys in a group and killing them, thereby convincing the weaker ones to drop their weapons for an easy TapOnTheHead. The tough guys don't flinch as much at your gun and keep a steady voice even when threatened.



* EleventhHourSuperPower: In the final level, to make up for the fact you lose your pistol, you get a second arrow for the bow.

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* EleventhHourSuperPower: EleventhHourSuperpower: In the final level, to make up for the fact you lose your pistol, you get a second arrow for the bow.bow. This is a lot more helpful than it sounds.



* KillItWithFire: One of the options you have for dealing with enemies held at gunpoint is to kick them into a fire.



* MookChivalry: Averted; if you're engaged in a machete BladeLock with an enemy, his buddies will whack you from the sides and interrupt you. Therefore, engaging in melee should only be done as a last resort or on the last remaining enemy in a group.

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* MookChivalry: Averted; if you're engaged in a machete BladeLock with an enemy, his buddies will whack you from the sides and interrupt you. Therefore, engaging in melee should only be done as a last resort or on the last remaining enemy in a group.



** Averted in the final levels, where, if you conserve ammo, you should have about 13 bullets left; in the scheme of things, is about the closest you can get to a GameBreaker.

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** Averted in the final levels, where, if you conserve ammo, you should have about 13 bullets left; in the scheme of things, this is about the closest you can get to a GameBreaker.GameBreaker. Just to make sure you can't abuse this, though, you lose your pistol for the final round and have to make due with a replacement pistol and ammo you scavenge off the enemies.

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* ContinuingIsPainful: You're given a finite number of retries for the checkpoints in a level (9 maximum). If you run out, you have to restart from the beginning of the level. However, if the checkpoint has a retry pickup nearby, you can abuse that for an infinite number of retries in that section.



* DevelopmentHell: It was first announced at E3 2008, and since then has been delayed repeatedly, changed developers, been completely revamped, and missed a number of projected release dates. It has finally received an official release date of March 7, 2012 on [[XBoxLiveArcade XBLA]].

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* DevelopmentHell: It was first announced at E3 2008, and since then has been was delayed repeatedly, changed developers, been was completely revamped, and missed a number of projected release dates. It has was finally received an official release date of released on March 7, 2012 on [[XBoxLiveArcade XBLA]].



* {{Handguns}}: The first weapon available.

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* {{Handguns}}: The first weapon available.available, and the only projectile weapon your enemies will ever use.



* HeWhoFightsMonsters: A meta-example. The main character remains "good" throughout the story, but the ''player'', on the other hand, starts getting paranoid just about after people stop trying to bully him for items and start trying to kill him right away. Your mileage may vary, of course.

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* HeWhoFightsMonsters: A meta-example. The main character remains "good" throughout the story, but the ''player'', on the other hand, starts getting paranoid may just about after people stop trying to bully him for items and start trying killing everyone they run across, even the survivors who only want you to kill him right away.leave them alone. Your mileage may vary, of course.
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* MenacingStroll: Armored enemies do this, since it's the only way for you to manage a headshot.

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* AttackItsWeakPoint: The way to kill the completely armored final boss is to shoot him in his leg, an InstantKill.
* AttemptedRape: One of the survivor encounters in the Hotel involves shooting the perpetrator through a wall.
* AwesomeYetPractical: The Hunter's Bow. You only get one shot at a time, but you never need collect more ammo (just get the arrow back out of what you shot), and it can easily be used in conjunction with your more intimidating pistol to whittle down larger groups of machete-wielding mooks.

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* AttackItsWeakPoint: The way to kill Armored enemies can only be killed instantly by a headshot, and the completely armored final boss is to shoot him only vulnerable in his leg, an InstantKill.
legs.
* AttemptedRape: One of the survivor encounters in the Hotel involves shooting the perpetrator through a wall.
curtain.
* AwesomeYetPractical: The Hunter's Bow. You only get one shot at a time, time (two in the finale), but you never need collect more ammo (just get the arrow back out of what you shot), and it can easily be used in conjunction with your more intimidating pistol to whittle down larger groups of machete-wielding mooks.



