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* PointDefenseless: While all large ships do have flak turrets, they do very little damage. In fact, they seem unable to shoot down incoming torpedoes.
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** The fighter craft trails were inspired by ''Film/{{Tron}}''
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Indie Space Combat Sim funded on Kickstarter. You are the pilot of an experimental "Strike Suit", essentially one of the fighters from RoboTech or Macross. Earth's fleet has been decimated and the Rebels are moving in on Earth. It's up to you to defend it!

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Indie Space Combat Sim funded on Kickstarter. You are the pilot of an experimental "Strike Suit", essentially one of the fighters from RoboTech or Macross. In the war between Earth and the Colonies, Earth's fleet has been decimated by a Colonial super-weapon with the ability to destroy planets with a single shot. Arriving too late to see the destruction, you are however in time to defend the couple of surviving capital ships from the Earth fleet. The weapon is now headed for Earth, and the Rebels are moving in on Earth. It's it is up to you to defend it!
prevent Earth's destruction.
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** Although averted with torpedoes and rockets for some reason (shooting the moon)
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** Usually less escort than supporting the larger ships. Point of fact, the carrier does have decent weaponry, but it is disabled the first time you meet it, and vastly outnumbered in the second mission it is in. In the later missions, it does a pretty good job of handling itself.
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Close your parentheses, and put them in the right place.


Indie Space Combat Sim funded on Kickstarter. You are the pilot of an experimental "Strike Suit", (essentially one of the fighters from RoboTech or Macross. Earth's fleet has been decimated and the Rebels are moving in on Earth. It's up to you to defend it!

to:

Indie Space Combat Sim funded on Kickstarter. You are the pilot of an experimental "Strike Suit", (essentially essentially one of the fighters from RoboTech or Macross. Earth's fleet has been decimated and the Rebels are moving in on Earth. It's up to you to defend it!
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* EscortMission: Almost every singly mission is an escort mission, and the carrier you are escorting has paper-thin armor and no point defense.

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* EscortMission: Almost every singly single mission is an escort mission, and the carrier you are escorting has paper-thin armor and no point defense.

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* BigBulkyBomb: Anti-capital ship torpedoes, which move slowly but do a lot of damage when they hit. They are too big to be mounted on most fighters, so are typically fired by corvettes, frigates, and bombers. Larger ships, like cruisers, are capable of mounting even more effective anti-capital ship weaponry like beam cannons, so generally do not need torpedoes. Shooting these down before they can do too much damage to friendly targets is often part of defensive objectives in many missions.

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* BigBulkyBomb: Anti-capital ship torpedoes, which move slowly but do a lot of damage when they hit. They are too big to be mounted on most fighters, so are typically fired by corvettes, frigates, and bombers. Larger ships, like cruisers, are capable of mounting even more effective anti-capital ship weaponry like beam cannons, so generally do not need torpedoes. Shooting these down before they can do too much damage to friendly targets is often part of defensive objectives in many missions.missions.
* EscortMission: Almost every singly mission is an escort mission, and the carrier you are escorting has paper-thin armor and no point defense.
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* HighSpeedMissileDodge: Can be done in Pursuit Mode (which is the only mode for most craft) if the player can turn tightly enough at the right time. This is helped by an [=EMP=] device used to scramble the targeting and detonators of incoming missiles, but it only works at very close range, draws power from the extra thrust capacitors, and must be manually activated by the pilot. It is functionally like chaff or flares contemporary planes use to evade missiles. Played a bit straighter in [[LimitBreak Strike Mode]] (only available to the Strike Suit) which disables the [=EMP=] and limits motion, but enables various attitude thrusters which allow the Suit to "sidestep" (at almost FlashStep speeds) incoming missiles with the right timing.

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* HighSpeedMissileDodge: Can be done in Pursuit Mode (which is the only mode for most craft) if the player can turn tightly enough at the right time. This is helped by an [=EMP=] {{EMP}} device used to scramble the targeting and detonators of incoming missiles, but it only works at very close range, draws power from the extra thrust capacitors, and must be manually activated by the pilot. It is functionally like chaff or flares contemporary planes use to evade missiles. Played a bit straighter in [[LimitBreak Strike Mode]] (only available to the Strike Suit) which disables the [=EMP=] and limits motion, but enables various attitude thrusters which allow the Suit to "sidestep" (at almost FlashStep speeds) incoming missiles with the right timing.



