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* AscendedMeme: Some of the weapon skins were conceived as a result of community suggestions and in-jokes, like the [[Memes/{{Vine}} "comically large spoon"]] skin for the Sledgehammer and the cardboard Riot Shield.
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Players assume the role of contestants in the titular virtual reality game show, battling it out in digital recreations of iconic real world locations and competing to bank enough money to reach a cash goal in one of several game modes:

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Players assume the role of contestants in the titular virtual reality game show, battling it out in digital recreations of iconic real world locations arenas to earn fame, fortune, and competing to bank enough money to reach a cash goal the favor of the show's sponsors in one of several game modes:



The game boasts a variety of weapons, equipment, and special abilities to suit a plethora of play styles, further emphasized by its class system, which has players assume one of three basic builds: Light, Medium, and Heavy, which respectively specialize in mobility, support, and survivability. Most prominent of all, however, is its [[EverythingBreaks fully destructible environments]] -- explosives and heavy weaponry can punch holes through walls and ceilings to create new points of entry, fires can spread and consume their surroundings, and entire buildings can be brought to the ground once they become structurally compromised, introducing a dynamic element to gameplay that encourages players to use the arena to their advantage.

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The game boasts a variety of weapons, equipment, and special abilities to suit a plethora of play styles, further emphasized accompanied by its a class system, system which has players assume one of three basic builds: Light, Medium, and Heavy, which respectively specialize in mobility, support, and survivability. Most prominent of all, however, is its [[EverythingBreaks fully destructible environments]] -- explosives and heavy weaponry can punch holes through walls and ceilings to create new points of entry, fires can spread and consume their surroundings, and entire buildings can be brought to the ground once they become structurally compromised, introducing a dynamic element to gameplay that encourages players to use the arena to their advantage.
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* Since the game's release, the Stun Gun has seen its effect duration reduced from 5 seconds to 3.75 and its ability to prevent enemies from crouching, aiming, or using gadgets and specializations removed.

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* ** Since the game's release, the Stun Gun has seen its effect duration reduced from 5 seconds to 3.75 and its ability to prevent enemies from crouching, aiming, or using gadgets and specializations removed.



* UnorthodoxReload: An alternate reload animation can be unlocked for the AKM which has the user toss a fresh magazine upwards, then eject the old magazine and catch the new one with a single sweeping motion before inserting it.

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* UnorthodoxReload: An All of the AKM's reload animations, including the ones in the purchaseable AKM animation set, show the user removing the old magazine by hitting the release lever with the new mag. There's also an alternate reload animation can be unlocked for it in the AKM Season 1 battle pass which has the user toss a fresh magazine upwards, then eject the old magazine and catch the new one with a single sweeping motion before inserting it.

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* ShoutOut: The "Sandstorm" variant of Las Vegas resembles its depiction in ''Film/BladeRunner2049'', dark orange haze and all.

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* ShoutOut: ShoutOut:
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The "Sandstorm" variant of Las Vegas resembles its depiction in ''Film/BladeRunner2049'', dark orange haze and all.all.
** The "Whaaat?" emote invokes the Confused Travolta meme spawned by ''Film/PulpFiction''.

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* '''Tournaments:''' A competitive mode with a starting bracket of eight or sixteen teams, in Unranked and Ranked respectively. The initial knockout rounds are played on Cashout, with the two teams that have the most cash when the timer runs out qualifying for the next round. The final round consists of a Quick Cash match between the last two remaining teams.

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* '''Tournaments:''' A ranked competitive mode with a starting bracket of eight or sixteen teams, in Unranked and Ranked respectively.teams. The initial knockout rounds are played on Cashout, with the two teams that have the most cash when the timer runs out qualifying for the next round. The final round consists of a Quick Cash match between the last two remaining teams.



