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* ArtificialStupidity: Even if [[TheComputerIsACheatingBastard the NPCs are complete cheaters]], it doesn't compensate for this. They are all-too-happy to LeeroyJenkins in a conga line around the corner to be slaughtered by volleys of fire from your shotgun, willing to run from cover to play GrenadeHotPotato with any grenade you threw (so cooking them off works wonders), and worst of all, if you're leaning, they'll fire ''at the thin air below the exposed part of your body'', allowing you to shoot them down with impunity[[note]]in a curious case of cheat backfire, it's even worse for them in Consultant difficulty or up, as there's no firing spread so there's no chance of their cone of fire growing to the point where it includes your hitbox[[/note]].

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* ArtificialStupidity: Even if [[TheComputerIsACheatingBastard the NPCs are complete cheaters]], it doesn't compensate for this. They are all-too-happy to LeeroyJenkins in a conga line around the corner to be slaughtered by volleys of fire from your shotgun, willing to run from cover to play GrenadeHotPotato with any grenade you threw (so cooking them off works wonders), and worst of all, if you're leaning, they'll fire ''at the thin air below the exposed part of your body'', allowing you to shoot them down with impunity[[note]]in a curious case of cheat backfire, it's even worse for them in Consultant difficulty or up, as there's no firing spread so there's no chance of their cone of fire growing to the point where it includes your hitbox[[/note]]. They also have a nasty habit of [[ExplosiveStupidity throwing grenades from dangerously close distances]].


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** Mullins can be equipped with NightVisionGoggles or [[InfraredXRayCamera infrared goggles]] in the second game. Having either of them might seem like a good idea, but they have a rather grainy image quality, reduced peripheral vision due to the overlay used, and a rather short range. In some cases, it's actually harder to see with either of them than with a Mk. 23 with a flashlight or even just unaugmented vision.
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A series of {{First Person Shooter}}s from Creator/{{Activision}}, most of which were developed by Raven Software. What happens when you take VideoGameCrueltyPotential and LudicrousGibs to their [[RefugeInAudacity extreme]]. The main selling point of the series is the extremely detailed damage system that simulates many areas of bodily damage (and gruesome deaths to go along with it). You are given many tools to play with said damage system, from shotguns for full limb chopping action to pistols and other such weapons for those precision [[GroinAttack groin shots]], along with extras like Flamethrowers and Microwave guns (pretty much as insane as it sounds). The game apparently had the real-life mercenary John Mullins (who also starred in the game) make sure the game was as realistic as possible. The storyline and weapons like the microwave gun puts the extent of his guidance under serious dispute, but [[RuleOfFun nobody cared]]. It also stood out for being a surprisingly decent FPS even without the gore system, as well as having some interesting ideas like the possibility to customise your difficulty setting ("stock" options were provided that scaled up, but you could also have stuff like very limited inventory space but easy enemies, or vice versa, along with other options like the save system).

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A series of {{First Person Shooter}}s from Creator/{{Activision}}, most of which were developed by Raven Software.Creator/RavenSoftware. What happens when you take VideoGameCrueltyPotential and LudicrousGibs to their [[RefugeInAudacity extreme]]. The main selling point of the series is the extremely detailed damage system that simulates many areas of bodily damage (and gruesome deaths to go along with it). You are given many tools to play with said damage system, from shotguns for full limb chopping action to pistols and other such weapons for those precision [[GroinAttack groin shots]], along with extras like Flamethrowers and Microwave guns (pretty much as insane as it sounds). The game apparently had the real-life mercenary John Mullins (who also starred in the game) make sure the game was as realistic as possible. The storyline and weapons like the microwave gun puts the extent of his guidance under serious dispute, but [[RuleOfFun nobody cared]]. It also stood out for being a surprisingly decent FPS even without the gore system, as well as having some interesting ideas like the possibility to customise your difficulty setting ("stock" options were provided that scaled up, but you could also have stuff like very limited inventory space but easy enemies, or vice versa, along with other options like the save system).
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%% * GettingCrapPastThe Radar: Due to overwhelming and persistent misuse, GCPTR is on-page examples only until 01 June 2021. If you are reading this in the future, please check the trope page to make sure your example fits the current definition.
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* EvilSoundsDeep: Creator/EarlBoen, who voices the BigBad in both the first game and the sequel, could give Creator/TonyJay a run for his money in this department.

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%%(ZCE)** Alas, poor [[DroppedABridgeOnHim Taylor]].

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%%(ZCE)** Alas, poor ** After being introduced at the very end of the first game looking like a badass NinetiesAntiHero, Taylor is portrayed as more of an office-job researcher in the second game, and halfway through the game [[spoiler: [[DroppedABridgeOnHim Taylor]].gets unceremoniously gunned down by a random mook without a fight]]]].
* GameBreakingBug: ''Payback'' uses Cauldron's in-house engine, which stops working properly at high frame rates. Above 120 fps or so, bullets will simply phase through enemies harmlessly, making the game unplayable. The game has no built-in vsync, so to fix the problem the frame rate will need to be capped with external software (such as Nvidia's profile inspector if your graphics card is an Nvidia one).
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* HostageSpiritLink: Used to varrying degrees in both games, in the first game, you'll only game over after killing a certain number of civilians, in 2, you'll instantly die even if the enemies kill any civilians, while the enemies don't generally target civilians, this includes if civilians wander into gunfire or into enemy grenades, which they don't attempt to avoid, this is heavily weaponized in the airport level where civilians often appear near enemies and walk towards the player like it's a light-gun game, making explosive weaponry borderline unusuable.
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* TheComputerIsALyingBastard:''Double Helix'''s tutorial claims that enemies need to get to an alarm station to set an alarm off, in actual gameplay, the alarm is raised the instant a guard is alerted with no in-between state of "Enemy alerted but map-wide alarm not raised".
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* DroppedABridgeOnHim / DisposableWoman: [spoiler: In the second game, Madeline Taylor is unceremoniously gunned down by a {{Mook}} at the beginning of the Hospital mission, just halfway through the game.]]

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* DroppedABridgeOnHim / DisposableWoman: [spoiler: [[spoiler: In the second game, Madeline Taylor is unceremoniously gunned down by a {{Mook}} at the beginning of the Hospital mission, just halfway through the game.]]
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* DroppedABridgeOnHim / DisposableWoman: In the second game, Madeline Taylor is unceremoniously gunned down by a {{Mook}} at the beginning of the Hospital mission, just halfway through the game.

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* DroppedABridgeOnHim / DisposableWoman: [spoiler: In the second game, Madeline Taylor is unceremoniously gunned down by a {{Mook}} at the beginning of the Hospital mission, just halfway through the game.]]
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* AIBreaker: Part of the reason the final missions of ''Payback'' are such a pain is the enemy receiving a giant damage boost that's extremely unfair, oddly ''Melee Attacks'' aren't effected, meaning the most effective way to fight the bosses is to actually get in melee range, as their melee attacks deal so little damage that if you've turned the difficulty down to Easy (to deal with the insane damage from normal enemies.) Mason will always recover enough health to never die and you can just unload on the boss while they punch you.

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