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** [[BigStormEpisode Sleepwalker]]: Lightning occasionally illuminates the environment, and thunder suddenly follows.

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** [[BigStormEpisode [[DramaticThunder Sleepwalker]]: Lightning occasionally illuminates the environment, and thunder suddenly follows.
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* ShortRangeGuyLongRangeGuy: Drones might electrocute you almost instantly if it notices you very close to it. Turrets are more dangerous to be detected by at a distance, yet grounded turrets can be leaped over in a pinch.

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* ShortRangeGuyLongRangeGuy: Drones A drone might electrocute you almost instantly if it notices you very close to it. Turrets are more dangerous to be detected by at a distance, yet grounded turrets can be leaped over in a pinch.
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* CompanyCrossReferences: All of the arcade cabinets except for ''VideoGame/{{Polybius}}'' are of the developer's previous games.
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Nintendo Hard games must be ridiculously tough.


* NintendoHard: As you progress through the game, you are expected to die and rank down almost as often as you rank up, due to killdrones becoming stronger and more numerous, as well as ammunition becoming scarcer. And this is with [[DeconstructionGame the realistic gun simulation]] notwithstanding.
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* SlidingScaleOfIdealismVersusCynicism: This game is surprisingly idealistic for a DeconstructionGame. It (and its [[VideoGame/{{Receiver}} predecessor]]) is a DeconReconSwitch of GunPorn and society's relationship with firearms. It places center stage how deceptively complex and dangerous guns can be by forcing you to manually perform every action of re-loading a gun. If you've never handled a firearm in your life (which you probably haven't if you don't live in the US or served in a military/police force), the game will show you right to your face how hard guns can be to handle as you fumble rounds into your magazine, eject perfectly good rounds like an idiot, [[IJustShotMarvinInTheFace shoot yourself in the leg]], or make other such mistakes. However, the game also makes its best effort to teach you the proper and safe way to handle the guns so that you can learn to actually use them to their greatest effectiveness. Also, the cassette tapes that you can find illustrate how HumansAreSpecial and that YouAreBetterThanYouThinkYouAre.

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* SlidingScaleOfIdealismVersusCynicism: This game is surprisingly idealistic for a DeconstructionGame. It (and (as well as its [[VideoGame/{{Receiver}} predecessor]]) is a DeconReconSwitch of GunPorn and society's relationship with firearms. It places center stage how deceptively complex and dangerous guns can be by forcing you to manually perform every action of re-loading a gun. If you've never handled a firearm in your life (which you probably haven't if you don't live in the US or served in a military/police force), the game will show you right to your face how hard guns can be to handle as you fumble rounds into your magazine, eject perfectly good rounds like an idiot, [[IJustShotMarvinInTheFace shoot yourself in the leg]], or make other such mistakes. However, the game also makes its best effort to teach you the proper and safe way to handle the guns so that you can learn to actually use them to their greatest effectiveness. Also, the cassette tapes that you can find illustrate how HumansAreSpecial and that YouAreBetterThanYouThinkYouAre.
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*** Glancing shots to shock drones can break off their bumpers, allowing an agile Receiver to lead them into walls and blow out the rotors. They're still capable of electrocuting you on the ground, unless your shot took out their taser.

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*** Glancing shots to shock drones can break off their bumpers, allowing an agile Receiver to lead them into walls and blow out the rotors. They're still capable of electrocuting you on the ground, unless your shot took out their taser.taser or IR sensor.



*** The CPU of turrets, the small component sticking out the top of the main gun, delays their firing if destroyed, while sleeping turrets never wake up if it's shot off.
*** Turrets that see you at least once will chamber a round from their magazine. Shooting the magazine before they spot you means they will never fire, but shooting it 'after' they see you means they still have a chance to kill you.

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*** The CPU IR sensor of turrets, the small component sticking out the top of the main gun, delays their firing if destroyed, while sleeping turrets never wake up if it's shot off.
off, and drones cannot activate their tasers without them.
*** Turrets that see you at least once will chamber a round from their magazine. Shooting the magazine before they spot you means they will never fire, but shooting it 'after' ''after'' they see you means they still have a chance to kill you.