* '''Terminal Attack:''' A more competitive attack/defense mode introduced partway through Season 2. Attackers, assuming the role of hacker collective CNS, must deliver a decryption key to a terminal in the arena, while the defenders, on behalf of the cybersecurity firm VAIIYA, must defend the terminal at all costs. Healing, reviving, and respawning are prohibited in this mode, giving players only once chance per round to contribute to the fight.

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* '''Terminal Attack:''' A more competitive attack/defense mode introduced for a limited run partway through Season 2. Attackers, assuming the role of hacker collective CNS, must deliver a decryption key to a terminal in the arena, while the defenders, on behalf of the cybersecurity firm VAIIYA, must defend the terminal at all costs. Healing, reviving, and respawning are prohibited in this mode, giving players only once chance per round to contribute to the fight.



** Other notable nerfs during Season 1 include the Mesh Shield, which had its health reduced from 1,250 points to 1,000, the Stun Gun, which saw its effect duration reduced from 5 seconds to 3.75, and deployable mines, which were given a 1.6 second arming period.

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** Other notable nerfs during Season 1 include the The Mesh Shield, which Shield had its health reduced from 1,250 points to 1,000, 750 over the course of the first two seasons.
* Since the game's release,
the Stun Gun, which saw Gun has seen its effect duration reduced from 5 seconds to 3.75, 75 and deployable mines, which were given a 1.6 second arming period.its ability to prevent enemies from crouching, aiming, or using gadgets and specializations removed.



* RegeneratingHealth: Your health passively starts to regenerate a few seconds after you last took damage.

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* RegeneratingHealth: Your health passively starts to regenerate a few seconds after you last took damage. In Terminal Attack matches, this regen is limited to 100 HP.



* StaticStunGun: Light players have access to the Stun Gun, which temporarily slows an affected enemy's movement speed to a crawl and prevents them from using gadgets and abilities.

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* StaticStunGun: Light players have access to the Stun Gun, which temporarily slows an the affected enemy's movement speed to a crawl and prevents them from using gadgets and abilities.interrupts any interactions they're in the middle of.

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The game boasts a variety of weapons, equipment, and special abilities to suit a plethora of play styles, further emphasized by its class system, which has players assume one of three basic builds: Light, Medium, and Heavy, which respectively specialize in mobility, support, and survivability. Most prominent of all, however, is its [[EverythingBreaks fully destructible environments]] -- explosives and heavy weaponry can punch holes through walls and ceilings to create new points of entry, fires can spread and consume their surroundings, and entire buildings can be brought to the ground once they take enough damage, introducing a dynamic element to gameplay that encourages players to use the arena to their advantage.

to:

The game boasts a variety of weapons, equipment, and special abilities to suit a plethora of play styles, further emphasized by its class system, which has players assume one of three basic builds: Light, Medium, and Heavy, which respectively specialize in mobility, support, and survivability. Most prominent of all, however, is its [[EverythingBreaks fully destructible environments]] -- explosives and heavy weaponry can punch holes through walls and ceilings to create new points of entry, fires can spread and consume their surroundings, and entire buildings can be brought to the ground once they take enough damage, become structurally compromised, introducing a dynamic element to gameplay that encourages players to use the arena to their advantage.



* DeathDealer: The Season 1 battle pass includes a reskin of the Throwing Knives which makes them resemble playing cards.



* HackerCollective: CNS, a rogue hacker group attempting to infiltrate ''The Finals'' in order to broadcast cryptic messages urging viewers to "seek the truth beyond the walls". Season 2 deals with the aftermath of them successfully hijacking the show and changing up the game by introducing new hacking-themed abilities and a new arena.

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* HackerCollective: CNS, a rogue hacker group attempting to infiltrate ''The Finals'' in order to broadcast cryptic messages urging viewers to "seek the truth beyond the walls". Season 2 deals with the aftermath of them successfully hijacking the show and changing up the game by introducing new hacking-themed abilities and a new arena.arena, and the Terminal Attack mode introduced partway through the season features them as the attacking party.