* BittersweetEnding: [[spoiler:You get Mei and Linda to safety, but Henry is missing in action and you refuse to board the boat with them, hoping to save him and find your family. Furthermore, the woman who started watching the recordings at the start of the game is hinted to be your wife, and it's pretty heavily implied that [[TheHeroDies you're dead by the time she watches them]].]]



* {{Determinator}}: The player character walked clear across the United States to get back home. Linda is appropriately impressed.



* DifficultySpike: Used to demonstrate how powerful the survivor camp hunters are. Just about all of them have fully loaded pistols, resistance to surrendering when aimed at, and employ a fully armored man as their leader. The game actually gives the player at least two health kits (probably one of the rarest items in the game), because [[BossInMooksClothing you'll need it]].

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* DifficultySpike: Used to demonstrate how powerful the survivor camp hunters are. Just about all of them have fully loaded More than half are armed with pistols, resistance are resistant to surrendering when aimed at, and they employ a fully armored man as their leader. The game actually gives the player at least two health kits (probably one of the rarest items in the game), because [[BossInMooksClothing you'll need it]].



* DownerEnding: [[spoiler:The ending scene shows a women who is apparently the main character's wife, crying. The scene pans out to show all of your main characters collected items on a table, implying he died. There is no word on how he died, but anything is likely, and DownloadableContent has not been announced to clarify. Granted, it's still pretty much [[DeadManWriting explicitly stated]] in the beginning of the game.]]
** [[spoiler:TheHeroDies]]



* GoodSamaritan: The twenty victims spread throughout the game reward your charity with a bit of backstory and a Retry. The main character is considered one by [[spoiler:Mei's mother, Linda, for helping Mei]].

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* GoodSamaritan: The twenty victims spread throughout the game reward your charity with a bit of backstory and a Retry. The main character is considered one by [[spoiler:Mei's mother, Linda, for helping Mei]]. You also get a bonus to your score for only taking what you need from certain non-hostile survivors, rather than just stealing everything they have.



* MacheteMayhem: One of the weapons you can use. Enemy scavengers are usually armed this way as well.
* MenAreTheExpendableGender: Women aren't all noncombatant victims, but the only armed and dangerous women you'll meet are of the "territorial lone survivor protecting their stash" type. All gangs are male.

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* MacheteMayhem: One of the weapons The go-to melee weapon AfterTheEnd, for both you can use. Enemy scavengers are usually armed this way as well.
and your enemies.
* MenAreTheExpendableGender: Women aren't all noncombatant victims, but the only armed and dangerous women you'll meet are of the "territorial lone survivor protecting their stash" type. All gangs are male.



* ShotgunsAreJustBetter: Averted. It is equally deadly compared to the pistol and bow.

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* ShotgunsAreJustBetter: Averted. It is equally deadly compared to the pistol and bow.bow, and you won't get any more ammo. However, it does give you a second weapon to use in the final section, after you lose your pistol.



* WhatCouldHaveBeen: The original premise of this game involving trying to survive six days ''after an [[EarthquakesCauseFissures earthquake]] in [[TheWindyCity Chicago]].'' Apparently, the developing team didn't think this scenario to be a believable survival setting. The name of the protagonist is Adam Collins, an ordinary office employee who gets caught in the mess unlike the protagonist in the game's final release who had [[spoiler:to travel by foot since the dust made air travel almost impossible.]]
* [[spoiler:[[WhatHappenedToTheMouse What Happened to Henry?]]: Henry's wheelchair is found near the end, but he is not seen again. The implication seems to be that the gang at the pier found and killed him.]]

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* WhatCouldHaveBeen: The original premise of this game involving trying to survive six days ''after an [[EarthquakesCauseFissures earthquake]] in [[TheWindyCity Chicago]].'' Apparently, the developing team didn't think this scenario to be a believable survival setting. The name of the protagonist is Adam Collins, an ordinary office employee who gets caught in the mess unlike the protagonist in the game's final release who had [[spoiler:to to travel by foot since the dust made air travel almost impossible.]]
impossible.
* [[spoiler:[[WhatHappenedToTheMouse What Happened to Henry?]]: Henry's WhatHappenedToTheMouse: [[spoiler:Henry's wheelchair is found near the end, but he is not seen again. The implication seems to be A nearby victim will tell you that they took him alive to wring the gang at location of the pier found and killed hidden survivor camp out of him, but you'll never find him.]]



