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* JumpScare: Quite prevalent for a horror game:
** Played straight for the various ghosts and random shadows [[spoiler: all of which are hallucinations]] that pop out of nowhere. These instances are usually accompanied by a ScareChord:
** {{Invoked}} in the beginning when Brad narrates a ghost story to his friends. As he times his scream with the thunder and lightning, the camera also zooms in to his face.



* JumpScare: Quite prevalent for a horror game:
** Played straight for the various ghosts and random shadows [[spoiler: all of which are hallucinations]] that pop out of nowhere. These instances are usually accompanied by a ScareChord:
** {{Invoked}} in the beginning when Brad narrates a ghost story to his friends. As he times his scream with the thunder and lightning, the camera also zooms in to his face.
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* StockFootage: Although there are various ways to fail at Quick-Time Events in the same scene or location, most of the characters' death animations for that scene are re-used, but will some alterations.


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* WhatTheHellPlayer: The chapter transition scenes with The Curator can have shades of this, as he would berate the player if the character deaths rack up. If everyone dies, The Curator will ask the player if they are doing it on purpose.
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* SuddenDownerEnding: Downplayed since it ''is'' a horror game, but even if you manage to get everyone off the ship alive with minimal injuries, a good chunk of the endings are this. [[spoiler: Everyone can be stranded at sea with no engine, shot by military rescuers for knowing the location of the Ourang Medan or taken to a military prison. The most overtly depressing ending is having the group manage to get back to the Duke of Milan only for Julia to die of decompression sickness in front of everyone as they sail away.]]
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* UrbanLegend: Based on the legend of the ''[[https://en.wikipedia.org/wiki/Ourang_Medan Ourang Medan]]'', a GhostShip that supposedly vanished in 1947. It's unknown whether or not the story has any basis in truth or not.

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* UrbanLegend: Based on the legend of the ''[[https://en.wikipedia.org/wiki/Ourang_Medan Ourang Medan]]'', a GhostShip that supposedly vanished in 1947. Then was discovered by the crew of another ship who found the ship's crew all died under unknown circumstances. It's unknown whether or not the story has any basis in truth or not.
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** Like the totems from ''{{VideoGame/Until Dawn}}'', the players can have characters stare at pictures of ships in distress to get hints on possible outcomes. Unlike that game where the characters don't comment on them, Fliss will question "Why do I even have this?" after the player gets a tip.
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* MexicanStandoff: The party's encounter with Olson's gang on the Duke of Milan has one of these.
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** Early on, Julia gets injured while diving with Alex. [[spoiler:She is later intimidated by a shark coming through them face-to-face, but it simply passes by them anyway.]]

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** Early on, Julia gets can get injured while diving with Alex. [[spoiler:She is later intimidated by a shark coming through them face-to-face, but it simply passes by them anyway.]]
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Moving to YMMV


* ObviousBeta: The animation is stiff, especially where the faces are concerned, the characters behave in occasionally inexplicable ways, and the cuts are occasionally jumpy and nonsensical (one possible ending sequence has a shot of two characters sitting down beside each other, and the next immediate shot shows one of the two characters sitting down by the other again without any change in scenery or time). This story was clearly in want of more polish before release.
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* DeadlyGas: [[spoiler:Manchurian Gold is revealed to be a powerful hallucinogen late in the game. Played with in that the gas ''itself'' isn't lethal (mostly; the pirate leader, who was ''much'' more heavily exposed than anyone else, eventually dies from either overdosing or a stress-induced heart attack). The effects of said gas rather are deadly, as it can cause anyone who breathes it in to become manic and violent.]]

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* DeadlyGas: [[spoiler:Manchurian Gold is revealed to be a powerful hallucinogen late in the game. Played with in that the gas ''itself'' isn't lethal (mostly; the pirate leader, who was ''much'' more heavily exposed than anyone else, eventually dies from either overdosing or a stress-induced heart attack). The effects of said gas rather are deadly, as it can cause anyone who breathes it in to become manic delusional and violent.]]
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Fixing a spoiler tag.


* MortonsFork: [[spoiler:Whether you choose to ignore/hide from or confront the monster that haunts either Joe or Charlie in the prologue, [[DoomedProtagonist they will both die anyway]].

