Follow TV Tropes

Following

History VideoGame / PaintTheTownRed

Go To

OR

Is there an issue? Send a MessageReason:
None


** Before Update 1.2.0, enemies used to take this a little further: they'd only ever use their guns as melee weapons. As of said update, which made major changes to the guns and added shooter features, they can now shoot with the guns.

to:

** Before Update 1.2.0, enemies used to take this a little further: they'd only ever use their guns as melee weapons. As of said update, which made major changes to the guns and added shooter features, they can now shoot with the guns.
Is there an issue? Send a MessageReason:
None


** Before Update 1.2.0, enemies used to take this a little further: they'll only ever use their guns as melee weapons. As of said update, which made major changes to the guns and added shooter features, they can now shoot with the guns.

to:

** Before Update 1.2.0, enemies used to take this a little further: they'll they'd only ever use their guns as melee weapons. As of said update, which made major changes to the guns and added shooter features, they can now shoot with the guns.
Is there an issue? Send a MessageReason:
None


* ChunkySalsaRule: While your enemies are often MadeOfIron, mutilation of any body part except the arms is ([[GoodBadBugs almost]]) always a guaranteed kill for them.

to:

* ChunkySalsaRule: While your enemies are often MadeOfIron, mutilation of any body part except the arms (unless they lose both of them in that case) is ([[GoodBadBugs almost]]) always a guaranteed kill for them.
Is there an issue? Send a MessageReason:
None


* GameBreakingBug: Enemies have the annoying habit of clipping into walls when they get knocked down and getting stuck there, which can potentially render the level unbeatable and force you to restart. This can be especially frustrating since this bug occurs most often in huge user-made levels with upwards of 200 enemies, and you won't realize there are missing enemies until you've already killed everyone else.

to:

* GameBreakingBug: Enemies have the an annoying habit of clipping into walls when they get knocked down and getting stuck there, which can potentially render the level unbeatable and force you to restart. This can be especially frustrating since this bug occurs most often in huge user-made levels with upwards of 200 enemies, and you won't realize there are missing enemies until you've already killed everyone else.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GameBreakingBug: Enemies have the annoying habit of clipping into walls when they get knocked down and getting stuck there, which can potentially render the level unbeatable and force you to restart. This can be especially frustrating since this bug occurs most often in huge user-made levels with upwards of 200 enemies, and you won't realize there are missing enemies until you've already killed everyone else.
** Thankfully, this seems have been fixed in one of the many custom level patches. Nowadays you'll only really find it in poorly made maps.
Is there an issue? Send a MessageReason:
Changing the term to "mutilation" since "decapitation" only refers to heads.


* ChunkySalsaRule: While your enemies are often MadeOfIron, decapitation of any body part except the arms is ([[GoodBadBugs almost]]) always a guaranteed kill for them.

to:

* ChunkySalsaRule: While your enemies are often MadeOfIron, decapitation mutilation of any body part except the arms is ([[GoodBadBugs almost]]) always a guaranteed kill for them.

Added: 209

Changed: 207

Is there an issue? Send a MessageReason:
Correcting example indentation.


* GunsAreWorthless: The various guns featured in the game avert this with a passion. For example, a single well-placed shotgun blast can potentially mow down a whole crowd of enemies, and is held back only by its limited ammo.

to:

* GunsAreWorthless: GunsAreWorthless:
**
The various guns featured in the game avert this with a passion. For example, a single well-placed shotgun blast can potentially mow down a whole crowd of enemies, and is held back only by its limited ammo.
Is there an issue? Send a MessageReason:
Correcting example indentation.

Added: 207

Changed: 205

Is there an issue? Send a MessageReason:
Correcting example indentation.


* MajorInjuryUnderreaction: Enemies take losing limbs like they just found a hole in their favorite wifebeater; no physical pain, but definitely lots of anger. Sometimes they may be briefly stunned by an attack, but that's about it.

to:

* MajorInjuryUnderreaction: MajorInjuryUnderreaction:
**
Enemies take losing limbs like they just found a hole in their favorite wifebeater; no physical pain, but definitely lots of anger. Sometimes they may be briefly stunned by an attack, but that's about it.
Is there an issue? Send a MessageReason:
None


* OverdrawnAtTheBloodBank: So much as sock someone in the face and they'll splurt a ''liter'' of blood all over the place. Some of the more durable bosses will have likely shed ''gallons'' of the red stuff by the time they finally die. Suffice to say, it's hard to paint the town red without a ''lot'' of blood.

to:

