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* CutsceneBoss: The first time you encounter Judge Death, about halfway through the game, he's disposed of purely in a cutscene. You do fight him as the FinalBoss after he gets himself a new OneWingedAngel body.



* {{Kevlard}}: Obese Zombies are the most damage-spongy enemies in the game besides Judge Fear; they can withstand extended fire from the lawgiver and even multiple grenade launcher blasts. Fortunately, they're also incredibly slow due to their massive bulk.



* PuzzleBoss: All the Dark Judges except Judge Fear have to be trapped and can't be taken down by simply destroying the body, because their ethereal form will just escape.

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* PuzzleBoss: All the Dark Judges except Judge Fear have are this. Judge Mortis has to be trapped and can't be taken down by simply destroying the his body, because their his ethereal form will just escape.escape (and Dredd doesn't have a containment trap to catch his ghost). Judge Fire is simply ImmuneToBullets. And Judge Death's FinalBoss form is a giant invincible mutant juggernaut.
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* AssistCharacter: Fellow judges can be used to follow Dredd and assist in a fight, but it doesn't happen all that often.
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* NightmareFace: Averted. Sadly, they didn't give Fear a OneHitKill attack if you get too close to his face.

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* NightmareFace: Averted. Sadly, they didn't give Fear a OneHitKill attack if you get too close to his face. Although, canonically, this doesn't work on Dredd anyway.
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* EnemyCivilWar: On several occasions, Dredd can come across Death cultists and street gangs engaged in a firefight with each other.

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* AdaptationalWimp: Judge Mortis. The reason he's so dangerous in the comics is because his [[MakeThemRot decaying touch]] works on pretty much anything, making him basically an ImplacableMan who can melt his way through doors, walls, and people. In this game he can be trapped by an ordinary chem hazard containment room.

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* AdaptationalWimp: AdaptationalWimp:
**
Judge Mortis. The reason he's so dangerous in the comics is because his [[MakeThemRot decaying touch]] works on pretty much anything, making him basically an ImplacableMan who can melt his way through doors, walls, and people. In this game he can be trapped by an ordinary chem hazard containment room.room.
** Judge Fire as well. In the comics, he's the only Dark Judge whose physical form cannot be contained with Boing® and is ImmuneToBullets. Here, he can be driven out of the smokatorium by activating the sprinklers and forcing him into the ventilation fans, where he gets sliced up in a cutscene before having his essence trapped.

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* AchillesHeel: Judge Fear is ImmuneToBullets from every weapon in the game......except [[ShotgunsAreJustBetter shotguns]]. [[BossArenaIdiocy The game places an Arbitrator shotgun conveniently in front of him]].

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* AchillesHeel: AchillesHeel:
**
Judge Fear is ImmuneToBullets from every weapon in the game......except [[ShotgunsAreJustBetter shotguns]]. [[BossArenaIdiocy The game places an Arbitrator shotgun conveniently in front of him]].him]].
** Judge Fire is weak against water, so driving him out of the smokatorium involves activating the sprinklers.
** Judge Mortis is vulnerable to a gas, which has a release valve just behind him.
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* BearTrap: Judge Fear's WeaponOfChoice, which he's fond of spamming during his boss fight.
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* BoringYetPractical: Standard Execution rounds for the Lawgiver provide a high rate of fire, more rounds per magazine than other setting, and will still dole out decent damage, especially with headshots.
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* BoomHeadshot: Shooting most characters in the head will cause [[YourHeadAsplode their head to burst]]. The ZombieApocalypse arcade level requires the player to kill sixteen zombies with perfect headshots using a shotgun.
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* EscortMission: Some levels involve rescuing citizens and evacuating them to H-Wagons and other safe areas. Citizens can be ordered to follow Dredd or remain in place.
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* AdaptationalWimp: Judge Mortis. The reason he's so dangerous in the comics is because his [[MakeThemRot decaying touch]] works on pretty much anything, making him basically an ImplacableMan who can melt his way through doors, walls, and people. Here he becomes trapped by an ordinary chem hazard containment room.