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* ImprobableWeaponUser:
** The Season 1 battle pass includes a reskin of the Throwing Knives which makes them resemble [[DeathDealer playing cards]], as well as a guitar skin for the Sledgehammer.
** Season 2's battle pass has a [[ShearMenace scissor]] reskin for the Throwing Knives in addition to a pencil reskin for the Dagger.

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[[folder:Game Modes]]




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* '''Terminal Attack:''' A more competitive attack/defense mode introduced partway through Season 2. Attackers, assuming the role of hacker collective CNS, must deliver a decryption key to a terminal in the arena, while the defenders, on behalf of the cybersecurity firm VAIIYA, must defend the terminal at all costs. Healing, reviving, and respawning are prohibited in this mode, giving players only once chance per round to contribute to the fight.
[[/folder]]



* ArmorIsUseless: You can purchase and equip a few different armored helmet and vest cosmetics, but they don't actually provide any damage resistance; the flavor text for the Flak Vest outright lampshades this, stating that it's "fashionable but not bulletproof". In a similar vein, the gas masks that come with the Contam Couture and VAIIYA Arena Guard sets won't protect you from poisonous gas.

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* ArmorIsUseless: You can purchase and equip a few different armored helmet and vest cosmetics, but they don't actually provide any damage resistance; the flavor text for the Flak Vest outright lampshades this, stating that it's "fashionable but not bulletproof". In a similar vein, the various gas masks that come with the Contam Couture and VAIIYA Arena Guard sets mask cosmetics won't protect you from poisonous gas.

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* ArmorIsUseless: You can purchase and equip a few different armored helmet and vest cosmetics, but they don't actually provide any damage resistance; the flavor text for the Flak Vest outright lampshades this, stating that it's "fashionable but not bulletproof". In a similar vein, the gas mask that comes with the Contam Couture set won't protect you from poisonous gas.

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* ArmorIsUseless: You can purchase and equip a few different armored helmet and vest cosmetics, but they don't actually provide any damage resistance; the flavor text for the Flak Vest outright lampshades this, stating that it's "fashionable but not bulletproof". In a similar vein, the gas mask masks that comes come with the Contam Couture set and VAIIYA Arena Guard sets won't protect you from poisonous gas.


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* RecurringRiff: [[https://youtu.be/2o-bwqYv9bk?si=SIFRKxRtwg8b-Qmy "The World's Greatest Game Show"]], the melody of which serves as the backbone for much of the game's pre-Season 2 soundtrack.


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* SigilSpam: The name and logo of the titular game show are plastered across countless surfaces and props in the arenas, in addition to all of the contestants' weapons and equipment. All of the free cosmetics unlocked by leveling up your career rank bear the show's logo as well.

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* '''Quick Cash:''' A quickplay variation of Cashout, the game's base mode, in which three teams fight to open vaults and deliver them to one of two cashout stations on the map, and then defend the station until the cashout is completed. Cashouts in progress can be "stolen" by other teams, earning them the payout instead. The first team to complete two cashouts wins the match.
* '''Bank It:''' A mode focused more on player versus player confrontation. Four teams compete to collect coins from eliminated players and vaults and deposit them in deposit boxes. Vaults spawn with a steady increase in cash value as the match progresses, and each deposit box is only present on the map for a couple of minutes before despawning and being replaced with a new one in another location. The first team to bank $40,000 in coins is declared the winner. An experimental version of this mode, '''Solo Bank It''', was introduced for a limited run on January 17, 2024, which sees twelve players compete in a free-for-all to deposit the same amount of cash in order to win, with an additional cash bonus automatically awarded for eliminations.
* '''Tournaments:''' A series of consecutive rounds with a starting bracket of eight or sixteen teams, in Unranked and Ranked respectively. The initial knockout rounds are played on a modified version of Cashout in which multiple vaults exist on the map and will spawn with increasing cash values, teams are automatically rewarded bonus cash for eliminations, and team wipes will forfeit 30% of a team's current score. Additionally, in Ranked Tournaments, players are prevented from switching items in their loadouts mid-match, and both Tournament types have limited "respawn coins"; a player who runs out of respawn coins can no longer rejoin the match after a set timer and must instead wait for a revive or team respawn. The two teams with the most cash when the timer runs out will qualify for the next round. The final round consists of a Quick Cash-esque match between the last two remaining teams.