* EmbeddedPrecursor: The Compound's secret apartment includes a working arcade cabinet for the original ''Receiver'' that allows the player to play "Classic Mode", basically the original game's levels with the sequel's Killdrones, firearms, and player movement. Hacking, stoppages, negligent discharges, and aim fatigue are disabled and turrets spawn with a round already chambered, emulating the feel of the original game.
* FallingDamage: Your character only has the knees of a real human. Dropping a couple yards will have you limping and barely able to move for a bit, and anything more than that will kill you outright. However, if a fall is at all survivable, then it remains ''consistently'' so, no matter how many times you break your ankles. It's also the only way to progress through certain paths or reach hidden collectibles. There's even a Receiver calling herself "the Mongoose" who leaves tips on "crazy drops" that are difficult but survivable.

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* EmbeddedPrecursor: The Compound's secret apartment includes a working arcade cabinet for the original ''Receiver'' that allows the player to play "Classic Mode", basically the original game's levels with the sequel's Killdrones, firearms, and player movement. Hacking, stoppages, negligent holster discharges, and aim fatigue are disabled and turrets spawn with a round already chambered, emulating the feel of the original game.
* FallingDamage: Your character only has the knees of a real human. Dropping a couple yards will have you limping and barely able to move for a bit, and anything more falling much farther than that will kill you outright. However, if a fall is at all survivable, then it remains ''consistently'' so, no matter how many times you break your ankles. It's also the only way to progress through certain paths or reach hidden collectibles. There's even a Receiver calling herself "the Mongoose" who leaves tips on "crazy drops" that are difficult but survivable.
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* CassetteCraze: Receivers train with the help of these tapes, which are disconnected from the online media that the Threat has a strong grasp on.
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* BlingBlingBang: Completing enough Compound challenges will unlock golden magazines and guns for you to use there.

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* BlingBlingBang: Completing enough Compound challenges will unlock golden gold-plated magazines and guns for you to use there.
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* BlingBlingBang: Completing enough Compound challenges will unlock golden magazines and guns for you to use there.
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* ArcWords: "This is the time we have prepared for."
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* ConcealmentEqualsCover: Averted. Turrets can shoot you through wooden planks, glass, and other objects that can't sufficiently stop bullets, but so can you.

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* ConcealmentEqualsCover: Averted. Turrets can shoot you through wooden planks, glass, and other objects that can't sufficiently stop bullets, but so can you. Furthermore, in addition to busting through transparent windows, drones can turn corners where they last saw you and fly above fences and walls.
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* {{Cult}}: The Receivers sure seem like this on a surface level — doing yoga, having secret messages to one another through tapes, training obsessively with firearms and distrusting the media. But deep down they actually do want to help people and have turned around the lives of many once-suicidal folk, making them a subversion of traditionally cult-y behavior.

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* {{Cult}}: The Receivers sure seem like this on a surface level — doing yoga, having secret messages to one another through tapes, training obsessively with firearms and distrusting the media. But deep down they actually do want to help people and have turned people, shown when they turn around the lives of many once-suicidal folk, stress focus on strength of the self, and nonetheless frown upon competitive hierarchies — making them a subversion {{subver|ted trope}}sion of traditionally cult-y behavior.
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The fire-select on the Glock 17 depicted in-game is pretty clearly anything but an FSS-G, per a few image searches, and more closely resembles something like an STS but mostly so an unbranded fire selector. If someone is able to accurately describe the precise fire selector used, please do so.


The game features the same guns that were present in the original (Colt [=M1911A1=], Smith & Wesson Model 10, and Glock 17 with FSS-G Fire Select), but also adds 6 new ones: the Colt Detective Special, SIG Sauer P226, Beretta 92FS, Desert Eagle, Hi-Point C-9, and Colt Single Action Army.

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The game features the same guns that were present in the original (Colt [=M1911A1=], Smith & Wesson Model 10, and Glock 17 with FSS-G Fire Select), aftermarket fire select), but also adds 6 new ones: the Colt Detective Special, SIG Sauer P226, Beretta 92FS, Desert Eagle, Hi-Point C-9, and Colt Single Action Army.
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The fall distance must be sufficiently large to trigger the SAA's special ND case, approximately twice the unassisted jump height (prior to 2.1.x it could be triggered by juming and landing on a level surface); the Hi-Point's breech-load bug has been fixed as of 2.2.x