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* MortonsFork: [[spoiler:Whether you choose to ignore/hide from or confront the monster that haunts either Joe or Charlie in the prologue, [[DoomedProtagonist they will both die anyway]].]]
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* RotatingProtagonist: Each player will cycle through multiple characters over the course of the gameplay. They will change depending on who lives or dies in the story.
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* UrbanLegend: Based on the legend of the [[https://en.wikipedia.org/wiki/Ourang_Medan Ourang Medan]], a GhostShip that supposedly vanished in 1947. It's unknown whether or not the story has any basis in truth or not.

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* UrbanLegend: Based on the legend of the [[https://en.''[[https://en.wikipedia.org/wiki/Ourang_Medan Ourang Medan]], Medan]]'', a GhostShip that supposedly vanished in 1947. It's unknown whether or not the story has any basis in truth or not.
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* AStormIsComing: The protagonists spend the dawn in the Duke of Milan, while several shots can focus on the impending thunderstorm. At one point, Fliss can pick up the binoculars, and the first thing she sees are the dark clouds from a distance. [[spoiler:The storm itself is crucial to the plot since it sent everyone onboard the Duke of Milan to be trapped in the now-risen GhostShip.]]

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* AStormIsComing: The protagonists spend the dawn day in the Duke of Milan, while several shots can focus on the impending thunderstorm. At one point, Fliss can pick up the binoculars, and the first thing she sees are the dark clouds from a distance. [[spoiler:The storm itself is crucial to the plot since it sent everyone onboard the Duke of Milan to be trapped in the now-risen GhostShip.]]
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* BothSidesHaveAPoint: The pair who finds the rebreathers may initially end up debating whether to take them or not, as these can potentially be used to save themselves or just slow them down for being too heavy to carry. When they step out of the room, [[spoiler:Olson will come chasing at them, and the protagonists are indeed burdened by the weight of the rebreathers, evident in some QuickTimeEvent prompts. A hallucinating Junior then meets the two in the next room, threatening to kill them. The rebreathers will [[ChekhovsGun come in handy]] at this point, so that you could convince Junior to remove "the mist" inside of him.]]
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* MortonsFork: [[spoiler:Whether you choose to ignore/hide from or confront the monster that haunts either Joe or Charlie in the prologue, [[DoomedProtagonist they will both die anyway]].


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* TheWindowOrTheStairs: [[spoiler:If you successfully flee from the pursuing monster in a ChaseScene, Conrad will still be cornered in a ledge with the monster just a few meters away from him. The player will then be given the option to jump and flee or confront it. The only way to save him at this point is to "Confront" the creature, at which Conrad will have the hallucination wear off, revealing that the one chasing him is an ally and not a monster. If the player makes Conrad jump instead, he will just fall to his death.]]

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* HalfTheManHeUsedToBe: One of the possible deaths shared among some of the [[spoiler:protagonists and Olson.]] If you request your partner to pull the lever to the door but fail the QuickTimeEvent to push [[spoiler:Olson out of the way, your character will be split in half by the door alongside him]].



* IdiotBall: A twofer with the JerkassBall. Given that certain paths allow Conrad to prove fairly resourceful and intelligent, his insulting behavior in front of the fishermen seems to serve no purpose besides needlessly aggravating them. Note that his decision in this scene is ''automatic behavor'' beyond the player's control. [[spoiler:The three men are in fact, pirates who later return to ambush them in the night.]]

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* IdiotBall: A twofer with the JerkassBall. Given that certain paths allow Conrad to prove fairly resourceful and intelligent, his insulting behavior in front of the fishermen seems to serve no purpose besides needlessly aggravating them. Note that his decision in this scene is ''automatic behavor'' beyond the player's control. [[spoiler:The three men whom Conrad later tries to shove money to are in fact, pirates who later return to ambush them in the night.]]]]
* InformedAttribute: When the protagonists are introduced before boarding the Duke of Milan, their names are accompanied by an adjective describing their general personalities.


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* NothingIsScarier: For both the playable segments of the World War II-era and the TimeSkip, there is nobody else onboard the SS Ourang Medan apart from those recently transferred in it. [[spoiler:The ship's previous passengers died and the only things that can [[JumpScare suddenly scare]] the player are merely hallucinations. Most of the time, the rooms may even be devoid of background music.]]

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** Joe and Charlie in the prologue separate at one point. While you get to play as Joe in this segment, [[spoiler:you can find Charlie's corpse later on, and Joe dies via heart attack from seeing a ghost child]].
** The main cast would split into groups or explore alone as the story progresses, and they either survive or die depending on your actions.