* OverdrawnAtTheBloodBank: So much Hitting with a rather small object (such as sock someone a pool ball or an ashtray) or shocking an enemy in the face and they'll will make them splurt a ''liter'' of blood all over the place. Some of the more durable bosses will have likely shed ''gallons'' of the red stuff by the time they finally die. Suffice to say, it's hard to paint the town red without a ''lot'' of blood.
Is there an issue? Send a MessageReason:
None


* ImprobableAimingSkills: Gun-toting enemies are basically aimbots who will plug you from across the map with extreme precision no matter what they're wielding, such as an assault rifle or an 18th century flintlock pistol. If you stand still during gunfights, you ''will'' have a bad time.

to:

* ImprobableAimingSkills: Gun-toting enemies are basically aimbots who will plug you from across the map with extreme precision no matter what they're wielding, such as an assault rifle or an 18th century flintlock pistol. If you stand still during gunfights, you ''will'' have a bad time. [[IJustShotMarvinInTheFace They don't much care for what stands between you and their shots, though]].
Is there an issue? Send a MessageReason:
None


* ImprobableAimingSkills: Gun-toting enemies are basically aimbots who will plug you from across the map with extreme precision no matter what they're wielding - be it an assault rifle, or an 18th century flintlock pistol. If you stand still during gunfights, you ''will'' have a bad time.

to:

* ImprobableAimingSkills: Gun-toting enemies are basically aimbots who will plug you from across the map with extreme precision no matter what they're wielding - be it wielding, such as an assault rifle, rifle or an 18th century flintlock pistol. If you stand still during gunfights, you ''will'' have a bad time.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ImprobableAimingSkills: Gun-toting enemies are basically aimbots who will plug you from across the map with extreme precision no matter what they're wielding - be it an assault rifle, or an 18th century flintlock pistol. If you stand still during gunfights, you ''will'' have a bad time.
Is there an issue? Send a MessageReason:
Up To Eleven is a defunct trope


* EscalatingBrawl: Taken UpToEleven. As soon as you throw the first blow, the ''entire'' area (or at least part of it is the map is huge enough) will immediately erupt into a massive, chaotic brawl, even if you started fighting in one of the backrooms or other hidden location.

to:

* EscalatingBrawl: Taken UpToEleven. As soon as you throw the first blow, the ''entire'' area (or at least part of it is the map is huge enough) will immediately erupt into a massive, chaotic brawl, even if you started fighting in one of the backrooms or other hidden location.



** Taken UpToEleven with the Katana Boss, who can take so many hits that he'll be stripped down to the bone by the time you finally kill him.

to:

** Taken UpToEleven with the The Katana Boss, who Boss can take so many hits that he'll be stripped down to the bone by the time you finally kill him.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HeroSecretService: The Bodyguard upgrade grants you an NPC ally that will help you fight the terrors in the ''Beneath''. With upgrades it's possible to get EliteMooks instead of basic Brawlers and the like.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BlownAcrossTheRoom: Firearm kills often send enemies flying a dozen yards backwards, with splattery results if they impact a wall.

Changed: 64

Removed: 168

Is there an issue? Send a MessageReason:
None


* BoringButPractical: Running up to an enemy, kicking them to knock them over, and [[KickThemWhileTheyAreDown pummeling them until they get up]] (or running away if it's a large group) is a very reliable strategy.
** The only issue with this is that the kick ''doesn't'' make bosses fall down. Nothing does. They fall down when they die, and that's it. But everyone else? Fair game.

to:

* BoringButPractical: Running up to an enemy, kicking them to knock them over, and [[KickThemWhileTheyAreDown pummeling them until they get up]] (or running away if it's a large group) is a very reliable strategy. \n** The only issue with this is that the kick ''doesn't'' make bosses fall down. Nothing does. They fall down when they die, and that's it. But everyone else? Fair game. [[ContractualBossImmunity This doesn't work on bosses, though]].
Is there an issue? Send a MessageReason:
None


* AwesomeButImpractical: The Shockwave sends any enemies [[ContractualBossImmunity (except bosses)]] ''flying.'' However, it does no damage to any of them, unless if it causes them to hit a ceiling, fall off a tall ledge or into a death pit, and it will aggro the survivors to you.

to:

* AwesomeButImpractical: The Shockwave sends any enemies [[ContractualBossImmunity (except bosses)]] ''flying.'' ''flying,'' making it powerful (and often [[WreakingHavok hilarious]]) against large groups of enemies. However, it does no damage to any of them, unless if it causes them to hit a ceiling, fall off a tall ledge or into a death pit, and it will aggro the survivors will aggro to you.
Is there an issue? Send a MessageReason:
None


* AwesomeButImpractical: The Shockwave sends any enemies [[ContractualBossImmunity (except bosses)]] ''flying.'' However, it does no damage to any of them, except if it causes them to fall off a tall ledge or into a death pit.

to:

* AwesomeButImpractical: The Shockwave sends any enemies [[ContractualBossImmunity (except bosses)]] ''flying.'' However, it does no damage to any of them, except unless if it causes them to hit a ceiling, fall off a tall ledge or into a death pit.pit, and it will aggro the survivors to you.