* DeconstructionGame: Even more so than the first game, ''Receiver 2'' is a clear TakeThat against GunPorn and firearms-focused media, as well as tackling the relationship modern society has with guns. In media, guns are portrayed as easy-to-use death machines that operate on a point-and-shoot basis. In ''Receiver 2'', guns are irritating and fussy pieces of equipment that require training, hand-eye coordination, and muscle memory to effectively use, and even then there are factors like ricochets and accidental discharges that make using them dangerous, ''just like how guns are in real life.'' The game also lampoons the fascination society has with guns, treating them more like status symbols and toys rather than the deadly weapons they really are. The entries on the [[HandCannon Desert Eagle]] point out how the iconic gun is [[AwesomeButImpractical cool yet dangerous and expensive]], while the Glock's lack of a safety and full-auto feature turns what would be a useful weapon into a [[IJustShotMarvinInTheFace hazard for your health.]] At the same time, the game does {{reconstruct|ion}} these tropes — guns are ''weapons'', after all, and treating them with respect brings out their real effectiveness.

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* DeconstructionGame: Even more so than the first game, ''Receiver 2'' is a clear TakeThat against GunPorn and firearms-focused media, as well as tackling the relationship modern society has with guns. In media, guns are portrayed as easy-to-use death machines that operate on a point-and-shoot basis. In ''Receiver 2'', guns are irritating and fussy pieces of equipment that require training, hand-eye coordination, and muscle memory to effectively use, and even then there are factors like ricochets and accidental discharges that make using them dangerous, ''just like how guns are in real life.'' The game also lampoons the fascination society has with guns, treating them more like status symbols and toys rather than the deadly weapons they really are. The entries on the [[HandCannon Desert Eagle]] point out how the iconic gun is [[AwesomeButImpractical cool yet dangerous and expensive]], while the Glock's lack of a an external safety and full-auto feature turns what would be a useful weapon into a [[IJustShotMarvinInTheFace hazard for your health.]] At the same time, the game does {{reconstruct|ion}} these tropes — guns are ''weapons'', after all, and treating them with respect brings out their real effectiveness.



** It is entirely possible to play a "magazineless" run using automatics by manually chambering each round. You can do this by ejecting a magazine, dropping it or placing it in your inventory, and then pulling back the slide on your automatic and clicking in the slide lock. You can then press Z by default to load a round in the chamber and can fire it after closing the slide. This will not work with the Hi-Point C9, however, which both has a mag safety, preventing the gun from firing with an empty magwell, and can't be breech-loaded except when the slide is locked open by an empty magazine (due to a bug).

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** It is entirely possible to play a "magazineless" run using automatics by manually chambering each round. You can do this by ejecting a magazine, dropping it or placing it in your inventory, and then pulling back the slide on your automatic and clicking in the slide lock. You can then press Z by default to load a round in the chamber and can fire it after closing the slide. This will not work with the Hi-Point C9, however, which both despite being breech-loadable has a mag safety, preventing the gun from firing with an empty magwell, and can't be breech-loaded except when the slide is locked open by an empty magazine (due to a bug).magwell.



*** Glancing shots to shock drones can break off their bumpers, allowing a skilled Receiver to lead them into walls and blow out the rotors. They're still capable of electrocuting you on the ground, unless your shot took out their taser.

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*** Glancing shots to shock drones can break off their bumpers, allowing a skilled an agile Receiver to lead them into walls and blow out the rotors. They're still capable of electrocuting you on the ground, unless your shot took out their taser.



** [[spoiler:Undamaged drones can be hacked. Doing so is risky and requires you to lure each drone to where you can reach it from behind with no other dangers present, but it will save you many a bullet that drones don't give back to you, and it is especially useful in a pinch where you don't have any ammo at all.]]

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** [[spoiler:Undamaged taser drones can be hacked. Doing so is risky and requires you to lure each drone to where you can reach it from behind with no other dangers present, but it will save you many a bullet that shock drones don't give back to you, and it is especially useful in a pinch where you don't have any ammo at all.]]