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* '''Quick Cash:''' A quickplay variation of Cashout, the '''Cashout:''' The game's base mode, in which mode. Four teams of three teams fight to open extract cash boxes from vaults that spawn in the arena and deliver them to one of two cashout stations on the map, and then defend the station until the cashout is completed. Cashouts in progress can be "stolen" by other teams, earning them the payout instead.instead, bonus cash is rewarded for eliminations and interacting with vaults/cashout stations, and team wipes will forfeit 30% of a team's current score. The team with the most cash once the timer runs out wins the match.
* '''Quick Cash:''' A quickplay variation of Cashout with three teams and only one vault to fight over at a time, as well as unlimited respawns.
The first team to complete two cashouts wins the match.
* '''Bank It:''' A mode focused more on player versus player confrontation. Four teams compete to collect coins from eliminated players and vaults and deposit them in deposit boxes. Vaults spawn with a steady increase in cash value as the match progresses, and each deposit box is only present on the map for a couple of minutes before despawning and being replaced with a new one in another location. The first team to bank $40,000 in coins is declared the winner. An experimental version of this mode, '''Solo Bank It''', was introduced for a limited run on January 17, 2024, which sees saw twelve players compete in a free-for-all to deposit the same amount of cash in order to win, with an additional cash bonus automatically awarded for eliminations.
* '''Tournaments:''' A series of consecutive rounds competitive mode with a starting bracket of eight or sixteen teams, in Unranked and Ranked respectively. The initial knockout rounds are played on a modified version of Cashout in which multiple vaults exist on the map and will spawn Cashout, with increasing cash values, teams are automatically rewarded bonus cash for eliminations, and team wipes will forfeit 30% of a team's current score. Additionally, in Ranked Tournaments, players are prevented from switching items in their loadouts mid-match, and both Tournament types have limited "respawn coins"; a player who runs out of respawn coins can no longer rejoin the match after a set timer and must instead wait for a revive or team respawn. The two teams with that have the most cash when the timer runs out will qualify qualifying for the next round. The final round consists of a Quick Cash-esque Cash match between the last two remaining teams.



* ContinuingIsPainful: Tournaments place heavier consequences on being eliminated, as unlike in quickplay modes you'll have a limited number of respawn coins that you can use to rejoin the fight after the respawn timer expires, and team wipes will deduct 30% of your team's current score.

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* ContinuingIsPainful: Tournaments Cashout matches place heavier consequences on being eliminated, eliminated than casual modes, as unlike in quickplay modes you'll have a limited number of respawn coins that you can use to rejoin the fight after the respawn timer expires, and team wipes will deduct 30% of your team's current score.

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The game boasts a variety of weapons, equipment, and special abilities to suit a plethora of play styles, further emphasized by its class system, which has players assume one of three basic builds: Light, Medium, and Heavy, which respectively specialize in mobility, support, and survivability. Most prominent of all, however, is its [[WreakingHavok fully destructible environments]] -- explosives and heavy weaponry can punch holes through walls and ceilings to create new points of entry, fires can spread and consume their surroundings, and entire buildings can be brought to the ground once they take enough damage, introducing a dynamic element to gameplay that encourages players to use the arena to their advantage.

to:

The game boasts a variety of weapons, equipment, and special abilities to suit a plethora of play styles, further emphasized by its class system, which has players assume one of three basic builds: Light, Medium, and Heavy, which respectively specialize in mobility, support, and survivability. Most prominent of all, however, is its [[WreakingHavok [[EverythingBreaks fully destructible environments]] -- explosives and heavy weaponry can punch holes through walls and ceilings to create new points of entry, fires can spread and consume their surroundings, and entire buildings can be brought to the ground once they take enough damage, introducing a dynamic element to gameplay that encourages players to use the arena to their advantage.