* ContractualBossImmunity: The shockwave doesn't work on bosses.

to:

* ContractualBossImmunity: The shockwave doesn't work on bosses.Bosses cannot be knocked over, making the kick and Shockwave useless against them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* RevolversAreJustBetter: There's a six-shooter in the Saloon scenario, hidden in the teller's room. It is the most powerful firearm in the game on a shot-per-shot basis, being able to instantly drop the level's two minibosses with a single well-placed headshot.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* StaticStunGun: The taser and cattle prod have their stun settings to maximum plus eighty - a hit from either will send your target into a violent electrocution fit, and a killing blow has the potential to make them ''explode'' into a mess of tiny, electrified shaking gibs.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SuperPersistentPredator: Aggro'd enemies will chase you all the way to the end of the level if you run past them. While if you do make a clean break for the exit you shouldn't encounter them again, backtracking could result in a nasty surprise.
Is there an issue? Send a MessageReason:
None


''[[http://store.steampowered.com/app/337320/ Paint the Town Red]]'' is a BeatEmUp video game by South East Games that is best described as Voxel ''Film/RoadHouse'' as directed by Creator/QuentinTarantino. The game revolves around the player walking into various locations and gorily murdering everyone inside in a massive, brutal BarBrawl, taking out bystanders, musicians, [=DJs=] and the obligatory back room full of shady crime lords.

to:

''[[http://store.steampowered.com/app/337320/ Paint the Town Red]]'' is a BeatEmUp video game by South East Games that is best described as Voxel ''Film/RoadHouse'' ''Film/RoadHouse1989'' as directed by Creator/QuentinTarantino. The game revolves around the player walking into various locations and gorily murdering everyone inside in a massive, brutal BarBrawl, taking out bystanders, musicians, [=DJs=] and the obligatory back room full of shady crime lords.
Is there an issue? Send a MessageReason:
None


* GangUpOnTheHuman: Oh yes, they do.

to:

* GangUpOnTheHuman: Oh yes, they do.do, especially once you kill enough enemies. The "Everyone Hates Me" modifier makes this behavior the ''default''.
Is there an issue? Send a MessageReason:
None


** Further averted in the "Shooter" modifiers, as gun-toting enemies are arguably the most dangerous foes you can face aside from level bosses.

to:

** Further averted in the "Shooter" modifiers, as gun-toting enemies are arguably the most far more dangerous foes you can face aside from level bosses.than their melee-focused counterparts.

Added: 226

Changed: 21

Is there an issue? Send a MessageReason:
None


* TheMostDangerousVideoGame: To face [[spoiler:The Trickster]], you have to plug yourself into a virtual world where you have to fight through twisted versions of the Scenarios from the main game before taking [[spoiler:The Trickster himself]] on. Fittingly, dying in the virtual world kills you in-game.

to:

* TheMostDangerousVideoGame: To face [[spoiler:The Trickster]], you have to plug yourself into a virtual world called the Construct where you have to fight through twisted versions of the Scenarios from the main game before taking [[spoiler:The Trickster himself]] on. Fittingly, dying in the virtual world kills you in-game.in-game.
* NoGearLevel: Since the Construct is a virtual world, you can't bring your weapons with you. You'll need to fight through the corrupted Scenario simulations and defeat the area boss using only what you're able to scrounge up.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BoringButPractical: Running up to an enemy, kicking them to knock them over, and [[KickThemWhileTheyAreDown pummeling them until they get up]] (or running away if it's a large group) is a very reliable strategy.
** The only issue with this is that the kick ''doesn't'' make bosses fall down. Nothing does. They fall down when they die, and that's it. But everyone else? Fair game.
Is there an issue? Send a MessageReason:
None


* ContractucalBossImmunity: The shockwave doesn't work on bosses.

to:

* ContractucalBossImmunity: ContractualBossImmunity: The shockwave doesn't work on bosses.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ContractucalBossImmunity: The shockwave doesn't work on bosses.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AwesomeButImpractical: The Shockwave sends any enemies [[ContractualBossImmunity (except bosses)]] ''flying.'' However, it does no damage to any of them, except if it causes them to fall off a tall ledge or into a death pit.

Top