* EmbeddedPrecursor: The Compound's secret room includes a working arcade cabinet for the original ''Receiver'' that allows the player to play "classic mode", basically the original game's levels with the sequel's Killdrones and guns. Hacking, stoppages, and negligent discharges are still absent in classic mode, though.

to:

* EmbeddedPrecursor: The Compound's secret room apartment includes a working arcade cabinet for the original ''Receiver'' that allows the player to play "classic mode", "Classic Mode", basically the original game's levels with the sequel's Killdrones Killdrones, firearms, and guns. player movement. Hacking, stoppages, and negligent discharges discharges, and aim fatigue are still absent in classic mode, though.disabled and turrets spawn with a round already chambered, emulating the feel of the original game.



** Prior to version 2.0.6, you can have your Colt SAA's hammer resting on a loaded chamber (or fully loading the gun) with no repercussions whatsoever, [[IJustShotMarvinInTheFace something one of the SAA tapes warns against due to the gun lacking a drop safety]]. The update makes the Colt SAA discharge when holstered if the hammer is down on a live round and you bump it by taking any fall.

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** Prior to version 2.0.6, you can have your Colt SAA's hammer resting on a loaded chamber (or fully loading the gun) with no repercussions whatsoever, [[IJustShotMarvinInTheFace something one of the SAA tapes warns against due to the gun lacking a drop safety]]. The update makes the Colt SAA discharge when holstered if the hammer is down on a live round and you bump it by taking any too big of a fall.



* HubLevel: The Compound is a mixture of this and a tutorial level, allowing players to practice freely, as DeathIsASlapOnTheWrist. The Compound also includes a lot of secrets, and to unlock every single shooting range/challenge dome challenge they basically have to find and gain entry to every section of the Compound to find the floppy discs. The player can also unlock guns in the Compound long before they unlock them in the main game by getting high scores on challenges.

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* HubLevel: The Compound is a mixture of this and a tutorial level, allowing players to practice freely, as DeathIsASlapOnTheWrist. The Compound also includes a lot of secrets, and to unlock every single shooting range/challenge dome challenge they basically have to find and gain entry to every section of the Compound to find the floppy discs.disks. The player can also unlock guns in the Compound long before they unlock them in the main game by getting high scores on challenges.



* VideoGameSettings: The game uses a few different level types, some of which are universal, but the themes are unique to each rank.

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* VideoGameSettings: The game uses a few different constructs each level types, some from a collection of tilesets, which are universal, universal across all ranks, but the themes are unique to each rank.



** [[BigStormEpisode Sleepwalker]]: Lightning occasionally illuminates tge environment, and thunder suddenly follows.

to:

** [[BigStormEpisode Sleepwalker]]: Lightning occasionally illuminates tge the environment, and thunder suddenly follows.
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** [[CueTheSun Awake]]: The sun is rising as [[spoiler:you are starting to tear at the fabric of the Dreaming]].

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** [[CueTheSun Awake]]: The sun is rising as [[spoiler:you are starting to tear at the fabric of the Dreaming]].Dreaming]].
* XanatosGambit: {{Discussed| Trope}} in a Compound tape. The Threat is willing to undermine relationships between people, causing harm regardless of whether or not such friendships end. If no outcome is favorable on Receivers' end, people still have the chance to minimize damage.
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--> "The moral high ground does not provide effective cover against small arms fire."
--> "There are times in explanations, no matter how reasonable, just don't seem to help."
--> "Sometimes our best isn't [[EarnYourHappyEnding good enough]], and that's okay."

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--> "The moral high ground does not provide effective cover against from small arms fire."
--> "There are times in when explanations, no matter how reasonable, just don't seem to help."
--> "Sometimes our best isn't is not [[EarnYourHappyEnding good enough]], and but that's okay.ok."
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** Prior to version 2.0.6, you can have your Colt SAA's hammer resting on a loaded chamber (or fully loading the gun) with no repercussions whatsoever, [[IJustShotMarvinInTheFace something one of the SAA tapes warns against due to the gun lacking a drop safety]]. The update makes the Colt SAA discharge when holstered if the hammer is down on a live round and you bump it by taking too big of a fall.

to:

** Prior to version 2.0.6, you can have your Colt SAA's hammer resting on a loaded chamber (or fully loading the gun) with no repercussions whatsoever, [[IJustShotMarvinInTheFace something one of the SAA tapes warns against due to the gun lacking a drop safety]]. The update makes the Colt SAA discharge when holstered if the hammer is down on a live round and you bump it by taking too big of a any fall.
Is there an issue? Send a MessageReason:
None