* TheEighties: Season 2 and its battle pass revel in the aesthetics of this decade, with various homages to analog tech, {{martial arts movie}}s, [[MediaNotes/The8BitEraOfConsoleVideoGames 8-bit video games]], and geek culture.



* CharacterClassSystem: There are three basic "builds" which you can play as -- the [[FragileSpeedster Light build]] boasts more maneuverability at the cost of survivability and specializes in hit-and-run tactics, the [[JackOfAllStats Medium build]] is balanced in movement and health and assumes a [[SupportPartyMember support role]], laying down turrets and movement-enabling equipment including jump pads and ziplines and healing or reviving teammates in need, and the [[MightyGlacier Heavy build]] has more health but slower movement speed and is best at fortifying or demolishing the arena and protecting their teammates with holographic shields.



* CompetitiveBalance: The three player classes are balanced against each other in fairly straightforward ways: the [[FragileSpeedster Light class]] boasts more maneuverability at the cost of survivability and specializes in hit-and-run tactics, the [[JackOfAllStats Medium class]] is balanced in movement and health and assumes a [[SupportPartyMember support role]], scanning for opponents and healing or reviving teammates in need, and the [[MightyGlacier Heavy class]] has more health but slower movement speed and is best at fortifying or demolishing the arena.


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* PowerNullifier: Glitch grenades and traps can be used to temporarily prevent enemy players from using their gadgets or special abilities, on top of [[InterfaceScrew messing with their HUD]] for the duration of the effect.

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** An update halfway through the first season cut the effective range of Recon Senses down to 30 meters and added a warning for players who are detected by the ability, bringing it more in line with the enemy-sensing Gadgets. Come Season 2, the specialization was outright removed from the game pending an assessment and rework.

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** An update halfway through the first season cut the effective range of [[XRayVision Recon Senses Senses]] down to 30 meters and added a warning for players who are detected by the ability, bringing it more in line with the enemy-sensing Gadgets. Come Season 2, the specialization was outright removed from the game pending an assessment and rework.


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* XRayVision: Recon Senses, a Medium specialization which permits the user to see enemies through any obstacles. It was removed from the game outright in Season 2, with the Dematerializer added in its place.
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* VivaLasVegas: The first season introduced a map set in Las Vegas, with the action unfolding around an area modeled after the Fremont Street Experience.

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* VivaLasVegas: The first season introduced a map set in Las Vegas, with the action unfolding around an area modeled after the Fremont Street Experience. The rewards in the season's battle pass followed suit, including an [[ElvisImpersonator Elvis-esque]] getup, a boxer's outfit, a gambler-themed item set, and several items that take cues from nearby Area51 through their alien and {{conspiracy theorist}} themes.
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* NewOldWest: The crux of the "Smoking Guns" limited-time event, which is played on a Wild West-themed version of Monaco and restricts players to using loadouts featuring low-tech gadgets and weapons that are the most appropriate for the time period, with a few exceptions like the Glitch Grenade and Healing Beam.

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* NewOldWest: The crux of the "Smoking Guns" limited-time event, which is was played on a Wild West-themed version of Monaco and restricts restricted players to using loadouts featuring low-tech gadgets and weapons that are the most appropriate for the time period, with a few exceptions like the Glitch Grenade and Healing Beam.

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* CombatResuscitation: Eliminated players will turn into a small statue which their teammates can hold the interact button on to revive them. The process of doing so takes several seconds, but a Defibrillator can be employed for an instant resurrection.

