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Trope was cut/disambiguated due to cleanup


** 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 in this game (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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** 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 in this game (preventing [[IjustShotMarvinInTheFace Glocklegging]]) doesn't hurt either. And of course, [[CoolGuns it's the Colt Single Action Army]].Army. With it you can channel your inner Creator/ClintEastwood or [[VideoGame/MetalGearSolid Revolver Ocelot]].
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** Some arcade cabinets can be found around the building environments. All of them are the developer's previous games, including ''VideoGame/{{Overgrowth}}'', and ''VideoGame/{{Polybius}}'' makes an appearance.

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** Some arcade cabinets can be found around the building environments. All of them are the developer's previous games, including ''VideoGame/{{Overgrowth}}'', and ''VideoGame/{{Polybius}}'' ''Myth/{{Polybius}}'' makes an appearance.
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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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* CompanyCrossReferences: All of the arcade cabinets except for ''VideoGame/{{Polybius}}'' ''Myth/{{Polybius}}'' are of the developer's previous games.
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I Just Shot Marvin In The Face: In Receiver 1, the only form of ND is by shooting while pointing straight down (or running, which also makes the gun point down), so "introduces this trope" is not exactly correct.


* IJustShotMarvinInTheFace: An invoked and discussed trope. This game introduces this trope as a game mechanic, where reckless gun usage can result in a ton of accidental discharges or issues with the mag failing to feed into the chamber. The biggest example of this is that you can accidentally shoot ''yourself'' if you don't holster slowly while the safety is off.

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* IJustShotMarvinInTheFace: An invoked and discussed trope. This game introduces this trope as adds several negligent discharge triggers (in addition to the first game's sole trigger of shooting while pointing straight down) and makes it a major game mechanic, where reckless encouraging handling the gun usage can result in a ton of accidental discharges or issues with the mag failing safely to feed into the chamber. The biggest example of this is that you can accidentally prevent getting shot by your own gun. For example, guns ''will'' shoot ''yourself'' your leg if you don't holster slowly holstered too quickly while the safety is off.
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->''"It is here. No more planning, no more training, no more time. It. Is. Here. Appropriate firearm discipline is paramount to your survival: the Threat will not wait while you fumble rounds into your magazine, the Threat will not wait for you to slowly chamber a round, the Threat will not wait to kill you. Find the tapes, they are our only chance for survival. Be constantly vigilant, always assume the worst, and take no chances. The threat will insure anything can go wrong, will go wrong. Be ready for your firearm to jam, be ready for the glass beneath your feet to shatter, be ready for anything. Make no mistake that the full force of the Threat can and will overwhelm even the strongest of Receivers, so use any time you have to drill your firearm, and study your enemy. Your life depends on it. If you are hearing this, know you are one of the few, listen to the tapes, this is our last transmission. It. Is. He-[END TRANSMISSION]"''\\
-- [[https://youtu.be/g-SgoKBIE24 Launch Trailer]]

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->''"It is here. No more planning, no more training, no more time. It. Is. Here. Appropriate firearm discipline is paramount to your survival: the Threat will not wait while you fumble rounds into your magazine, the Threat will not wait for you to slowly chamber a round, the Threat will not wait to kill you. Find the tapes, they are our only chance for survival. Be constantly vigilant, always assume the worst, and take no chances. The threat will insure anything can go wrong, will go wrong. Be ready for your firearm to jam, be ready for the glass beneath your feet to shatter, be ready for anything. Make no mistake that the full force of the Threat can and will overwhelm even the strongest of Receivers, so use any time you have to drill your firearm, and study your enemy. Your life depends on it. If you are hearing this, know you are one of the few, listen to the tapes, this is our last transmission. It. Is. He-[END TRANSMISSION]"''\\
--
TRANSMISSION]"''
-->--
[[https://youtu.be/g-SgoKBIE24 Launch Trailer]]
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The setting is warped enough that there isn't a concept of the US as a location, and some buildings have electrical outlets found only in France


Your objective is to navigate a metropolitan city in the United States and collect cassette tapes to prepare yourself against the Threat and become an awake [[TitleDrop Receiver]].

