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The game used a heavily modified version of the ''VideoGame/{{Daggerfall}}'' engine and was ahead of its time in many ways, featuring full 3D environments and character models, huge semi-open world levels (including the ability to go inside every building with an accessible door), a modern WASD control scheme with mouse look, a separate hotkey for grenades, and vehicle sections using a jeep and a helicopter, all a full year before the release of ''VideoGame/{{Quake}}'' in 1996. This was all achieved solely with software rendering, though at the cost of having a relatively restricted draw distance by modern standards.

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The game used a heavily modified version of the ''VideoGame/{{Daggerfall}}'' ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' engine and was ahead of its time in many ways, featuring full 3D environments and character models, huge semi-open world levels (including the ability to go inside every building with an accessible door), a modern WASD control scheme with mouse look, a separate hotkey for grenades, and vehicle sections using a jeep and a helicopter, all a full year before the release of ''VideoGame/{{Quake}}'' in 1996. This was all achieved solely with software rendering, though at the cost of having a relatively restricted draw distance by modern standards.



** Kyle Reese is wearing a ''VideoGame/{{Daggerfall}}'' T-shirt.

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** Kyle Reese is wearing a ''VideoGame/{{Daggerfall}}'' ''VideoGame/TheElderScrollsIIDaggerfall'' T-shirt.
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* FastKillingRadiation: Since the world is a post-nuclear wasteland, pockets of radiation can be found on most levels. Entering these areas rapidly drains your health until you leave, and there's no way to know that an area is radioactive until you actually step into the radiation.
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* EmptyRoomUntilTheTrap: Gets overused by the end of ''Future Shock''. Halfway through the game you begin experiencing enemies "teleport" in. This is used more and more until the final level is full of empty rooms where enemies suddenly but predictably appear while you are halfway through.


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* StableTimeLoop: Skynet in this continuity is not shown to have developed the technology to send physical objects back in time. What it ''can'' do is send data transmissions back in time. Resistance scientists theorize Skynet used this to program its past self to self-awareness.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/futureshockcover.jpg]]
[[caption-width-right:350:''Future Shock'']]

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/box1.jpg]]
[[caption-width-right:350:''Skynet'']]



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* SeanConneryIsAboutToShootYou: The original cover of ''Skynet'', and most of it's promotional materials, depicts one of the Terminators about to blast the player's heads off.


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* WalkingTank: Bipedal, two-legged mechas appears as regular enemies in ''Skynet''. They're one of the few enemies in the game that doesn't have a movie counterpart.
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* EmbeddedPrecursor: ''Skynet'' includes the ability to play through the entire ''Future Shock'' campaign with ''Skynet'''s improved SVGA resolution graphics.
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* GameMod: A fan made mod for ''Skynet'' fixes a number of bugs present in the final patched version of the game, and also drastically increases the draw distance to more modern standards. It also makes it easier to set up ''Future Shock'' to run with ''Skynet'''s higher 640x480 resolution. You still need DOSBox to run the game on modern systems, though.

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* GameMod: A fan made mod for ''Skynet'' fixes a number of bugs present in the final patched version of the game, and also drastically increases the draw distance to more modern standards. It also makes it easier to set up ''Future Shock'' to run with ''Skynet'''s higher 640x480 resolution. You still need DOSBox UsefulNotes/DOSBox to run the game on modern systems, though.
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* ChickenWalker: The basic "grunt" enemy type is a six-foot tall mech that looks like a person-sized version of the [=AT-STs=] from ''Film/StarWars'' ''Film/ReturnOfTheJedi''. A much larger MiniMecha version appears later in the game as a GiantMook enemy.

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* ChickenWalker: The basic "grunt" enemy type is a six-foot tall mech that looks like a person-sized version of the [=AT-STs=] from ''Film/StarWars'' ''Franchise/StarWars'' ''Film/ReturnOfTheJedi''. A much larger MiniMecha version appears later in the game as a GiantMook enemy.
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* ShortRangeShotgun: Averted; the shotgun seems to fire slugs, as it's accurate enough to snipe with.

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* ShortRangeShotgun: Averted; the shotgun seems to fire slugs, as it's accurate enough to snipe with.with, with no apparent loss of damage output at long range.
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* MiniBoss: The Goliath Hunter-Killer tanks (the huge robot tanks from the films) are the closest things in the game to a proper boss fight; they can take ''way'' more damage than any other enemy type, and there's only 3 of them in ''Future Shock'' and 1 in ''Skynet''.

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* ShotgunsAreJustBetter: The shotgun has a lower rate of fire than the automatic weapons or energy weapons, and ammo for it is a bit less common than normal bullets, but it deals good single-shot damage and is the most ammo efficient weapon in the game; your max ammo of 750 assault rifle bullets is enough to kill about 10-12 Terminators before running out, but your max ammo of 200 shotgun shells is enough to kill over 30 Terminators before running out.