* MissileLockOn: Most missile weapons require a lock on to fire, and when fired at the player will play the standard missile alert bleep. When the missile gets close, a little counter showing distance will appear and the alert beeping will increase in frequency, helping the player time their [=EMP=] countermeasures or do a HighSpeedMissileDodge.

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* MissileLockOn: Most missile weapons require a lock on to fire, and when fired at the player will play the standard missile alert bleep. When the missile gets close, a little counter showing distance will appear and the alert beeping will increase in frequency, helping the player time their [=EMP=] {{EMP}} countermeasures or do a HighSpeedMissileDodge.
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* BigBulkyBomb: Anti-capital ship torpedoes, which move slowly but do a lot of damage when they hit. They are too big to be mounted on fighters, so are typically fired by corvettes and frigates. Larger ships, like cruisers, are capable of mounting even more effective anti-capital ship weaponry like beam cannons, so generally do not need torpedoes. Shooting these down before they can do too much damage to friendly targets is often part of defensive objectives in many missions.

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* BigBulkyBomb: Anti-capital ship torpedoes, which move slowly but do a lot of damage when they hit. They are too big to be mounted on most fighters, so are typically fired by corvettes corvettes, frigates, and frigates.bombers. Larger ships, like cruisers, are capable of mounting even more effective anti-capital ship weaponry like beam cannons, so generally do not need torpedoes. Shooting these down before they can do too much damage to friendly targets is often part of defensive objectives in many missions.
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* BigBulkyBomb: Anti-capital ship torpedoes, which move slowly but do a lot of damage when they hit. They are too big to be mounted on fighters, so are typically fired by corvettes and frigates. Larger ships, like cruisers, are capable of mounting even more effective anti-capital ship weaponry like beam cannons, so generally do not need torpedoes. Shooting these down before they can do too much damage to friendly targets is often part of defensive objectives in many missions.
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* MissileLockOn: Most missile weapons require a lock on to fire, and when fired at the player will play the standard missile alert bleep. When the missile gets close, a little counter showing distance will appear and the alert beeping will increase in frequency, helping the player time their [=EMP=] countermeasures or do a HighSpeedMissileDodge.
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* SpaceClouds: Played straight with the nebula in the game. In addition to concealing ships, it also interferes with MissileLockOn, restricting ships to direct-fire weapons (including dumb-fire rockets) only.
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* GlassCanon: The Strike Suit, compared to other craft. It has good performance, and moderate weaponry, but relatively poor shielding. However, when engaging [[LimitBreak Strike Mode]], its offensive power is multiplied several-fold, but it moves very slowly making it even more vulnerable than usual. This makes it suited to high risk, high reward combat.
* HighSpeedMissileDodge: Can be done in Pursuit Mode (which is the only mode for most craft) if the player can turn tightly enough at the right time. This is helped by an [=EMP=] device used to scramble the targeting and detonators of incoming missiles, but it only works at very close range, draws power from the extra thrust capacitors, and must be manually activated by the pilot. It is functionally like chaff or flares contemporary planes use to evade missiles. Played a bit straighter in [[LimitBreak Strike Mode]] (only available to the Strike Suit) which disables the [=EMP=] and halts forward motion, but enables various attitude thrusters which allow the Suit to "sidestep" (at almost FlashStep speeds) incoming missiles with the right timing.

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* GlassCanon: GlassCannon: The Strike Suit, compared to other craft. It has good performance, and moderate weaponry, but relatively poor shielding. However, when engaging [[LimitBreak Strike Mode]], its offensive power is multiplied several-fold, but it moves very slowly making it even more vulnerable than usual. This makes it suited to high risk, high reward combat.
* HighSpeedMissileDodge: Can be done in Pursuit Mode (which is the only mode for most craft) if the player can turn tightly enough at the right time. This is helped by an [=EMP=] device used to scramble the targeting and detonators of incoming missiles, but it only works at very close range, draws power from the extra thrust capacitors, and must be manually activated by the pilot. It is functionally like chaff or flares contemporary planes use to evade missiles. Played a bit straighter in [[LimitBreak Strike Mode]] (only available to the Strike Suit) which disables the [=EMP=] and halts forward limits motion, but enables various attitude thrusters which allow the Suit to "sidestep" (at almost FlashStep speeds) incoming missiles with the right timing.
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* GlassCanon: The Strike Suit, compared to other craft. It has good performance, and moderate weaponry, but relatively poor shielding. However, when engaging [[LimitBreak Strike Mode]], its offensive power is multiplied several-fold, but it moves very slowly making it even more vulnerable than usual. This makes it suited to high risk, high reward combat.
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* RegeneratingShieldStaticHealth: And by "health" we mean "hull armor".
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* {{Animesque}}: Clear but a little [[DownplayedTrope downplayed]]. While they certainly drew from a lot of anime sources for inspiration, they drew from a lot of western sources as well. The mechanical designs were done by a well-known Japanese mecha designer, but they choose him because they felt his designs would mesh well with the rest of the art style they were going for.
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* SuperPrototype: The titular Strike Suit is a unique craft, only having recently been designed by a similarly unique A.I. [=/=] human hybrid.