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Your objective is to navigate a string of metropolitan city in the United States buildings and collect cassette tapes to prepare yourself against the Threat and become an awake [[TitleDrop Receiver]].
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* RevolversAreForAmateurs: The Smith & Wesson Model 10 is the gun given to you during the game's opening tutorial, and has the same simple operation controls as in ''Receiver''. The Colt Detective Special also has the same operation controls, with the only difference being that the cylinder spins clockwise.[[note]]This only matters when one of the chambers is blocked and you want to manually cock the hammer.[[/note]] Also, unlike semi-automatics, revolvers don't suffer from stoppages, and you can quickly holster a loaded revolver without suffering a negligent discharge as long as the hammer is decocked. However this is inverted with the Colt Single Action Army, which has the longest and most complicated reloading procedure out of all the guns in the game.

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* RevolversAreForAmateurs: The Smith & Wesson Model 10 is the gun given to you during the game's opening tutorial, and has the same simple operation controls as in ''Receiver''. The Colt Detective Special also has the same operation controls, with the only difference being that the cylinder spins clockwise.[[note]]This only matters when one of the chambers is blocked and you want to manually cock the hammer.[[/note]] Also, unlike semi-automatics, revolvers don't suffer from stoppages, and you can quickly holster a loaded revolver without suffering a negligent discharge as long as the hammer is decocked. However this is inverted with the Colt Single Action Army, which has the longest and most complicated reloading procedure out of all the guns in the game.game, and can suffer a negligent discharge if holstered with an uncocked hammer, instead needing the hammer to either be half-cocked or resting on an empty chamber.
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** In one of the rooms, 3 trapezoid-shaped tables are arranged against each-other to look like the [[VideoGame/AssassinsCreed Abstergo Industries logo]].

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** In one of the rooms, 3 trapezoid-shaped tables are arranged against each-other to look like the [[VideoGame/AssassinsCreed [[Franchise/AssassinsCreed Abstergo Industries logo]].
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* BalanceBuff: One mechanic that was generally disliked from the original Receiver is that the player character was too prone to dying from FallingDamage, even if the height they fell was very short. This game makes the player character slightly more resistant to it, as falling shorter heights will now only injure you and cause you to stagger for a while.


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* {{Nerf}}:
** The flying drones were infamous in the first game for being fast, relentless, and very hard to kill. While they still have the same behavior from the original game, they move slightly slower, and their body frame is breakable. Also, hitting their rotor blades with bullets is more likely to cause them to spiral out of control into a wall.
** The 2.0.4 update made it possible to hack security cameras.

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* FantasticAesop: One of the tapes found on the Asleep rank states that people who have nurtured damaging thoughts of the Threat cannot be helped, and that one must focus inward on themself first. Due to the Receivers vouching to help others understand their own value, such a contradictory message only makes sense in the context of the impending Mindkill.



* FirstPersonGhost: Like the first game, all items you manipulate and use hover in front of you. However, if you look at your reflection in a mirror or glass window, you'll see [[spoiler:yourself as a gun range target]].

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* FirstPersonGhost: Like the first game, all items you manipulate and use hover in front of you. However, if you look at your reflection in a mirror or glass window, you'll see [[spoiler:yourself yourself as a gun range target]].target.



* HardTruthAesop:
** One of the tapes found on the Asleep rank states that people who have nurtured damaging thoughts of the Threat cannot be helped, and that one must focus inward on themself first.
** There are also several pause menu tips that act as this trope:

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* HardTruthAesop:
** One of the tapes found on the Asleep rank states that people who have nurtured damaging thoughts of the Threat cannot be helped, and that one must focus inward on themself first.
**
HardTruthAesop: There are also several pause menu tips that act as with the harshness typical to this trope:
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* BlownAcrossRoom: Taser drones, being extremely light, are prone to suffer this when shot. Gets especially ridiculous with the Desert Eagle, as shooting a drone may result in them flying 20 meters away, or even farther.