* FallingDamage: Your character seemingly has the knees of an arthritic 90-year-old, as dropping even a couple feet will have you limping and barely able to move for a bit, and anything more than that will kill you outright. However, if a fall is at all survivable, then it remains ''consistently'' so, no matter how many times you break your ankles. It's also the only way to progress through certain paths or reach hidden collectibles. There's even a Receiver calling herself "the Mongoose" who leaves tips on "crazy drops" that are difficult but survivable.

to:

* FallingDamage: Your character seemingly only has the knees of an arthritic 90-year-old, as dropping even a real human. Dropping a couple feet yards will have you limping and barely able to move for a bit, and anything more than that will kill you outright. However, if a fall is at all survivable, then it remains ''consistently'' so, no matter how many times you break your ankles. It's also the only way to progress through certain paths or reach hidden collectibles. There's even a Receiver calling herself "the Mongoose" who leaves tips on "crazy drops" that are difficult but survivable.
Is there an issue? Send a MessageReason:
None


* FallingDamage: Your character seemingly has the knees of an arthritic 90-year-old, as dropping even a couple feet will have you limping and barely able to move for a bit, and anything more than that will kill you outright. However, if a fall is at all survivable, then it remains ''consistently'' so, no matter how many times you break your ankles. It's also the only way to progress through certain paths or reach hidden collectibles. There's even a Receiver calling herself "Mongoose" who leaves tips on "crazy drops" that are difficult but survivable.

to:

* FallingDamage: Your character seemingly has the knees of an arthritic 90-year-old, as dropping even a couple feet will have you limping and barely able to move for a bit, and anything more than that will kill you outright. However, if a fall is at all survivable, then it remains ''consistently'' so, no matter how many times you break your ankles. It's also the only way to progress through certain paths or reach hidden collectibles. There's even a Receiver calling herself "Mongoose" "the Mongoose" who leaves tips on "crazy drops" that are difficult but survivable.
Is there an issue? Send a MessageReason:
None


* TheFourthWallWillNotProtectYou: While the first game paid lip service to this idea with its "fictional context" tape (which is also present here), this game takes it a step further. [[spoiler:The Receivers discover that the "fictional context" they speculated about means that you are in [[RealLife Reality C]], and that you have been experiencing Reality B as if it was a game. The final set of tapes explains that the Threat is real, and reaching into Reality C to target you directly. However, this is also inverted, because by collecting the final tape, and becoming an awake Receiver, you are ready to take the fight to the Threat – in RealLife. The fourth wall will not protect you from the Threat, but at the same time, the fourth wall will not protect the Threat from you.]]

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* TheFourthWallWillNotProtectYou: While the first game paid lip service to this idea with its "fictional context" tape (which is also present here), this game takes it a step further. [[spoiler:The Receivers discover that the "fictional context" they speculated about means that you are in [[RealLife Reality C]], and that you have been experiencing Reality B as if it was a game. The final set of tapes explains that the Threat exists ''in RealLife''; it is real, and reaching into Reality C to target you directly. However, this is also inverted, because by collecting the final tape, and becoming an awake Receiver, you are ready to take the fight to the Threat – in RealLife. The fourth wall will not protect you from the Threat, but at the same time, the fourth wall will not protect the Threat from you.]]
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* ShortRangeGuyLongRangeGuy: Drones might electrocute you almost instantly if it notices you very close to it. Turrets are more dangerous to be detected by at a distance, though.

to:

* ShortRangeGuyLongRangeGuy: Drones might electrocute you almost instantly if it notices you very close to it. Turrets are more dangerous to be detected by at a distance, though.yet grounded turrets can be leaped over in a pinch.

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Removed: 191

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** There are two pause menu tips that act as this trope:
--> "There is no normal life that is free of pain."
--> "Sometimes our best isn't [[EarnYourHappyEnding good enough]], and that's okay."


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** There are also several pause menu tips that act as this trope:
--> "There is no normal life that is free of pain."
--> "The moral high ground does not provide effective cover against small arms fire."
--> "There are times in explanations, no matter how reasonable, just don't seem to help."
--> "Sometimes our best isn't [[EarnYourHappyEnding good enough]], and that's okay."
Is there an issue? Send a MessageReason:
None


* ShortRangeGuyLongeRangeGuy: Drones might electrocute you almost instantly if it notices you very close to it. Turrets are more dangerous to be detected by at a distance, though.