** A friendly survivor on a derelict ship offers you some rat meat and wine for free, but has some choice words if you steal the water bottle and second helping of rat meat from his bunk.

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** A friendly survivor on a derelict ship offers Two occasions have survivors offer you some rat meat of their stash. Take more than they offered and wine for free, but has some choice words if they'll chew you steal out. You'll also lose the water bottle and second helping of rat meat from his bunk.bonus to your score that you'd otherwise get.

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* AttemptedRape: One of the survivor encounters in [[spoiler:the Hotel]] involves shooting the perpetrator through a wall.

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* AttemptedRape: One of the survivor encounters in [[spoiler:the Hotel]] the Hotel involves shooting the perpetrator through a wall.wall.
* AwesomeYetPractical: The Hunter's Bow. You only get one shot at a time, but you never need collect more ammo (just get the arrow back out of what you shot), and it can easily be used in conjunction with your more intimidating pistol to whittle down larger groups of machete-wielding mooks.


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* NeverBringAKnifeToAGunFight: If you try to melee an armed mook that can see you, you'll get shot in the face.

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* AnnoyingArrows: Averted in gameplay; an arrow is just as good as a bullet to kill someone. Played with in character reactions; unlike with a gun, your bow will not intimidate them, probably because they don't take it seriously due to this trope.

to:

* AnnoyingArrows: Averted in gameplay; an arrow is just as good as a bullet to kill someone. Played with in character reactions; unlike with a gun, your bow will not rarely intimidate them, anyone, unless they're isolated, probably because they don't take it seriously due to this trope.



* EliteMooks: Armored survivors can't be intimidated and need to be hit in an unarmored area to stop them. In exchange, they don't charge at you, just walk.



* TheWikiRule: [[http://iamalive.wikia.com/wiki/Main_Page Has one, but has 30+ articles, including from the pre-release, retail form of the game.]]
* WeaponForIntimidation: Half of the mileage you'll get out of your gun is using it to intimidate machete-wielding mooks after you've shot the ones carrying guns. This can either be used to force them to kneel for a PistolWhipping or to back them up to a fire or cliff, into which you can then kick them. However, it should be noted that enemies will eventually try to call your bluff if you go too long without firing. Averted with your bow, which is deadly but is not intimidating.

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* TheWikiRule: [[http://iamalive.wikia.com/wiki/Main_Page Has one, one]], but has 30+ articles, including from the pre-release, retail form of the game.]]
game.
* WeaponForIntimidation: Half of the mileage you'll get out of your gun is using it to intimidate machete-wielding mooks after you've shot the ones carrying guns. This can either be used to force them to kneel for a PistolWhipping or to back them up to a fire or cliff, into which you can then kick them. However, it should be noted that enemies will eventually try to call your bluff if you go too long without firing. Averted with your bow, which is deadly but is not rarely intimidating.



** Also, the helicopter and its pilot in the "Strangers" chapter. The hero sees a newly crashed helicopter on top of a building and theorizes that the pilot jumped out before it went down. There is no way to examine the wreckage any closer, there is never any sign of the pilot, and neither the crash or the pilot are ever mentioned again. (In fact, the incident is so strange and unrelated to anything else in the game, it's just shy of being a BigLippedAlligatorMoment.)

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** Also, the helicopter and its pilot in the "Strangers" chapter. The hero sees a newly crashed helicopter on top of a building and theorizes that the pilot jumped out before it went down. There is no way to examine the wreckage any closer, there is never any sign of the pilot, and neither the crash or the pilot are ever mentioned again. (In fact, the incident is so strange and unrelated to anything else in the game, it's just shy of being a BigLippedAlligatorMoment.)

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* DifficultySpike: Used to demonstrate how powerful the survivor camp hunters are. Just about all of them have fully loaded pistols, resistance to surrendering when aimed at, and employ a fully armored man as their leader. The game actually gives the player at least two health kits (probably one of the rarest items in the game) [[BossInMooksClothing you'll need it]]

to:

* DifficultySpike: Used to demonstrate how powerful the survivor camp hunters are. Just about all of them have fully loaded pistols, resistance to surrendering when aimed at, and employ a fully armored man as their leader. The game actually gives the player at least two health kits (probably one of the rarest items in the game) game), because [[BossInMooksClothing you'll need it]] it]].



