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** Though you can carry as many bullets outside of magazines as you want. If you have time to switch mags, generally you'll also have enough time to add more rounds into a mag, as you'll either be hiding out of sight of a Turret or Hoverbot between shots, or trying to take out a hoverbot coming right at you, and they tend to reach your position before you even have time to switch mags. Some players prefer keeping just ''one'' spare mag just in case.

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Let's clarify for a moment. In Receiver, you ''actually'' have a gun. It may have a safety you can toggle. It may have a hammer you can cock or uncock. It may have a slide you can pull, lock, and release. It may have a detachable magazine or a cylinder, and either way, it ''doesn't'' have a telepathic link to tell you how many bullets are in it. And, either way, reloading involves either removing the magazine or emptying the spent (and unspent!) shells out of the cylinder and refilling with individual loose bullets.

You, and your gun, have to navigate a procedurally-generated urban maze full of killbots to find the cassette tapes and learn what's really going on. [[NintendoHard Good luck.]]

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Let's clarify for a moment. In Receiver, you ''actually'' have a gun. It may have If it has a safety safety, you can toggle. It may have a hammer toggle it. If it has an external hammer, you can cock or uncock. It may have uncock it. If it has a slide slide, you can pull, lock, and release. It may have release it. If it has a detachable magazine or magazine, you can remove it, and if it has a cylinder, you can swing it out -- and either way, you will, because it ''doesn't'' have a telepathic link to tell you how many bullets are in it. And, either way, it, and reloading involves either removing the magazine or emptying the spent (and unspent!) shells out of the cylinder and refilling is strictly by hand with individual loose bullets.

You, and your gun, have to navigate a [[RandomlyGeneratedLevels procedurally-generated urban maze maze]] full of killbots to find the cassette tapes and learn what's really going on. [[NintendoHard Good luck.]]


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* RandomlyGeneratedLevels: The rooms are (mostly) the same, but their relative arrangement varies, as does the starting position of enemies.
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New press-check animation.


[[quoteright:321:http://static.tvtropes.org/pmwiki/pub/images/receiver-320-v2_5998.png]]

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[[quoteright:321:http://static.tvtropes.org/pmwiki/pub/images/receiver-320-v2_5998.org/pmwiki/pub/images/receiver-320-v3_3198.png]]
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Playing with quotemarks.


-->"Your crude world is not the true reality. Your physical body here is the shadow cast by your transcendent mind. We call this higher plane "Reality A", and your world of shadows "Reality B". [[spoiler: [[MindScrew If you are receiving this message in a fictional context, you are at an even deeper level - one that we cannot reach."]]]]

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-->"Your crude world is not the true reality. Your physical body here is the shadow cast by your transcendent mind. We call this higher plane "Reality A", 'Reality A', and your world of shadows "Reality B".'Reality B'. [[spoiler: [[MindScrew If you are receiving this message in a fictional context, you are at an even deeper level - one that we cannot reach."]]]]]]]]"
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* TheFourthWallWillNotProtectYou:
-->"Your crude world is not the true reality. Your physical body here is the shadow cast by your transcendent mind. We call this higher plane "Reality A", and your world of shadows "Reality B". [[spoiler: [[MindScrew If you are receiving this message in a fictional context, you are at an even deeper level - one that we cannot reach."]]]]
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* SubsystemDamage: You can shoot off various parts of the Hoverbots and turrets to neutralize them without having to destroy them. Taking out the Hoverbot's tazer or the turret's ammo supply will make it unable to attack. Taking out the optical sensor on either enemy will effectively blind them.
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* CoolGuns: In the CoolGuns/{{Handguns}} category, both the Colt M1911 and the Glock; in the CoolGuns/{{Revolvers}} category, the Smith & Wesson Model 10.
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Extraneous the.


Let's clarify for a moment. In Receiver, you ''actually'' have a gun. It may have a safety you can toggle. It may have a hammer you can cock or uncock. It may have a slide you can pull, lock, and release. It may have a detachable magazine or a cylinder, and either way, it ''doesn't'' have a telepathic link to tell you how many bullets are in it. Either way, reloading involves either removing the magazine or the emptying the spent (and unspent!) shells out of the cylinder and refilling with individual loose bullets.

to:

Let's clarify for a moment. In Receiver, you ''actually'' have a gun. It may have a safety you can toggle. It may have a hammer you can cock or uncock. It may have a slide you can pull, lock, and release. It may have a detachable magazine or a cylinder, and either way, it ''doesn't'' have a telepathic link to tell you how many bullets are in it. Either And, either way, reloading involves either removing the magazine or the emptying the spent (and unspent!) shells out of the cylinder and refilling with individual loose bullets.
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''Note 2:'' A tutorial on manipulating the guns in ''Receiver'' may be found on [[Analysis/{{Receiver}} the analysis page]].
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Revising description further.