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* BlownAcrossRoom: BlownAcrossTheRoom: Taser drones, being extremely light, are prone to suffer this when shot. Gets especially ridiculous with the Desert Eagle, as shooting a drone may result in them flying 20 meters away, or even farther.
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* BlownAcrossRoom: Taser drones, being extremely light, are prone to suffer this when shot. Gets especially ridiculous with the Desert Eagle, as shooting a drone may result in them flying 20 meters away, or even farther.

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* AnAesop: [[spoiler:"Reality B," the in-universe situation your player character finds themselves in, is a metaphor for the physical world. Without context, it is devoid of meaning, and it is just full of objects, not people. The player, in "[[RealLife Reality C]]", views this as the game at surface level — meaningless fun, right? But games are how we train ourselves, like how animal cubs train for real fights by play-wrestling. The unseen "Reality A" is conscious thought, the concept of free will, the capacity for empathy and communication, that makes the universe we live in more than just a collection of molecules waiting for the heat death of the universe.]]



* AKA47: {{Averted| Trope}}, all guns have their real-world names and designations (if they were used as service weapons).
* AlcoholInducedIdiocy: The gun safety note specifically mentions that, for reasons that should be obvious, you should never use firearms while intoxicated. [[spoiler:One Receiver didn't get the hint, and while she doesn't use her gun while drunk, she does write messages that wrongfully imply the Receivers are, in fact, Deceivers. [[NiceJobBreakingItHero This misleads a different Receiver to believe that the Threat is a benevolent entity]], which the Threat immediately takes advantage of.]]
* AllOrNothingReloads: Just like in the original game, simply by the virtue of the gun operation mechanics, this is averted. Each step of the reloading process can be interrupted or partially completed, such as half-loading a magazine or revolver cylinder, or even chamber loading the semi-auto pistols.



* AnAesop: [[spoiler:"Reality B," the in-universe situation your player character finds themselves in, is a metaphor for the physical world. Without context, it is devoid of meaning, and it is just full of objects, not people. The player, in "[[RealLife Reality C]]", views this as the game at surface level — meaningless fun, right? But games are how we train ourselves, like how animal cubs train for real fights by play-wrestling. The unseen "Reality A" is conscious thought, the concept of free will, the capacity for empathy and communication, that makes the universe we live in more than just a collection of molecules waiting for the heat death of the universe.]]
* AKA47: Averted, all guns have their real world names and designations (if they were used as service weapons).
* AlcoholInducedIdiocy: The gun safety note specifically mentions that, for reasons that should be obvious, you should never use firearms while intoxicated. [[spoiler:One Receiver didn't get the hint, and while she doesn't use her gun while drunk, she does write messages that wrongfully imply the Receivers are, in fact, Deceivers. [[NiceJobBreakingItHero This misleads a different Receiver to believe that the Threat is a benevolent entity]], which the Threat immediately takes advantage of.]]
* AllOrNothingReloads: Just like in the original game, simply by the virtue of the gun operation mechanics, this is averted. Each step of the reloading process can be interrupted or partially completed, such as half-loading a magazine or revolver cylinder, or even chamber loading the semi-auto pistols.

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* AnAesop: [[spoiler:"Reality B," the in-universe situation your player character finds themselves in, is a metaphor for the physical world. Without context, it is devoid of meaning, and it is just full of objects, not people. AmmunitionConservation: The player, in "[[RealLife Reality C]]", views this as the game at surface level — meaningless fun, right? But games are how we train ourselves, like how animal cubs train for real fights by play-wrestling. The unseen "Reality A" is conscious thought, the concept number of free will, the capacity for empathy and communication, that makes the universe we live in more than just a collection of molecules waiting for the heat death of the universe.]]
* AKA47: Averted, all guns
rounds you have their real world names and designations (if they were used as service weapons).
* AlcoholInducedIdiocy: The gun safety note specifically mentions that,
is strictly limited, so you must make an effort for reasons that should each shot to be obvious, you should never use firearms while intoxicated. [[spoiler:One Receiver didn't get the hint, and while she doesn't use her gun while drunk, she does write messages that wrongfully imply the Receivers are, in fact, Deceivers. [[NiceJobBreakingItHero This misleads a different Receiver to believe that the Threat is a benevolent entity]], which the Threat immediately takes advantage of.]]
* AllOrNothingReloads: Just like in the original game, simply by the virtue of the gun operation mechanics, this is averted. Each step of the reloading process can be interrupted or partially completed, such as half-loading a magazine or revolver cylinder, or even chamber loading the semi-auto pistols.
well-placed.