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* HighSpeedMissileDodge: Can be done in Pursuit Mode (which is the only mode for most craft) if the player can turn tightly enough at the right time. This is helped by an [=EMP=] device used to scramble the targeting and detonators of incoming missiles, but it only works at very close range, draws power from the extra thrust capacitors, and must be manually activated by the pilot. It is functionally like chaff or flares contemporary planes use to evade missiles. Played a bit straighter in [[LimitBreak Strike Mode]] (only available to the Strike Suit) which disables the [=EMP=] and halts forward motion, but enables various attitude thrusters which allow the Suit to "sidestep" (at almost FlashStep speeds) incoming missiles with the right timing.



* TransformingMecha: Pretty much the point of the game - the titular Strike Suit can transform into a humanoid shape, which gives it vastly increased maneuverability and firepower. Can only be done once the player has built up enough "flux", by destroying enemies.



* ThemeMusicPowerUp: In the third mission, just after Adams gets into the cockpit of the titular [[TitleDrop Strike Suit]].

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* ThemeMusicPowerUp: In the third mission, just after Adams gets into the cockpit of the titular [[TitleDrop Strike Suit]].Suit]].
* TransformingMecha: Pretty much the point of the game - the titular Strike Suit can transform into a humanoid shape, which gives it vastly increased maneuverability and firepower. Can only be done once the player has built up enough "flux", by destroying enemies.
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* ArbitraryMaximumRange: Played very straight, and used to [[EnforcedTrope enforce]] OldSchoolDogfighting.

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* LimitBreak: The Strike Suit's "Strike Mode" feature, in which it [[TransformingMecha changes form]], diverts power from the engines, and uses the fold-drive to enhance all weapon systems, consumes Flux energy from its internal capacitor when firing. The Flux energy is built up slowly over time, but destroying targets builds it up faster. This energy is only expended when firing in Strike Mode, and every further target destroyed adds a little, rewarding a player from using it efficiently.

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* LimitBreak: The Strike Suit's "Strike Mode" feature, in which it [[TransformingMecha changes form]], diverts power from the engines, and uses the fold-drive to enhance all weapon systems, consumes Flux energy from its internal capacitor when firing. The Flux energy is built up slowly over time, but destroying targets builds it up faster. This energy is only expended when firing in Strike Mode, and every further target destroyed adds a little, rewarding a player from for using it efficiently.



** The general coflict is very similar to the One Year war in Gundam.

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** The general coflict conflict is very similar to the One Year war in Gundam.Gundam.
** The Flux energy used in [[LimitBreak Strike Mode]] is held in [[Film/BackToTheFuture a capacitor]].
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* LimitBreak: The Strike Suit's "Strike Mode" feature, in which it [[TransformingMecha changes form]], diverts power from the engines, and uses the fold-drive to enhance all weapon systems, consumes Flux energy from its internal capacitor when firing. The Flux energy is built up slowly over time, but destroying targets builds it up faster. This energy is only expended when firing in Strike Mode, and every further target destroyed adds a little, rewarding a player from using it efficiently.
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* SincerestFormOfFlattery: Born Ready has cited ''VideoGame/{{Homeworld}}'' (hiring its music composer Paul Ruskay,) ''VideoGame/{{Freelancer}}'', ''VideoGame/ColonyWars'', ''Franchise/{{Gundam}}'', ''[[Anime/SuperDimensionFortressMacross Macross]]'', and ''VideoGame/{{Freespace}}'' for inspiration. They hired Junji Okubo for mechanical design based primarily on his work in ''VideoGame/InfiniteSpace'' and ''VideoGame/SteelBattalion'', praising it for having a very "[[RealRobotGenre functional]]" look.