* ISurrenderSuckers: Many encounters involve letting a hapless enemy get close, throat-slashing them with your machete, then taking out anyone else with a gun and dealing with the remainder.

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* ISurrenderSuckers: Many encounters involve letting a hapless enemy get close, throat-slashing them with your machete, then taking out anyone else with a gun and dealing with the remainder. Some enemies attack outright, however, rendering this strategy ineffective.



** Averted in the final levels, where, if you conserve ammo, you should have about 13 bullets left, which in the scheme of things, is about the closest you can get to a GameBreaker.

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** Averted in the final levels, where, if you conserve ammo, you should have about 13 bullets left, which left; in the scheme of things, is about the closest you can get to a GameBreaker.



* TwentyBearAsses: There are 20 victims in the game, and most of the time, they need you to bring them a specific healing item you may have picked up. One strange man asks for five hard-to-find items like meat and an inhaler, but at least he hands you a loaded shotgun as your reward.

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* TwentyBearAsses: There are 20 victims in the game, and most each of the time, they need you to bring them a specific healing which needs one or two of some item you've probably collected on the way. In return, you may have picked up. One strange man get an extra Retry and some backstory. A strange, gorilla-like mutant living in the dust cloud asks for five hard-to-find items like meat and an inhaler, items, but at least he hands you a loaded shotgun as your a reward.


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* YouWouldntShootMe: If you hold an enemy at gunpoint for too long and can't get them to surrender completely, they'll decide that you're too chicken to waste a bullet and attack you.
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** A friendly survivor on a derelict ship offers you some rat meat and wine for free, but has some choice words if you steal the water bottle and second helping of rat meat from his bunk.

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* [[AintTooProudToBeg Ain't Too Proud To Beg]]: Type 2 for many enemy survivors, to the point where forcing a surrender at gunpoint a game mechanic used in order to conserve ammunition.
* AnnoyingArrows: Presumably thought by enemy survivors based on how the bow does not intimidate them, but averted. Just like the firearms, one arrow is enough to kill.

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* [[AintTooProudToBeg Ain't Too Proud To Beg]]: AintTooProudToBeg: Type 2 for many enemy survivors, to the point where forcing a surrender at gunpoint is a game mechanic used in order to conserve ammunition.
* AnnoyingArrows: Presumably thought by enemy survivors based on how the Averted in gameplay; an arrow is just as good as a bullet to kill someone. Played with in character reactions; unlike with a gun, your bow does will not intimidate them, but averted. Just like the firearms, one arrow is enough probably because they don't take it seriously due to kill.this trope.



* GoodSamaritan: The main character is considered one by [[spoiler:Mei's mother, Linda, for helping Mei]].

to:

* GoodSamaritan: The twenty victims spread throughout the game reward your charity with a bit of backstory and a Retry. The main character is considered one by [[spoiler:Mei's mother, Linda, for helping Mei]].



* HeWhoFightsMonsters: A meta-example. The main character remains “good” throughout the story, but the ''player'', on the other hand, starts getting paranoid just about after people stop trying to bully him for items and start trying to kill him right away. Your mileage may vary, of course.
* ImAHumanitarian: Some of the more desperate scavengers have resorted to cannibalism in lieu of continuing to eat on the dwindling supply of canned goods.
** You can find some "meat" in a couple of rare places in the game. It's the best possible healing item, filling up your health and stamina capacity...but it's not chicken, cow or dog... uh oh.
*** If you eat any, the end screen will take 5% off of your score. It outright calls the meat human meat.
* ImprobableAimingSkills: Averted. Your character mentions he's never fired a gun before in his life, and it shows. His aim is below average, and even if the iron sights are dead-on you can still easily miss a headshot at anything more than about 15 feet, wasting a valueable bullet. It's always best to just go for torso shots (which still incapacitate in 1 hit), unless you're dealing with an armored enemy.
* InstantDeathBullet: Horribly averted. It only takes one bullet to mortally wound someone, but they may not die right away, and they may instead be left writhing on the ground in agony. You have the option of performing a MercyKill on them with your machete, if you so choose.