* {{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, 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 {{subver|ted trope}}sion 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, 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 {{subver|ted trope}}sion of traditionally cult-y cultish behavior.
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*** However, the bullets dropped just seem to appear, while the rifle rounds are left behind implying your character (Or [[spoiler: The Benefactors]]) are manifesting them.
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Pressing "R" does not automatically reload your gun with a cool animation. You have to do each step by yourself; while trying to avoid turrets and flying taser kill-drones that are coming after you.

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Pressing "R" does not automatically reload your gun with a cool animation. You have to do each step by yourself; yourself, while trying to avoid turrets and flying taser kill-drones that are coming after you.

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** 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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** The Desert Eagle's weight and recoil make follow-up shots very difficult, and a single negligent discharge with it will kill you. However, its .50 Action Express cartridge is the most powerful in the whole game, and is able to pierce the armor of floor turrets.
** 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 in this game (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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Flying drones do not use bullets.


** 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.
** 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.

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** Safety Discipline.Following the rules of gun safety. 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.
** 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, exaggerating the Boring part, but such will also make them much easier to complete.



* InstantDeathBullet: Played with. It takes just one shot from a turret to kill you, but it's often a little over a second ''after'' being shot that you die, such that a fleeing player might think they got away only to find themselves falling over while running; other times, one shot immediately kills you. Negligent discharges with any firearm other than the Desert Eagle are survivable the first time, but fatal subsequent times during the same level. Being [[ShockAndAwe tazed by a Drone]] is instantly fatal.

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* InstantDeathBullet: Played with. It takes just one shot from a turret to kill you, but it's often a little over a second ''after'' being shot that you die, such that a fleeing player might think they got away only to find themselves falling over while running; other times, one shot immediately kills you. Negligent discharges with any firearm other than the Desert Eagle are survivable the first time, but fatal subsequent times during the same level. Being [[ShockAndAwe tazed by a Drone]] is instantly fatal.
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* CrashInThroughTheCeiling: Two glass panes on each arcade's roof are broken, and it is possible to die by falling through one of them.
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* OneHitPointWonder: Zig-zagged. Attacks from turrets and taser drones still kill you in one hit, but the former usually isn't instantaneous. Otherwise, the player character can survive damaging falls reliably and repeatedly, shooting near a window without pressing into it will just hurt you momentarily, and you can survive one negligent discharge with most firearms, but it's better to avoid such scenarios altogether.
* [[PressXToDie Press K To Die]]: Also, shooting yourself with the Desert Eagle is a one hit kill.

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* OneHitPointWonder: Zig-zagged. Attacks from turrets and taser drones still kill you in one hit, but the former usually isn't instantaneous. Otherwise, the player character can survive damaging falls reliably and repeatedly, shooting near a window without pressing into it will just hurt you momentarily, and you can survive one negligent discharge with from most firearms, but firearms (though it's better to avoid such scenarios altogether.
* [[PressXToDie Press K To Die]]: Also,
altogether). However, shooting yourself with the Desert Eagle [[spoiler:or in the head due to [[PsychicAssistedSuicide a Threat Echo]]]] is a one hit kill.OneHitKill.
* PressXToDie: By default, the K button is mapped as "Ending Mistake".
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* UrbanRuins: The entire building complex the player is in is completely abandoned.