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* AdaptationalWimp: Judge Mortis. The reason he's so dangerous in the comics is because his [[MakeThemRot decaying touch]] works on pretty much anything, making him basically an ImplacableMan who can melt his way through doors, walls, and people. Here In this game he becomes can be trapped by an ordinary chem hazard containment room.
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* DemBones: Joe has to shoot his way through a couple of hostile skeletons on Deadworld.
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* AwesomeButImpractical: The incendiary bullets are stated to be especially effective against vampires. In practice, it takes some thirty seconds for a vampire to perish just from burning, [[InfernalRetaliation during which it will keep moving and attacking unhindered]. It is much better to use armor-piercing or explosive rounds to take them down. And if you use incendiary ammunition against anything human, you'll get the [[InternalAffairs Special Judicial Squad]] sent to subdue you ''very'' quickly.

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* AwesomeButImpractical: The incendiary bullets are stated to be especially effective against vampires. In practice, it takes some thirty seconds for a vampire to perish just from burning, [[InfernalRetaliation during which it will keep moving and attacking unhindered].unhindered]]. It is much better to use armor-piercing or explosive rounds to take them down. And if you use incendiary ammunition against anything human, you'll get the [[InternalAffairs Special Judicial Squad]] sent to subdue you ''very'' quickly.
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* AwesomeButImpractical: The incendiary bullets are stated to be especially effective against vampires. In practice, it takes some thirty seconds for a vampire to perish just from burning, during which it will keep moving and attacking unhindered. It is much better to use armor-piercing or explosive rounds to take them down. And if you use incendiary ammunition against anything human, you'll get the [[InternalAffairs Special Judicial Squad]] sent to subdue you ''very'' quickly.

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* AwesomeButImpractical: The incendiary bullets are stated to be especially effective against vampires. In practice, it takes some thirty seconds for a vampire to perish just from burning, [[InfernalRetaliation during which it will keep moving and attacking unhindered.unhindered]. It is much better to use armor-piercing or explosive rounds to take them down. And if you use incendiary ammunition against anything human, you'll get the [[InternalAffairs Special Judicial Squad]] sent to subdue you ''very'' quickly.
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* EliteMooks: The vampires. Whereas the zombies just shuffle around and can be stopped with one or two round, the vampires are faster and more durable, making them comparatively harder to put down.

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* EliteMooks: The vampires. Whereas the zombies just shuffle around and can even be stopped killed with one or two round, your fists, the vampires are faster and more durable, making them comparatively harder to put down.
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* EliteMook: The vampires. Whereas the zombies just shuffle around and can be stopped with just a few rounds, the vampires are far more durable and fast, making them comparatively harder to put down.

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* EliteMook: EliteMooks: The vampires. Whereas the zombies just shuffle around and can be stopped with just a few rounds, one or two round, the vampires are far faster and more durable and fast, durable, making them comparatively harder to put down.
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* EliteMook: The vampires. Whereas the zombies just shuffle around and can be stopped with just a few rounds, the vampires are far more durable and fast, making them comparatively harder to put down.
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* AwesomeButImpractical: The incendiary bullets are stated to be especially effective against vampires. In practice, it takes some thirty seconds for a vampire to perish just from burning, during which it will keep moving and attacking unhindered. It is much better to use explosive rounds to take them down. And if you use incendiary ammunition against anything human, you'll get the [[InternalAffairs Special Judicial Squad]] sent to subdue you ''very'' quickly.

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* AwesomeButImpractical: The incendiary bullets are stated to be especially effective against vampires. In practice, it takes some thirty seconds for a vampire to perish just from burning, during which it will keep moving and attacking unhindered. It is much better to use armor-piercing or explosive rounds to take them down. And if you use incendiary ammunition against anything human, you'll get the [[InternalAffairs Special Judicial Squad]] sent to subdue you ''very'' quickly.
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* BurnTheUndead: The game will [[VideoGameCrueltyPunishment punish you]] for using the Lawgiver's incendiary bullet on regular perps, but vampires and zombies are fair game.