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* HarmfulToMinors: You spend one of the early chapters with a child tied to your back. This won't stop you from shooting and stabbing potential muggers, or executing the ones you've wounded.
* HeWhoFightsMonsters: A meta-example. The main character remains “good” "good" throughout the story, but the ''player'', on the other hand, starts getting paranoid just about after people stop trying to bully him for items and start trying to kill him right away. Your mileage may vary, of course.
* ImAHumanitarian: Some of the more desperate scavengers have resorted to cannibalism in lieu of continuing to eat on the dwindling supply of canned goods.
**
goods. You can find some "meat" in a couple of rare places in the game. It's the best possible healing item, filling up your health and stamina capacity... but it's not chicken, cow or dog... uh oh.
***
it isn't rat and there's no more livestock. If you eat any, the end screen will take 5% off of your score. It score and outright calls the meat it human meat.
* ImprobableAimingSkills: Averted. Your character mentions he's never fired a gun before in his life, and it shows. His aim is below average, and even if the iron sights are dead-on you can still easily miss a headshot at anything more than about 15 feet, wasting a valueable valuable bullet. It's always best to just go for torso shots (which still incapacitate in 1 hit), unless you're dealing with an armored enemy.
* InstantDeathBullet: Horribly averted. It only takes one PlayedWith. One bullet to mortally wound someone, will always stop an enemy, but they may not die right away, and they it won't always ''kill'' them. They may instead be left writhing on the ground in agony. You have the option of performing a MercyKill on them with your machete, if you so choose.choose.
* ISurrenderSuckers: Many encounters involve letting a hapless enemy get close, throat-slashing them with your machete, then taking out anyone else with a gun and dealing with the remainder.



* Macguffin: The Survivor Camps, where the protagonist's family is heavily implied to be. Not too long in the story you'll find you aren't the only one searching for it...

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* Macguffin: MacGuffin: The Survivor Camps, where the protagonist's family is heavily implied to be. Not too long in the story you'll find you aren't the only one searching for it...



* OneBulletLeft: A common situation, considering the scarcity of bullets meaning that the main character finds them one at a time, if at all.

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* OneBulletLeft: A common situation, considering In the scarcity of early levels, you'll often find yourself literally living bullet to bullet. Several times you'll have to do with no bullets meaning that the main character finds them at all, until you kill one at with a time, if at all.gun and take his bullets.



* PlayingPossum: An encounter in the sewers has several enemies playing dead among a group of corpses. They attack you outright once you close in.



** TapOnTheHead: Where he hits them. Though it is implied to be nonfatal (hence the need to make the enemy surrender first), there is no way to be sure.
* PuzzleBoss: Or "puzzle every enemy encounter," anyhow. You are regularly surrounded by three or four armed men, and you'll need to keep your wits about you to take them all out, ''especially'' if you only have one bullet left.

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** TapOnTheHead: Where he hits them. Though it is implied to be nonfatal non-fatal (hence the need to make the enemy surrender first), there is no way to be sure.
* PuzzleBoss: Or "puzzle every enemy encounter," anyhow. You are regularly surrounded by three or four armed men, and you'll need to keep your wits about you to take them all out, ''especially'' if you only have one bullet left.



* ShotgunsAreJustBetter: Averted. The pistol, bow, and shotgun both are one-hit fatal woundings.

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* ShotgunsAreJustBetter: Averted. The pistol, bow, It is equally deadly compared to the pistol and shotgun both are one-hit fatal woundings.bow.



* SlashedThroat: The stealth kill from behind with the [[MacheteMayhem machete]].
* SprintMeter: The white meter. It decreases as you run, climb/hang from your hands, or do anything else with more than average physical exertion, and depletes its maximum when empty, causing further exertion.

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* SlashedThroat: The stealth kill from behind with the [[MacheteMayhem machete]].
machete]]. You can do this from the front, too, by getting a bully enemy to close in.
* SprintMeter: The white stamina meter. It decreases as you run, climb/hang from your hands, or do anything else with more than average physical exertion, and depletes its maximum when empty, causing further exertion.



* WeaponForIntimidation: Aside from shooting people, this is the other use for your gun. Getting people to back off (and then kicking them off a cliff) is one common way.