Let's clarify for a moment. In Receiver, you ''actually'' have a gun. It may have a safety. It may have a hammer, which can be cocked or uncocked. It may have slide lock release (in fact, it has a slide). It may have a detachable a magazine, which ''doesn't'' have a telepathic link to tell you how many bullets are in it. In this case, reloading involves actually taking the magazine out of the gun, loading individual loose bullets into the magazine, reinserting the magazine, and chambering a fresh round.

You, and your gun, have to navigate a procedurally-generated urban maze to find the cassette tapes and learn what's really going on. [[NintendoHard Good luck.]]

to:

Let's clarify for a moment. In Receiver, you ''actually'' have a gun. It may have a safety. safety you can toggle. It may have a hammer, which hammer you can be cocked cock or uncocked. uncock. It may have a slide lock release (in fact, it has a slide). you can pull, lock, and release. It may have a detachable magazine or a magazine, which cylinder, and either way, it ''doesn't'' have a telepathic link to tell you how many bullets are in it. In this case, Either way, reloading involves actually taking either removing the magazine or the emptying the spent (and unspent!) shells out of the gun, loading cylinder and refilling with individual loose bullets into the magazine, reinserting the magazine, and chambering a fresh round.

bullets.

You, and your gun, have to navigate a procedurally-generated urban maze full of killbots to find the cassette tapes and learn what's really going on. [[NintendoHard Good luck.]]
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''Note:'' [[http://www.youtube.com/watch?v=M-XyvgqXwZs The RC6 update]] in September 2012 added, first, a flashlight (notably ''neither'' {{Ten Second|Flashlight}} nor {{Infinite|Flashlight}} -- the batteries run dead after a few hours use), and second, two new guns: a [[http://en.wikipedia.org/wiki/Smith_%26_Wesson_Model_10 Smith & Wesson Model 10 revolver]] and a [[http://en.wikipedia.org/wiki/Glock Glock 17 pistol]] modified with a [[MoreDakka GSS fire-selector]].

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''Note:'' [[http://www.youtube.com/watch?v=M-XyvgqXwZs The RC6 update]] in September 2012 added, first, a flashlight (notably ''neither'' {{Ten Second|Flashlight}} nor {{Infinite|Flashlight}} -- the batteries run dead after a few hours use), and second, two new guns: a [[http://en.wikipedia.org/wiki/Smith_%26_Wesson_Model_10 Smith & Wesson Model 10 revolver]] and a [[http://en.wikipedia.org/wiki/Glock Glock 17 pistol]] modified with a an [[MoreDakka GSS FSS-G fire-selector]].
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None


Let's clarify for a moment. In Receiver, you ''actually'' have a gun. It may have a safety. It mayhave a hammer, which can be cocked or uncocked. It may have slide lock release (in fact, it has a slide). It may have a detachable a magazine, which ''doesn't'' have a telepathic link to tell you how many bullets are in it. In this case, reloading involves actually taking the magazine out of the gun, loading individual loose bullets into the magazine, reinserting the magazine, and chambering a fresh round.

to:

Let's clarify for a moment. In Receiver, you ''actually'' have a gun. It may have a safety. It mayhave may have a hammer, which can be cocked or uncocked. It may have slide lock release (in fact, it has a slide). It may have a detachable a magazine, which ''doesn't'' have a telepathic link to tell you how many bullets are in it. In this case, reloading involves actually taking the magazine out of the gun, loading individual loose bullets into the magazine, reinserting the magazine, and chambering a fresh round.
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Changed the premise wording to cover the 2 new guns.