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** Joe and Charlie in the prologue separate at one point. While you get to play as Joe in this segment, [[spoiler:you can find Charlie's corpse later on, and Joe dies via heart attack from seeing a ghost child]].
child. On the opposite end, Charlie can die from encountering a ghost of the Chinese fortune teller.]].
** The main cast would split into groups or explore alone as the story progresses, and they either survive or die depending on your the player's actions.



* EvenEvilHasStandards: [[spoiler:The three pirates just came to rob and hostage the passengers in the Duke of Milan for some wealth, only resorting to actual violence when the protagonists decide to fight back by force. Even when on the ghost ship, the pirates are just as equally paranoid of the situation, expressing the desire to leave the forsaken place should you encounter them. Among the three, Junior has at least a vague understanding of the strange phenomena and can pull a HeelFaceTurn if you can help him calm down.]]
* ExposedToTheElements: Fliss wears only a tank-top all throughout the stormy night. {{Justified}} since nobody was prepared for the accident that transfered them to the old ship.



* SequelHook: The game ends with a teaser for the next game in the anthology, ''Little Hope''

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* SequelHook: The game ends with a teaser for the next game in the anthology, ''Little Hope''Hope''.
* ShadowDiscretionShot: [[spoiler:At the end of the prologue, the captain of the ship tries to radio for backup, while the lightning strikes reveal the shadow of a tall entity with long arms entering the room.]]


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* TakeAThirdOption: In certain dialogue paths, the player is given the option to do/say nothing, and it is usually placed on top of the compass interface along the two opposing choices placed on the lower-left and lower-right corners.

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* CharacterDevelopment: Similar to ''Until Dawn'', the player's decisions can affect how each of the characters interact with one another, as even the slightest options change some lines of dialogue if not drastically affecting the plot.
* ChaseScene: You'll be fleeing from ghosts, monsters or fellow humans a lot through an interactive QuickTimeEvent. [[spoiler:In reality, there's no such thing as ghosts or monsters - All of the people trapped in the ship may end up hallucinating one of their own for a "supernatural" malevolent entity.]] {{Subverted}} in certain scenes where you are given the option to directly confront your pursuer instead.



* DiesWideOpen: One of the dead bodies seen in demo has a gaping mouth open all the way in horror, and fully open eyes... with eyeballs that are no longer there, leaving wide open eyelids to reveal the empty sockets.

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* DiesWideOpen: DiesWideOpen:
**
One of the dead bodies seen in demo has a gaping mouth open all the way in horror, and fully open eyes... with eyeballs that are no longer there, leaving wide open eyelids to reveal the empty sockets.sockets.
** This can also happen to most of the protagonists as well.
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* AStormIsComing: The protagonists spend the dawn in the Duke of Milan, while several shots can focus on the impending thunderstorm. At one point, Fliss can pick up the binoculars, and the first thing she sees are the dark clouds from a distance. [[spoiler:The storm itself is crucial to the plot since it sent everyone onboard the Duke of Milan to be trapped in the now-risen GhostShip.]]
* AllYourBaseAreBelongToUs: Olson and his fellow pirates ambush the Duke of Milan in the night, making the protagonists their hostage while demanding the location of the Manchurian Gold, which Olson thinks is an [[LiteralMetaphor actual gold]].
* AndNowForSomeoneCompletelyDifferent: The player can control all of the protagonists in the story, depending on the outcomes of the choices they've made so far.
* AnyoneCanDie: As in ''anyone'', from all the playable protagonists, even to the initially-antagonistic pirates depending on the player's choices.


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* ConvenientlyTimedDistraction: When the protagonists are hostaged by the pirates during a stormy night, the boys can decide to escape by breaking a window, timing the act with the sound of thunder so that the pirates won't notice a thing.
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* IdiotBall: Given that certain paths allow Conrad to prove fairly resourceful and intelligent, his insulting behavior in front of the fishermen seems to serve no purpose besides needlessly aggravating them. Note that this decision in this scene is his ''actual behavor'' beyond the player's control. [[spoiler:The three men are in fact, pirates who later return to ambush them in the night.]]