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* ShortRangeGuyLongeRangeGuy: ShortRangeGuyLongRangeGuy: Drones might electrocute you almost instantly if it notices you very close to it. Turrets are more dangerous to be detected by at a distance, though.

Added: 179

Changed: 110

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* EmbeddedPrecursor: The Compound's secret room includes a working arcade cabinet for the original ''Receiver'' that allows the player to play "classic mode", basically the original game's levels with the sequel's mechanical changes.

to:

* EmbeddedPrecursor: The Compound's secret room includes a working arcade cabinet for the original ''Receiver'' that allows the player to play "classic mode", basically the original game's levels with the sequel's mechanical changes.Killdrones and guns. Hacking, stoppages, and negligent discharges are still absent in classic mode, though.


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* ShortRangeGuyLongeRangeGuy: Drones might electrocute you almost instantly if it notices you very close to it. Turrets are more dangerous to be detected by at a distance, though.
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* KaizoTrap: It is possible to die while listening to the last tape to collect in a level, which will result in your rank going down.
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** [[BlackoutBasement Asleep]]: Most of the lights are out. You will need the flashlight you are likely to start with. You'll be in some trouble if you don't have one.
** [[BigStormEpisode Sleepwalker]]: There's a storm that lights up the environment on occasion.
** [[LethalLavaLand Liminal]]: Several of the buildings visible in the distance are on fire.
** [[CueTheSun Awake]]: The sun is rising as [[spoiler:you are starting to tear at the fabric of the dreaming]].

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** [[BlackoutBasement Asleep]]: Most of the lights are out. You will need the flashlight you are most likely to start with. You'll be in some trouble if you don't have one.
with.
** [[BigStormEpisode Sleepwalker]]: There's a storm that lights up the environment on occasion.
Lightning occasionally illuminates tge environment, and thunder suddenly follows.
** [[LethalLavaLand Liminal]]: Several Some of the background buildings visible in the distance are on fire.
** [[CueTheSun Awake]]: The sun is rising as [[spoiler:you are starting to tear at the fabric of the dreaming]].Dreaming]].
Is there an issue? Send a MessageReason:
The stalker can't move quickly without teleporting.


** The rare [[spoiler:Stalker]] enemy will only appear when certain conditions are met, there are only subtle signs that it has appeared, [[spoiler:it will use TeleportSpam to try and avoid being spotted,]] and when it's [[spoiler:fully appeared it will freeze the player in place and strike ''fast'', teleporting in front of them and inflicting a OneHitKill if it strikes. However, a single shot to the chassis with any gun will destroy it instantly, and the player has an opportunity to hack it, stopping it from acting until the player either successfully hacks it or fails and dies.]]

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* FragileSpeedster: The rare [[spoiler:Stalker]] enemy will only appear when certain conditions are met, there are only subtle signs that it has appeared, [[spoiler:it will use TeleportSpam to try and avoid being spotted,]] and when it's [[spoiler:fully appeared it will freeze the player in place and strike ''fast'', teleporting in front of them and inflicting a OneHitKill if it strikes. However, a single shot to the chassis with any gun will destroy it instantly, and the player has an opportunity to hack it, stopping it from acting until the player either successfully hacks it or fails and dies.]]

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* FragileSpeedster: FragileSpeedster:
** The player can run fairly quickly, and skilled players can jump onto thin platforms to reach places unconventionally, but they're no hardier than a RealLife human.
** Flying drones are designed to be as light as possible. While this allows them to fly and give chase swiftly, an accurate shot or even a bad crash can easily take one to the ground.
**
The rare [[spoiler:Stalker]] enemy will only appear when certain conditions are met, there are only subtle signs that it has appeared, [[spoiler:it will use TeleportSpam to try and avoid being spotted,]] and when it's [[spoiler:fully appeared it will freeze the player in place and strike ''fast'', teleporting in front of them and inflicting a OneHitKill if it strikes. However, a single shot to the chassis with any gun will destroy it instantly, and the player has an opportunity to hack it, stopping it from acting until the player either successfully hacks it or fails and dies.]]
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None