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* UrbanRuins: {{Downplayed| Trope}}. The entire building complex the player is in is completely abandoned.
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--> "Sometimes our best is not [[EarnYourHappyEnding good enough]], but that's ok."

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--> "Sometimes our best is not [[EarnYourHappyEnding good enough]], but that's ok.okay."



* ShortRangeGuyLongRangeGuy: 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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* ShortRangeGuyLongRangeGuy: 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 floor turrets can be leaped over in a pinch.



** In one of the rooms, 3 trapezoid shaped tables are arranged against each-other to look like the [[VideoGame/AssassinsCreed Abstergo Industries logo]].

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** In one of the rooms, 3 trapezoid shaped trapezoid-shaped tables are arranged against each-other to look like the [[VideoGame/AssassinsCreed Abstergo Industries logo]].
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* AlwaysNight: Prior to Liminal, the Dreaming's sky is constantly dark.
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!!Tropes

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!!Tropes!!''Receiver 2'' contains examples of:
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* CinematicPlatformGame: The PlayerCharacter can't jump very high, can get injured or die by falling from heights, and dies in one hit from turret fire and shock drones.
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* InterfaceScrew: Combined with a little UnexpectedlyRealisticGameplay. Shooting a gun will black out the screen for a moment. This usually isn't noticeable enough to be a problem when you're taking your time with each shot. But if you start shooting a Glock G17 in full auto, it's almost impossible to keep a good sight picture because the screen is constantly blacking out. People who've shot automatic firearms will tell you that it puts you in enough of a daze that makes it hard to retain a sight picture.
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Sorry for not providing an edit reason, but I removed spoiler marks due to them being gameplay tropes.

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** [[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.]]

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** [[spoiler:Because 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.]]



** However, players of the original game who had sufficiently quick muscle memory when reloading semiautomatics may end up shooting themselves to death because of this game's added negligent discharge mechanic.

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** However, players of the original game who had sufficiently quick muscle memory when reloading semiautomatics may end up shooting themselves to death because of this game's added [[IJustShotMarvinInTheFace negligent discharge mechanic.mechanic]].



** There are ways to circumvent the penalty mechanic for drawing your gun too fast and having it shoot you. For the automatics, you can keep the gun completely unloaded (which one of the tapes heavily pushes you towards) or empty it, place a full mag inside, and only rack the slide when you want to fire. For the revolvers, you can pop the cylinder open and holster it, preventing the trigger from even firing the bullet. The only aversion to this is the [[DifficultButAwesome Single Action Army]], which can instead fire off a live round if the hammer is resting on it, but even that can be circumvented either by half-cocking the hammer, or letting it rest on an empty chamber.

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** There are ways to circumvent the penalty mechanic for drawing your gun too fast and having it shoot you. For the automatics, you can keep the gun completely unloaded (which one of the tapes heavily pushes you towards) or empty it, place a full mag inside, and only rack the slide when you want to fire. For the revolvers, you can pop the cylinder open and holster it, preventing the trigger from even firing the bullet. The only aversion to this is the [[DifficultButAwesome Single Action Army]], which whose cylinder cannot be popped out and can instead fire off a live round discharge if the hammer is resting on it, a live round, but even that can be circumvented either by half-cocking the hammer, or letting it rest on an empty chamber.



** [[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.]]

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** [[spoiler:Undamaged 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.]]



* DrivenToSuicide: [[spoiler:The Threat [[CompellingVoice weaponizes this]]. If you find a tape of someone who is suicidal and have a loaded firearm on your hand, the Threat will force you to load your gun, rack the slide/cock the hammer, and [[PsychicAssistedSuicide turn it on yourself]]. Fortunately, if you [[ItWorksBetterWithBullets get rid of your ammo before this happens]], [[BungledSuicide it won't work]].]]