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* IdiotBall: A twofer with the JerkassBall. Given that certain paths allow Conrad to prove fairly resourceful and intelligent, his insulting behavior in front of the fishermen seems to serve no purpose besides needlessly aggravating them. Note that this his decision in this scene is his ''actual ''automatic behavor'' beyond the player's control. [[spoiler:The three men are in fact, pirates who later return to ambush them in the night.]]
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** In a BadEnd, Alex hallucinates that a rat has just gruesomely burst out of his stomach, like a [[Franchise/{{Alien}} Chestburster]].

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** In a BadEnd, one path, Alex hallucinates that a rat has just gruesomely burst out of his stomach, like a [[Franchise/{{Alien}} Chestburster]].
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* PublicDomainSoundtrack: The interludes in The Curator's office use snippets from ''Music/WolfgangAmadeusMozart'''s ''Requiem'' -- and by "snippets" we mean "various chunks stuck together at random." For instance, the second chapter is capped by the second half of mm.46, and the full length of mm.47 & 48, of I. ''Introitus'', before looping round to the front of the piece (instead of moving on to the ''Kyrie'' fugue), and ''then'' jumps at some point to the passage right before it started, ending with the HalfCadence that forms the first half of mm.46!

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* PublicDomainSoundtrack: The interludes in The Curator's office use snippets from ''Music/WolfgangAmadeusMozart'''s Music/WolfgangAmadeusMozart's ''Requiem'' -- and by "snippets" we mean "various chunks stuck together at random." For instance, the second chapter is capped by the second half of mm.46, and the full length of mm.47 & 48, of I. ''Introitus'', before looping round to the front of the piece (instead of moving on to the ''Kyrie'' fugue), and ''then'' jumps at some point to the passage right before it started, ending with the HalfCadence UsefulNotes/HalfCadence that forms the first half of mm.46!
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* PublicDomainSoundtrack: The interludes in The Curator's office use snippets from ''Music/WolfgangAmadeusMozart'''s ''Requiem'' -- and by "snippets" we mean "various chunks stuck together at random." For instance, the second chapter is capped by the second half of mm.46, and the full length of mm.47 & 48, of I. ''Introitus'', before looping round to the front of the piece (instead of moving on to the ''Kyrie'' fugue), and ''then'' jumps at some point to the passage right before it started, ending with the HalfCadence that forms the first half of mm.46!

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* DoingInTheWizard: The game repeatedly employs the occult as a motif, [[spoiler: but the haunted ship is infested with a hallucinogenic bioweapon, not actual ghosts]].



* DoingInTheWizard: The game repeatedly employs the occult as a motif, [[spoiler: but the haunted house is infested with a hallucinogenic bioweapon, not actual ghosts]].
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* DoingInTheWizard: The game repeatedly employs the occult as a motif, [[spoiler: but the haunted house is infested with a hallucinogenic bioweapon, not actual ghosts]].
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* ButThouMust: A minor one in the prologue. At the fortune teller, no matter whether the player chooses the dragon tile or the bamboo tile, the final fortune will be the same.
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Changed "Fliss" to "Julia" in Red Herring; Fliss never dove with Alex


** Early on, Fliss gets injured while diving with Alex. [[spoiler:She is later intimidated by a shark coming through them face-to-face, but it simply passes by them anyway.]]

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** Early on, Fliss Julia gets injured while diving with Alex. [[spoiler:She is later intimidated by a shark coming through them face-to-face, but it simply passes by them anyway.]]
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* HintSystem: [[NoticeThis certain paintings]] will preview upcoming events or glimpses of {{Bad End}}s when interacted with.

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* HintSystem: [[NoticeThis certain Certain paintings]] will preview upcoming events or glimpses of {{Bad End}}s when interacted with.
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** When both Alex and Julia fall into the water, both are surprised that [[spoiler:another figure also rises near them, and Julia saw it as [[{{Dopppelganger}} someone looking exactly like]] the real Alex]].

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** When both Alex and Julia fall into the water, both are surprised that [[spoiler:another figure also rises near them, and Julia saw it as [[{{Dopppelganger}} [[{{Doppelganger}} someone looking exactly like]] the real Alex]].
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* ChekhovsGun: Certain DialogueTree options would make you choose whether to pick up a certain item or not, and such choices could affect how the story would play and progress in specific situations:
** [[spoiler:The rebreather in the radio room is needed if you want to convice Junior that you can help clean the "mist" inside of him.]]

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