* SlidingScaleOfIdealismVersusCynicism: This game is surprisingly idealistic for a DeconstructionGame. It (and its [[VideoGame/{{Receiver}} predecessor]]) is a DeconReconSwitch of GunPorn and society's relationship with firearms. It places center stage how deceptively complex and dangerous guns can be by forcing you to manually perform every action of re-loading a gun. If you've never handled a firearm in your life (which you probably haven't if you don't live in the US or served in a military/police force), the game will show you right to your face how hard guns can be to handle as you fumble rounds into your magazine, eject perfectly good rounds like an idiot, [[IJustShotMarvinInTheFace shoot yourself in the leg]], or make other such mistakes. However, the game also makes its best effort to teach you the proper and safe way to handle the guns so that you can learn to actually use them to their greatest effectiveness. Also, the cassette tapes that you can find illustrate how HumansAreSpecial and that YouAreBetterThanYouThinkYouAre

to:

* SlidingScaleOfIdealismVersusCynicism: This game is surprisingly idealistic for a DeconstructionGame. It (and its [[VideoGame/{{Receiver}} predecessor]]) is a DeconReconSwitch of GunPorn and society's relationship with firearms. It places center stage how deceptively complex and dangerous guns can be by forcing you to manually perform every action of re-loading a gun. If you've never handled a firearm in your life (which you probably haven't if you don't live in the US or served in a military/police force), the game will show you right to your face how hard guns can be to handle as you fumble rounds into your magazine, eject perfectly good rounds like an idiot, [[IJustShotMarvinInTheFace shoot yourself in the leg]], or make other such mistakes. However, the game also makes its best effort to teach you the proper and safe way to handle the guns so that you can learn to actually use them to their greatest effectiveness. Also, the cassette tapes that you can find illustrate how HumansAreSpecial and that YouAreBetterThanYouThinkYouAreYouAreBetterThanYouThinkYouAre.

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* BoringButPractical: Safety Discipline. Things like engaging the safety of your gun (if it has one) or simply slow holstering your gun whenever you don't need it aren't going to help you fight killdrones. However, practicing these extensively will ensure that you don't waste ammo or shoot yourself by accident.

to:

* BoringButPractical: BoringButPractical:
**
Safety Discipline. Things like engaging the safety of your gun (if it has one) or simply slow holstering your gun whenever you don't need it aren't going to help you fight killdrones. However, practicing these extensively will ensure that you don't waste ammo or shoot yourself by accident.accident.
** [[spoiler:Because turrets have limited ammo, it is possible to force them to run dry by repeatedly gaining one's attention and then hiding behind cover until its light flashes red without it firing. Doing so adds minutes to every level, but will also make them much easier to complete.]]



* DifficultButAwesome: The Colt Single Action Army is very slow to reload, requires manually cocking the hammer for every shot, has the standard 6 round capacity of revolvers, ''and'' decocking the hammer over a live round will make it fire in the holster the next time you fall a little too hard. However, its .45 Long Colt bullets hit almost as hard as .50 Action Express, meaning that if you take careful aim, one shot will almost always be enough to take down a killdrone. The fact that a half-cocked hammer acts as a makeshift safety (preventing [[IjustShotMarvinInTheFace Glocklegging]]) doesn't hurt either. And of course, [[CoolGuns it's the Colt Single Action Army]]. With it you can channel your inner Creator/ClintEastwood or [[VideoGame/MetalGearSolid Revolver Ocelot]].

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* DifficultButAwesome: DifficultButAwesome:
**
The Colt Single Action Army is very slow to reload, requires manually cocking the hammer for every shot, has the standard 6 round capacity of revolvers, ''and'' decocking the hammer over a live round will make it fire in the holster the next time you fall a little too hard. However, its .45 Long Colt bullets hit almost as hard as .50 Action Express, meaning that if you take careful aim, one shot will almost always be enough to take down a killdrone. The fact that a half-cocked hammer acts as a makeshift safety (preventing [[IjustShotMarvinInTheFace Glocklegging]]) doesn't hurt either. And of course, [[CoolGuns it's the Colt Single Action Army]]. With it you can channel your inner Creator/ClintEastwood or [[VideoGame/MetalGearSolid Revolver Ocelot]].Ocelot]].
** [[spoiler:Undamaged drones can be hacked. Doing so is risky and requires you to lure each drone to where you can reach it from behind with no other dangers present, but it will save you many a bullet that drones don't give back to you, and it is especially useful in a pinch where you don't have any ammo at all.]]

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