Let's clarify for a moment. In Receiver, you ''actually'' have a gun. It has a safety. It has a hammer, which can be cocked or uncocked. It has a slide lock release (in fact, it has a slide). It has a magazine, which ''doesn't'' have a telepathic link to tell you how many bullets are in it. Reloading involves actually taking the magazine out of the gun, loading individual loose bullets into the magazine, reinserting the magazine, and chambering a fresh round.

to:

Let's clarify for a moment. In Receiver, you ''actually'' have a gun. It has may have a safety. It has mayhave a hammer, which can be cocked or uncocked. It has a may have slide lock release (in fact, it has a slide). It has may have a detachable a magazine, which ''doesn't'' have a telepathic link to tell you how many bullets are in it. Reloading it. In this case, reloading involves actually taking the magazine out of the gun, loading individual loose bullets into the magazine, reinserting the magazine, and chambering a fresh round.
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''Note:'' [[http://www.youtube.com/watch?v=M-XyvgqXwZs The RC6 update]] in September 2012 added, first, a flashlight (notably ''neither'' {{Ten Second|Flashlight}} nor {{Infinite|Flashlight}} -- the batteries run dead after a few hours use), and second, two new guns: a [[http://en.wikipedia.org/wiki/Smith_%26_Wesson_Model_10 Smith & Wesson Model 10 revolver]] and a [[http://en.wikipedia.org/wiki/Glock Glock 17 pistol]] modified with a [[MoreDakka fully automatic]] setting.

to:

''Note:'' [[http://www.youtube.com/watch?v=M-XyvgqXwZs The RC6 update]] in September 2012 added, first, a flashlight (notably ''neither'' {{Ten Second|Flashlight}} nor {{Infinite|Flashlight}} -- the batteries run dead after a few hours use), and second, two new guns: a [[http://en.wikipedia.org/wiki/Smith_%26_Wesson_Model_10 Smith & Wesson Model 10 revolver]] and a [[http://en.wikipedia.org/wiki/Glock Glock 17 pistol]] modified with a [[MoreDakka fully automatic]] setting.
GSS fire-selector]].
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* GunPorn: Of the "elaborate-detail" kind. For example, in [[http://www.youtube.com/watch?v=M-XyvgqXwZs the video announcing the RC6 content update]], the narrator says: "You can also spin the cylinder [of the S&W Model 10] using the mousewheel. There's no real practical reason to do this, but it seemed incomplete to include a revolver without the ability to do that."
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Capitalization.


''Note:'' [[http://www.youtube.com/watch?v=M-XyvgqXwZs The RC6 update]] in September 2012 added, first, a flashlight (notably ''neither'' {{Ten Second|Flashlight}} nor {{Infinite|Flashlight}} -- the batteries run dead after a few hours use), and second, two new guns: A [[http://en.wikipedia.org/wiki/Smith_%26_Wesson_Model_10 Smith & Wesson Model 10 revolver]] and a [[http://en.wikipedia.org/wiki/Glock Glock 17 pistol]] modified with a [[MoreDakka fully automatic]] setting.

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''Note:'' [[http://www.youtube.com/watch?v=M-XyvgqXwZs The RC6 update]] in September 2012 added, first, a flashlight (notably ''neither'' {{Ten Second|Flashlight}} nor {{Infinite|Flashlight}} -- the batteries run dead after a few hours use), and second, two new guns: A a [[http://en.wikipedia.org/wiki/Smith_%26_Wesson_Model_10 Smith & Wesson Model 10 revolver]] and a [[http://en.wikipedia.org/wiki/Glock Glock 17 pistol]] modified with a [[MoreDakka fully automatic]] setting.
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Fixing italics and elaborating.


''Note:'' [[http://www.youtube.com/watch?v=M-XyvgqXwZs The RC6 update]] in September 2012 added, first, a flashlight (notably ''neither' {{Ten Second|Flashlight}} nor {{Infinite|Flashlight}}), and second, two new guns: A [[http://en.wikipedia.org/wiki/Smith_%26_Wesson_Model_10 Smith & Wesson Model 10 revolver]] and a [[http://en.wikipedia.org/wiki/Glock Glock 17 pistol]] modified with a [[MoreDakka fully automatic]] setting.

to:

''Note:'' [[http://www.youtube.com/watch?v=M-XyvgqXwZs The RC6 update]] in September 2012 added, first, a flashlight (notably ''neither' ''neither'' {{Ten Second|Flashlight}} nor {{Infinite|Flashlight}}), {{Infinite|Flashlight}} -- the batteries run dead after a few hours use), and second, two new guns: A [[http://en.wikipedia.org/wiki/Smith_%26_Wesson_Model_10 Smith & Wesson Model 10 revolver]] and a [[http://en.wikipedia.org/wiki/Glock Glock 17 pistol]] modified with a [[MoreDakka fully automatic]] setting.
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Noting RC 6 update.

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''Note:'' [[http://www.youtube.com/watch?v=M-XyvgqXwZs The RC6 update]] in September 2012 added, first, a flashlight (notably ''neither' {{Ten Second|Flashlight}} nor {{Infinite|Flashlight}}), and second, two new guns: A [[http://en.wikipedia.org/wiki/Smith_%26_Wesson_Model_10 Smith & Wesson Model 10 revolver]] and a [[http://en.wikipedia.org/wiki/Glock Glock 17 pistol]] modified with a [[MoreDakka fully automatic]] setting.
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[[caption-width-right:321:Checking the chamber before loading.]]