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* WeaponForIntimidation: Aside from shooting people, this is Half of the other use for mileage you'll get out of your gun. Getting people gun is using it to intimidate machete-wielding mooks after you've shot the ones carrying guns. This can either be used to force them to kneel for a PistolWhipping or to back off (and them up to a fire or cliff, into which you can then kicking them off a cliff) kick them. However, it should be noted that enemies will eventually try to call your bluff if you go too long without firing. Averted with your bow, which is one common way.deadly but is not intimidating.



* XMeetsY: TheRoad, video game style.
* YouBastard: Lone survivors are often territorial (and sometimes guarding a healing item), but not actually out for your blood unless you get too close. If you wind up killing them (either by accidentally pissing them off or on purpose) they may mutter some final accusation at you, like "Murderer!" before croaking. Even some surviving people in the vicinity of the kill may react with fear even if non hostile and also call you out on it.

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* XMeetsY: TheRoad, ''TheRoad'', video game style.
* YouBastard: Lone survivors are often territorial (and sometimes guarding a healing item), but not actually out for your blood unless you get too close. If you wind up killing them (either by accidentally pissing them off or on purpose) they may mutter some final accusation at you, like "Murderer!" before croaking. Even some surviving people in the vicinity of the kill may react with fear even if non hostile non-hostile and also call you out on it.it.
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*AttackItsWeakPoint: The way to kill the completely armored final boss is to shoot him in his leg, an InstantKill.


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* EleventhHourSuperPower: In the final level, to make up for the fact you lose your pistol, you get a second arrow for the bow.
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** Also, the helicopter and its pilot in the "Strangers" chapter. The hero sees a newly crashed helicopter on top of a building and theorizes that the pilot jumped out before it went down. There is no way to examine the wreckage any closer, there is never any sign of the pilot, and neither the crash or the pilot are ever mentioned again. (In fact, the incident is so strange and unrelated to anything else in the game, it's just shy of being a BigLippedAlligatorMoment.)
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Misuse/Zero Context Example of renamed trope. Please do not readd without writing up a full example that complies both with the trope description and with How To Write An Example


* TheArcher: With the Hunting Bow.

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* DifficultySpike: Used to demonstrate how powerful the survivor camp hunters are. Just about all of them have fully loaded pistols, resistance to surrendering when aimed at, and employ a fully armored man as their leader. The game actually gives the player at least two health kits (probably one of the rarest items in the game) [[BossInMooksClothing you'll need it]]



* Macguffin: The Survivor Camps, where the protagonist's family is heavily implied to be. Not too long in the story you'll find you aren't the only one searching for it...



* NoodleIncident: "The Event," the cause of which is a total mystery. The only thing you know is that it caused terrible earthquakes and unleashed never-ending dust clouds.

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* NoodleIncident: "The Event," the cause of which is a total mystery. The only thing you know is that it caused terrible earthquakes and unleashed never-ending dust clouds. Given the deformed man you meet, it's very possible radiation is also a hazard.


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** Averted in the final levels, where, if you conserve ammo, you should have about 13 bullets left, which in the scheme of things, is about the closest you can get to a GameBreaker.
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** Whatever happened between the protagonist and his wife. In the letter she wrote for him, she says that she "forgives [the protagonist] for everything". Given that he was off away from his family at the time of the Event, and that there's no male clothing or anything related to it at his house, it was something pretty big that he did wrong.

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* BigLippedAlligatorMoment: If you explore around, you can find a gorilla-like dancing mutant living down in the dust cloud. He's never explained and doesn't play any role in the main plot, and clashes somewhat with the otherwise realistic tone of the story. Late in the game you can actually talk to him (he's surprisingly eloquent), and trade 5 difficult-to-find items to him for a pump-action shotgun.



* CombatPragmatist: In the "Encounters" trailer, the main character strongly advises taking this stance on violent altercations. Use surprise to kill the first of the enemies in a group, identify any other gun-wielders and shoot them immediately, and use psychological pressure to get the rest of them to fold (usually by killing the "leader" of a group). If at all possible, intimidate them into backing up into a cliff or a fire that you can kick them off of/into. This may seem pretty dirty, but it's a dirty world, and if you let your guard down, these bastards ''will'' kill you.