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* BurnTheUndead: The game will [[VideoGameCrueltyPunishment punish you]] for using the Lawgiver's incendiary bullet on regular perps, but vampires and zombies are fair game. Subverted in that exploding their heads with regular bullets is ''way'' more effective.
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* AgeWithoutYouth: Dr. Icarus found a serum that would give him eternal life... by turning him into an undead monstrosity who will be forever conscious.
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* StunGuns: The primary usage of the Ricochet bullets is not actually ricocheting them around corners (which has extremely limited usefulness), but rather to use them as rubber bullets since they do significantly reduced damage compared to standard rounds. You can thus use them to demoralize enemies you're trying to get to surrender.
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* AllThereInTheManual: The novelization massively expands Dr. Icarus' story, as a survivor of Necropolis who was possessed by Judge Death to eventually become his host.

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* AllThereInTheManual: The novelization massively expands Dr. Icarus' story, as a survivor of Necropolis who was possessed by Judge Death to eventually become his host.host body.
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* AllThereInTheManual: The novelization massively expands Dr. Icarus' story, as a survivor of Necropolis who was possessed by Judge Death to eventually become his host.
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* SwissArmyWeapon: The Lawgiver, of course, has [[AbnormalAmmo six types of ammo]]. The Lawrod rifle also qualifies, being an assault rifle in its primary mode and can use its scope to make it a highly precise SniperRifle.
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* AwesomeButImpractical: The incendiary bullets are stated to be especially effective against vampires. In practice, it takes some thirty seconds for a vampire to perish just from burning, during which it will keep moving and attacking unhindered. It is much better to use explosive rounds to take them down. And if you use incendiary ammunition against anything human, you'll get the Specia Judiciary Service sent to subdue you ''very'' quickly.

to:

* AwesomeButImpractical: The incendiary bullets are stated to be especially effective against vampires. In practice, it takes some thirty seconds for a vampire to perish just from burning, during which it will keep moving and attacking unhindered. It is much better to use explosive rounds to take them down. And if you use incendiary ammunition against anything human, you'll get the Specia Judiciary Service [[InternalAffairs Special Judicial Squad]] sent to subdue you ''very'' quickly.
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None

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* AchillesHeel: Judge Fear is ImmuneToBullets from every weapon in the game......except [[ShotgunsAreJustBetter shotguns]]. [[BossArenaIdiocy The game places an Arbitrator shotgun conveniently in front of him]].

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* AdaptationalWimp: Judge Mortis. The reason he's so dangerous in the comics is because his [[MakeThemRot decaying touch]] works on pretty much anything, making him basically an ImplacableMan who can melt his way through doors, walls, and people. Here he's contained by an ordinary chem hazard containment room.

to:

* AdaptationalWimp: Judge Mortis. The reason he's so dangerous in the comics is because his [[MakeThemRot decaying touch]] works on pretty much anything, making him basically an ImplacableMan who can melt his way through doors, walls, and people. Here he's contained he becomes trapped by an ordinary chem hazard containment room.


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* NightmareFace: Averted. Sadly, they didn't give Fear a OneHitKill attack if you get too close to his face.
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* VirtualTrainingSimulation: A variation in the tutorial level--the training area itself is real, but the perps and hostages are all holograms.
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* AwesomeButImpractical: The incendiary bullets are stated to be especially effective against vampires. In practice, it takes some thirty seconds for a burning vampire to go down, during which it will keep moving and attacking unhindered. It is much better to use explosive rounds to take them down. And if you use incendiary ammunition against anything human, you'll get the Specia Judiciary Service sent to subdue you ''very'' quickly.

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* AwesomeButImpractical: The incendiary bullets are stated to be especially effective against vampires. In practice, it takes some thirty seconds for a burning vampire to go down, perish just from burning, during which it will keep moving and attacking unhindered. It is much better to use explosive rounds to take them down. And if you use incendiary ammunition against anything human, you'll get the Specia Judiciary Service sent to subdue you ''very'' quickly.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AwesomeButImpractical: The incendiary bullets are stated to be especially effective against vampires. In practice, it takes some thirty seconds for a burning vampire to go down, during which it will keep moving and attacking unhindered. It is much better to use explosive rounds to take them down. And if you use incendiary ammunition against anything human, you'll get the Specia Judiciary Service sent to subdue you ''very'' quickly.

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