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* SincerestFormOfFlattery: Born Ready has cited ''VideoGame/{{Homeworld}}'' (hiring its music composer Paul Ruskay,) ''VideoGame/{{Freelancer}}'', ''VideoGame/ColonyWars'', ''Franchise/{{Gundam}}'', ''[[Anime/SuperDimensionFortressMacross Macross]]'', and ''VideoGame/{{Freespace}}'' for inspiration. They hired Junji Okubo for mechanical design based primarily on his work in ''VideoGame/InfiniteSpace'' and ''VideoGame/SteelBattalion'', praising it for having a very "[[RealRobotGenre functional]]" look.look.
* ThemeMusicPowerUp: In the third mission, just after Adams gets into the cockpit of the titular [[TitleDrop Strike Suit]].
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** Fixed very quickly [to an extent] with a patch, which also fixed some of the big complaints about difficulty (Namely horrendously unforgiving checkpoint system). Very rough launch however.

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* ShoutOut: Contains a number of references to various mecha shows

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* ShoutOut: Contains a number of references to various mecha showsshows:



** The general coflict is very similar to the One Year war in Gundam

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** The general coflict is very similar to the One Year war in GundamGundam.
* SincerestFormOfFlattery: Born Ready has cited ''VideoGame/{{Homeworld}}'' (hiring its music composer Paul Ruskay,) ''VideoGame/{{Freelancer}}'', ''VideoGame/ColonyWars'', ''Franchise/{{Gundam}}'', ''[[Anime/SuperDimensionFortressMacross Macross]]'', and ''VideoGame/{{Freespace}}'' for inspiration. They hired Junji Okubo for mechanical design based primarily on his work in ''VideoGame/InfiniteSpace'' and ''VideoGame/SteelBattalion'', praising it for having a very "[[RealRobotGenre functional]]" look.
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-> Strike Suit Zero is essentially MacrossMissileMassacre: The Game -- and those massacres are glorious to behold.
-->-- GameSpy's [[http://pc.gamespy.com/pc/strike-suit-zero/1227215p1.html review]]

Indie Space Combat Sim funded on Kickstarter. You are the pilot of an experimental "Strike Suit", (essentially one of the fighters from RoboTech or Macross. Earth's fleet has been decimated and the Rebels are moving in on Earth. It's up to you to defend it!

Watch the trailer [[http://youtu.be/gS50TK_Eqxk here]].

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!!This game provides examples of:

* MacrossMissileMassacre: Possible with swarm missiles, turned UpToEleven when the Strike Suit switches into humanoid form and can fire up to forty missiles simultaneously and at multiple targets.
** Notably, the strike suit's main missile is called the "Circus." [[hottip:*:As in "Itano" circus.]]
* TransformingMecha: Pretty much the point of the game - the titular Strike Suit can transform into a humanoid shape, which gives it vastly increased maneuverability and firepower. Can only be done once the player has built up enough "flux", by destroying enemies.
* ObviousBeta: Broken objectives, performance issues on even extremely high-end computers and serious camera issues while in humanoid mode suggest that this game should have spent a lot more time in QA.
* ShoutOut: Contains a number of references to various mecha shows
** Fold is likely a macross referance.
** The general coflict is very similar to the One Year war in Gundam
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Strike Suit Zero is a Space flight combat game, with mecha elements.

Players Fly a number of different fighters, eventually upgrading to the titullar strike suit zero, a TransformingMecha

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!!''Strike Suit Zero'' Contains examples of the following tropes:

* ShoutOut: Contains a number of references to various mecha shows
** Fold is likely a macross referance.
** The general coflict is very similar to the One Year war in Gundam
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* Shout Out: Contains a number of references to various mecha shows

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* Shout Out: ShoutOut: Contains a number of references to various mecha shows
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Strike Suit Zero is a Space flight combat game, with mecha elements.

Players Fly a number of different fighters, eventually upgrading to the titullar strike suit zero, a TransformingMecha

----
!!''Strike Suit Zero'' Contains examples of the following tropes:

* Shout Out: Contains a number of references to various mecha shows
** Fold is likely a macross referance.
** The general coflict is very similar to the One Year war in Gundam

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