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* CombatPragmatist: TheCombatPragmatist: In the "Encounters" trailer, the main character strongly advises taking this stance on violent altercations. Use surprise to kill the first of the enemies in a group, identify any other gun-wielders and shoot them immediately, and use psychological pressure to get the rest of them to fold (usually by killing the "leader" of a group). If at all possible, intimidate them into backing up into a cliff or a fire that you can kick them off of/into. This may seem pretty dirty, but it's a dirty world, and if you let your guard down, these bastards ''will'' kill you.



* DownerEnding: [[spoiler: The ending scene shows a women who is apparently the main character's wife, crying. The scene pans out to show all of your main characters collected items on a table, implying he died. There is no word on how he died, but anything is likely, and DownloadableContent has not been announced to clarify.]]

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* DownerEnding: [[spoiler: The [[spoiler:The ending scene shows a women who is apparently the main character's wife, crying. The scene pans out to show all of your main characters collected items on a table, implying he died. There is no word on how he died, but anything is likely, and DownloadableContent has not been announced to clarify. Granted, it's still pretty much [[DeadManWriting explicitly stated]] in the beginning of the game.]]



** It's hardly a surprise, though, seen how [[spoiler:it's pretty much [[DeadManWriting explicitly stated]] right at the beginning]].



* FriendlyFireproof: Surprisingly averted. Enemies can and ''will'' accidentally kill their friends with gunfire if they get too bunched up. Hey, if that means less enemies to kill, [[CombatPragmatist that's a good thing, right?]]

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* FriendlyFireproof: Surprisingly averted. Enemies can and ''will'' accidentally kill their friends with gunfire if they get too bunched up. Hey, if that means less enemies to kill, [[CombatPragmatist that's a good thing, right?]]up, making combat easier.
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* ImprobableAimingSkills: Averted. Your character mentions he's never fired a gun before in his life, and it shows. His aim is below average, and even if the iron sights are dead-on you can still easily miss a headshot at anything more than about 15 feet, wasting a valueable bullet. It's always best to just go for torso shots (which still incapacitate in 1 hit), unless you're dealing with an armored enemy.
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* BigLippedAlligatorMoment: If you explore around, you can find a gorilla-like dancing mutant living down in the dust cloud. He's never explained and doesn't play any role in the main plot, and clashes somewhat with the otherwise realistic tone of the story. Late in the game you can actually talk to him (he's surprisingly eloquent), and trade 5 difficult-to-find items to him for a pump-action shotgun.
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** It's hardly a surprise, though, seen how [[spoiler:it's pretty much [[DeadManWriting explicitly stated]] right at the beginning]].
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* OneBulletLeft: A common situation, considering the scarcity of bullets meaning that the main character finds them one at a time, if at all.
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YMMV sinkhole.


* HeWhoFightsMonsters: A meta-example. The main character remains “good” throughout the story, but the ''player'', on the other hand, starts getting paranoid just about after people stop trying to bully him for items and start trying to kill him right away. [[YourMileageMayVary Your mileage may vary, of course]].

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* HeWhoFightsMonsters: A meta-example. The main character remains “good” throughout the story, but the ''player'', on the other hand, starts getting paranoid just about after people stop trying to bully him for items and start trying to kill him right away. [[YourMileageMayVary Your mileage may vary, of course]].course.
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* HeWhoFightsMonsters: A meta-example. The main character remains “good” throughout the story, but the ''player'', on the other hand, starts getting paranoid just about after people stop trying to bully him for items and start trying to kill him right away. [[YourMileageMayVary Your mileage may vary, of course]].
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* NoFEMAResponse: Subverted. The government ''tried'' to send military and relief efforts early on after the Event. But within ''one year,'' any semblance of civilization, let alone emergency aid, had long crumbled.

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* NoFEMAResponse: Subverted.Averted. The government ''tried'' to send military and relief efforts early on after the Event. But within ''one year,'' any semblance of civilization, let alone emergency aid, had long crumbled.
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* DownerEnding: [[spoiler: The ending scene shows a women who is apparently the main character's wife, crying. The scene pans out to show all of your main characters collected items on a table, implying he died.]]

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* DownerEnding: [[spoiler: The ending scene shows a women who is apparently the main character's wife, crying. The scene pans out to show all of your main characters collected items on a table, implying he died. There is no word on how he died, but anything is likely, and DownloadableContent has not been announced to clarify.]]

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