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* DrivenToSuicide: [[spoiler:The The Threat [[CompellingVoice weaponizes this]]. If you find a tape of someone who is suicidal and have a loaded firearm on your hand, the Threat will force you to load your gun, rack the slide/cock the hammer, and [[PsychicAssistedSuicide turn it on yourself]]. Fortunately, if you [[ItWorksBetterWithBullets get rid of your ammo before this happens]], [[BungledSuicide it won't work]].]]



* GameplayAndStoryIntegration: As of version 2.0.6, the Colt Single Action Army ''will'' discharge when holstered if the hammer is down on a live round and you bump it by taking too big of a fall. A tape explaining the gun warns against fully loading it [[IJustShotMarvinInTheFace unless if the player wants to shoot themself in the foot]] due to its lack of a drop safety.



** 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.



* HackYourEnemy: This can be done to killdrones to fully deactivate them.

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* HackYourEnemy: This can be done to killdrones at close range to fully deactivate them.



* IJustShotMarvinInTheFace: An invoked and discussed trope. Reckless gun usage can result in a ton of accidental discharges or issues with the mag failing to feed into the chamber. The biggest example of this is that you can accidentally shoot ''yourself'' if you don't holster safely, and/or you holster while your safety is off.

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* IJustShotMarvinInTheFace: An invoked and discussed trope. Reckless This game introduces this trope as a game mechanic, where reckless gun usage can result in a ton of accidental discharges or issues with the mag failing to feed into the chamber. The biggest example of this is that you can accidentally shoot ''yourself'' if you don't holster safely, and/or you holster slowly while your the safety is off. off.
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* UrbanRuins: In Baseline, the entire building complex the player is in is completely abandoned.

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* UrbanRuins: In Baseline, the The entire building complex the player is in is completely abandoned.
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* BlackoutBasement: In Asleep, most of the lights are out. You will need the flashlight you most likely start with.

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* BlackoutBasement: In Asleep, most of the lights are out. You will need the flashlight you most likely start with.

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Video Game Settings is an index, not a trope. Useful notes aren't tropes.


* BlackoutBasement: In Asleep, most of the lights are out. You will need the flashlight you most likely start with.



* CueTheSun: In Awake, the sun is rising as [[spoiler:you are starting to tear at the fabric of the Dreaming]].



* DramaticThunder: In Sleepwalker, lightning occasionally illuminates the environment, and thunder suddenly follows.



* UsefulNotes/GunSafety: The game has a lot of information on how to properly handle firearms in a safe manner, to the point where reading the page can help you play the game better. However, like the Useful Notes page, [[DoNotTryThisAtHome it enforces that playing the game is not a substitute]] for firearm safety training with a professional.



* LethalLavaLand: In Liminal, some of the background buildings are on fire.



* VideoGameSettings: The game constructs each level from a collection of tilesets, which are universal across all ranks, but the themes are unique to each rank.
** [[UrbanRuins Baseline]]: The starting rank. The entire building complex the player is in is completely abandoned.
** [[BlackoutBasement Asleep]]: Most of the lights are out. You will need the flashlight you most likely start with.
** [[DramaticThunder Sleepwalker]]: Lightning occasionally illuminates the environment, and thunder suddenly follows.
** [[LethalLavaLand Liminal]]: Some of the background buildings are on fire.
** [[CueTheSun Awake]]: The sun is rising as [[spoiler:you are starting to tear at the fabric of the Dreaming]].

to:

* VideoGameSettings: The game constructs each level from a collection of tilesets, which are universal across all ranks, but UrbanRuins: In Baseline, the themes are unique to each rank.
** [[UrbanRuins Baseline]]: The starting rank. The
entire building complex the player is in is completely abandoned.
** [[BlackoutBasement Asleep]]: Most of the lights are out. You will need the flashlight you most likely start with.
** [[DramaticThunder Sleepwalker]]: Lightning occasionally illuminates the environment, and thunder suddenly follows.
** [[LethalLavaLand Liminal]]: Some of the background buildings are on fire.
** [[CueTheSun Awake]]: The sun is rising as [[spoiler:you are starting to tear at the fabric of the Dreaming]].
abandoned.

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