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* ShotgunsAreJustBetter: The shotgun has a lower rate of fire than the automatic weapons or energy weapons, and ammo for it is a bit less common than normal bullets, but it deals good single-shot damage and is one of the most ammo efficient weapon ballistic weapons in the game; your max ammo of 750 assault rifle bullets is enough to kill about 10-12 Terminators before running out, but your max ammo of 200 shotgun shells is enough to kill over 30 Terminators before running out.


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* UniversalAmmo: The uzi, assault rifle, and machine gun all use the same bullets, while the laser rifle, laser cannon, plasma pistol, plasma rifle, and plasma cannon all use the same energy ammo. Heavier weapons tend to deal more damage or have a higher rate of fire, at the cost of being less ammo efficient, i.e. the plasma cannon costs 10 times per shot what the plasma pistol does, while only doing about 5 times the per-shot damage. Plasma weapons also deal more damage than laser weapons while costing the same amount of ammo.
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* ShotgunsAreJustBetter: The shotgun has a lower rate of fire than the automatic weapons or energy weapons, and ammo for it is a bit less common than normal bullets, but it deals good single-shot damage and is the most ammo efficient weapon in the game; your max ammo of 750 assault rifle bullets is enough to kill about 10-12 Terminators before running out, but your max ammo of 200 shotgun shells is enough to kill over 30 Terminators before running out.
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* NintendoHard: The game was noted as being quite difficult at the time of its release, even by the harder standards of the time. While you can take quite a lot of hits for a squishy human, enemies can chew through your armor and health quite quickly, and Terminators take ''a lot'' of hits to bring down unless you use grenades or plasma weapons. Also, unless you explore the open world thoroughly for resources, it's pretty easy to run low on armor, health, or ammo in the middle of a mission. The open world maps could also make finding your objective difficult, especially in the driving levels where you're only given vague verbal directions as to where you're supposed to be going (this game was made ''long'' before GPS was a thing, and it'll really show to modern audiences).
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* ForgoneConclusion: Averted. You know things are serious when [[spoiler: ''Kyle Reese'']] of all people gets killed near the end of ''Future Shock''.

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* ForgoneConclusion: ForegoneConclusion: Averted. You know things are serious when [[spoiler: ''Kyle Reese'']] of all people gets killed near the end of ''Future Shock''.
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* ForgoneConclusion: Averted. You know things are serious when [[spoiler: ''Kyle Reese'']] of all people gets killed near the end of ''Future Shock''.

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* AllYourBaseAreBelongToUs: About 1/3rd of the way through the game, the Resistance HQ is attacked by Terminators, and you have to fight your way back to it and clear the area around it of Terminators and even one of the huge Hunter Killer tanks from the films.



* DeathByAdaptation: [[spoiler: John Connor dies near the end of ''Future Shock'' during the final assault on Skynet, leaving it up to the player to destroy Skynet and save the future.]]

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* DeathByAdaptation: [[spoiler: Kyle Reese and even John Connor dies die near the end of ''Future Shock'' during the final assault on Skynet, leaving it up to the player to destroy Skynet and save the future.]]
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* EliteMooks: The T-800s seem to serve this role; they're armed with hitscans weapons instead of the easier-to-dodge plasma blasters most other enemies use, and can take a lot more damage than most other enemy types also.

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* EliteMooks: The T-800s seem to serve this role; they're armed with hitscans weapons instead of the easier-to-dodge plasma blasters most other enemies use, and can take a lot more damage than most other enemy types also. In fact they can take even more damage than the two GiantMook MiniMecha enemy types.
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* MadeOfIron: T-800s are ''very'' tough, capable of withstanding over 60 rounds of assault rifle fire or multiple shotgun blasts. They're considerably more durable than the walker mechs or even the [=HK=] Aerials. You're best off shooting them with the grenade launcher or blasting them with the plasma rifle while tossing grenades at them.

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* MadeOfIron: T-800s are ''very'' tough, capable of withstanding over 60 rounds of assault rifle fire or multiple several shotgun blasts. They're considerably more durable than the walker mechs or even the [=HK=] Aerials. You're best off shooting them with the grenade launcher or blasting them with the plasma rifle while tossing grenades at them.
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* ShortRangeShotgun: Averted; the shotgun seems to fire slugs, as it's accurate enough to snipe with.
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A sequel, ''Terminator: Skynet'', was released in 1996. ''Skynet'' was based on the same engine as ''Future Shock'' and plays largely the same, but includes [=FMV=] cutscenes with live actors, more focused levels, and an improved 640x480 resolution. It's about half the length of ''Future Shock'', but is overall more focused and action-packed with less aimless free-roaming. ''Skynet'' also included a copy of ''Future Shock'' on the disc, which could be accessed from the game's main menu.

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A sequel, ''Terminator: Skynet'', was released in 1996. ''Skynet'' was based on the same engine as ''Future Shock'' and plays largely the same, but includes [=FMV=] cutscenes with live actors, more focused levels, and an improved 640x480 SVGA resolution. It's about half the length of ''Future Shock'', but is overall more focused and action-packed with less aimless free-roaming. ''Skynet'' also included a copy of includes the ability to play through the ''Future Shock'' on the disc, which could be accessed from the game's main menu.campaign using ''Skynet'''s improved SVGA graphics.

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