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* CombatResuscitation: Eliminated players will turn into a small statue which their teammates can hold the interact button on to revive them. The process of doing so takes several seconds, but a Defibrillator can be employed for an instant a faster, hands-free resurrection.



* MagicalDefibrillator: One of the equipment items available for the Medium class by default. It can instantly revive teammates after a short charge period, bypassing the lengthy default revive duration.

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* MagicalDefibrillator: One of the equipment items available for the Medium class by default. It can instantly quickly revive teammates after a short charge period, bypassing the lengthy default revive duration.



** In the first two months post-release, the C4 saw a damage reduction from 240 to 210, and then to 155. The latter decrease was paired with a change to arena carriables to make them travel less further when thrown with a deployable gadget attached, ostensibly to reduce the effectiveness of nuking.
*** Nukes were further balanced out by another update in February of 2024 which made it so that [[GasCylinderRocket red explosive carriables]] are affected by gravity if they have gadgets attached to them, and fixed the unintentional damage stacking caused by multiple [=C4s=] being attached to a carriable.
** The December 20th, 2023 patch saw a 1.6 second arming time added to mine deployables, as well as a decrease in the health of the Heavy barrier items -- the Mesh Shield from 1,250 to 1,100, and the Bubble Shield from 350 to 300. The former would be further nerfed to 1,000 the following month.
** January 2024 saw the reduction of the Stun Gun's effect duration from 5 seconds to 3.75, as well as fix to prevent the Grappling Hook from attaching to deployables attached to carriables, which could be exploited to propel the user extremely long distances.
** At the end of the month another update nerfed the effective range of Recon Senses down to 30 meters and added a warning for players who are detected by the ability, bringing it more in line with the enemy-sensing Gadgets.

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** In the first two months post-release, the C4 saw a damage reduction from 240 to 210, and then to 155. The latter decrease was paired with a change to arena carriables to make them travel less further when thrown with a deployable gadget attached, ostensibly to reduce the effectiveness of nuking.
***
Nukes were further balanced out by another update in February of 2024 which made it so nerfed throughout Season 1 with balance patches that [[GasCylinderRocket red explosive carriables]] are affected by gravity if decreased the distance they have gadgets attached to them, could be thrown and fixed removed the unintentional damage stacking caused by multiple [=C4s=] being explosive gadgets detonating at once. Season 2 effectively killed off nuking by making explosive canisters spin out of control when thrown with gadgets attached and preventing said gadgets from arming until a brief period after the carriable they're attached to a carriable.
has been thrown.
** The December 20th, 2023 patch saw a 1.6 second arming time added to mine deployables, as well as a decrease in the health of the Heavy barrier items -- Other notable nerfs during Season 1 include the Mesh Shield Shield, which had its health reduced from 1,250 points to 1,100, and the Bubble Shield from 350 to 300. The former would be further nerfed to 1,000 the following month.
** January 2024 saw the reduction of
1,000, the Stun Gun's Gun, which saw its effect duration reduced from 5 seconds to 3.75, as well as fix to prevent the Grappling Hook from attaching to deployables attached to carriables, and deployable mines, which could be exploited to propel the user extremely long distances.
were given a 1.6 second arming period.
** At the end of the month another An update nerfed halfway through the first season cut the effective range of Recon Senses down to 30 meters and added a warning for players who are detected by the ability, bringing it more in line with the enemy-sensing Gadgets.Gadgets. Come Season 2, the specialization was outright removed from the game pending an assessment and rework.
** The Defibrillator was hit by a nerf at the start of Season 2 which increased the amount of time it takes to charge up for use and added a three-second delay after its application before the target is actually revived.
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* HackerCollective: CNS, a rogue hacker group attempting to infiltrate ''The Finals'' in order to broadcast cryptic messages urging viewers to "seek the truth beyond the walls". Season 2 deals with the aftermath of them successfully hijacking the show and changing up the game by introducing new hacking-themed abilities and a new arena.

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