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[[caption-width-right:321:Checking the chamber before loading.]][[note]]Hold t (the slide lock lever), then while holding t, hold r (the slide). Done correctly, this will allow you to see if there is a bullet in the chamber without ejecting it.[[/note]]]]
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* CessationOfExistence: [[spoiler:The Mindkill causes this.]]
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Better contrast image.


[[quoteright:320:http://static.tvtropes.org/pmwiki/pub/images/receiver-320_6362.png]]
[[caption-width-right:320:Don't forget to disengage the safety.]]

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[[quoteright:320:http://static.[[quoteright:321:http://static.tvtropes.org/pmwiki/pub/images/receiver-320_6362.org/pmwiki/pub/images/receiver-320-v2_5998.png]]
[[caption-width-right:320:Don't forget to disengage [[caption-width-right:321:Checking the safety.chamber before loading.]]
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Okay, that doesn\'t need spoiling.


* EverybodysDeadDave: The player character is the only one in the building to have survived [[spoiler:the Mindkill.]]

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* EverybodysDeadDave: The player character is the only one in the building to have survived [[spoiler:the the Mindkill.]]

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* EverybodysDeadDave: The player character is the only one in the building to have survived the Mindkill.

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* EverybodysDeadDave: The player character is the only one in the building to have survived the [[spoiler:the Mindkill.]]


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* GottaCatchThemAll: The eleven tapes.

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* MusicalSpoiler: The electronic soundtrack changes as you approach enemies.

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* MusicalSpoiler: The electronic soundtrack changes as you approach enemies.enemies ... and [[PlotCoupon tapes]].
* NoOSHACompliance: In many, many parts of the building, there are no railings to protect you from a fatal fall.
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* AWinnerIsYou
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* EverybodysDeadDave: The player character is the only one in the building to have survived the Mindkill.
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* MusicalSpoiler: The electronic soundtrack changes as you approach enemies.
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* ClosedCircle: The game takes place in one (massive) building.

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[[quoteright:320:http://static.tvtropes.org/pmwiki/pub/images/receiver-320_6362.png]]
[[caption-width-right:320:Don't forget to disengage the safety.]]



* OneBulletClips: {{Averted|Trope}}, as previously mentioned.

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* OneBulletClips: {{Averted|Trope}}, as previously mentioned.described.
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->Receiver was created for the 7-day FPS challenge to explore gun handling mechanics, randomized levels, and unordered storytelling. Armed only with a Colt 1911 A1 and an audiocassette player, you must uncover the secrets of the Mindkill in a building complex infested with automated turrets and hovering shock drones.\\
-- Official product description

In [[http://www.wolfire.com/receiver Receiver]], you have a gun.

Let's clarify for a moment. In Receiver, you ''actually'' have a gun. It has a safety. It has a hammer, which can be cocked or uncocked. It has a slide lock release (in fact, it has a slide). It has a magazine, which ''doesn't'' have a telepathic link to tell you how many bullets are in it. Reloading involves actually taking the magazine out of the gun, loading individual loose bullets into the magazine, reinserting the magazine, and chambering a fresh round.

You, and your gun, have to navigate a procedurally-generated urban maze to find the cassette tapes and learn what's really going on. [[NintendoHard Good luck.]]

----
!!Tropes

* BigLabyrinthineBuilding: The setting.
* CheckPointStarvation: There are no check points and no save points. You play from the start every time.
* EmergencyWeapon: [[AvertedTrope What emergency weapon?]]
* FeaturelessProtagonist: You don't actually have a character model. Whatever you're holding (the gun or the magazine) just floats in the air in front of you, and items you pick up just slide along the ground to you.
* LuckBasedMission: Not only is the map randomly generated and enemies randomly placed, you start with a random number of bullets and spare magazines. If you start with ''just one'' ... well, you'd better be careful, haven't you?
* OneBulletClips: {{Averted|Trope}}, as previously mentioned.
* OneHitPointWonder: You.
* ResourcesManagementGameplay: The only resources are bullets and magazines. Bullets are rare. Magazines are even rarer.
* XMeetsY: One way to describe this game would be "{{QWOP}} meets VideoGame/{{Rogue}} and they have a dystopian [[FirstPersonShooter FPS]] baby".

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