Is there an issue? Send a MessageReason:
None
Changed line(s) 3,4 (click to see context) from:
''The Great Escape'' is a 2003 video game by Pivotal Games for UsefulNotes/PlayStation2, [[UsefulNotes/WindowsGames PC]] and UsefulNotes/{{Xbox}}.
to:
''The Great Escape'' is a 2003 video game by Pivotal Games for UsefulNotes/PlayStation2, [[UsefulNotes/WindowsGames Platform/PlayStation2, [[Platform/WindowsGames PC]] and UsefulNotes/{{Xbox}}.
Platform/{{Xbox}}.
Is there an issue? Send a MessageReason:
None
Changed line(s) 5,6 (click to see context) from:
The game is an adaptation of the eponymous 1963 UsefulNotes/WorldWarII [[Film/TheGreatEscape film of the same name]] starring Creator/{{Steve McQueen|Actor}}.
to:
The game is an adaptation of the eponymous 1963 UsefulNotes/WorldWarII UsefulNotes/WorldWarII[=-=]set [[Film/TheGreatEscape film of the same name]] starring Creator/{{Steve McQueen|Actor}}.
Is there an issue? Send a MessageReason:
None
Changed line(s) 14 (click to see context) from:
* EarnYourHappyEnding: [[spoiler:Unlike the Movie, Hendley, Blythe, Hilts and [=MacDonald=] all manage to escape back home.]]
to:
* EarnYourHappyEnding: [[spoiler:Unlike the Movie, movie, Hendley, Blythe, Hilts and [=MacDonald=] all manage to escape back home.]]
Changed line(s) 16 (click to see context) from:
* GoodOldFisticuffs: You can punch guards to stun them however you cannot kill them this way (Outside of waiting for them to get up behind them so you can grab them and choke them out.)this will cause them to start shooting to kill.
to:
* GoodOldFisticuffs: You can punch guards to stun them them, however you cannot kill them this way (Outside (outside of waiting for them to get up behind them so you can grab them and choke them out.)this out): this will cause them to start shooting to kill.
Changed line(s) 18,20 (click to see context) from:
* RespawningEnemies: Guards tend to respawn slowly occasionally when there's no alert but continiously respawn when the alarm is raised, additional guards that also respawn and leave once the alert ends also occurs.
* ImproperlyPlacedFirearms: The Getsapo and Hendley during "Last Train Home" use Arminius Revolvers, which were not invented at the time of UsefulNotes/{{WW2}}.
* ShownTheirWork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't shown in the film, and it's thought that Arminius Revolvers (the basis of the revolvers used by Bartlett and the Gestapo officers on the train level) were used in the original film. It's also mentioned that Prisoners received tools from the Red Cross (In this case, a Compass) which was never mentioned in the film.
* ImproperlyPlacedFirearms: The Getsapo and Hendley during "Last Train Home" use Arminius Revolvers, which were not invented at the time of UsefulNotes/{{WW2}}.
* ShownTheirWork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't shown in the film, and it's thought that Arminius Revolvers (the basis of the revolvers used by Bartlett and the Gestapo officers on the train level) were used in the original film. It's also mentioned that Prisoners received tools from the Red Cross (In this case, a Compass) which was never mentioned in the film.
to:
* RespawningEnemies: Guards tend to respawn slowly occasionally when there's no alert alert, but continiously their respawn when rate increases if the alarm is raised, raised; there are also additional guards that also respawn and leave once the alert ends also occurs.
ends.
* ImproperlyPlacedFirearms: TheGetsapo Gestapo and Hendley during "Last Train Home" use Arminius Revolvers, which were not invented at the time of UsefulNotes/{{WW2}}.
* ShownTheirWork: Several dialogue/levels show the devs didresearch, their research: "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't shown in the film, and it's thought that Arminius Revolvers (the basis of the revolvers used by Bartlett and the Gestapo officers on the train level) were used in the original film. It's also mentioned that Prisoners prisoners received tools from the Red Cross (In (in this case, a Compass) compass) which was never mentioned in the film.
* ImproperlyPlacedFirearms: The
* ShownTheirWork: Several dialogue/levels show the devs did
Is there an issue? Send a MessageReason:
None
Changed line(s) 20 (click to see context) from:
* ShownTheirWork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't shown in the film and it's thought that Arminius Revolvers (the basis of the revolvers used by Bartlett and the Gestapo officers on the train level) were used in the original film, It's also mentioned that Prisoners received tools from the Red Cross (In this case, a Compass) which was never mentioned in the film.
to:
* ShownTheirWork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't shown in the film film, and it's thought that Arminius Revolvers (the basis of the revolvers used by Bartlett and the Gestapo officers on the train level) were used in the original film, film. It's also mentioned that Prisoners received tools from the Red Cross (In this case, a Compass) which was never mentioned in the film.
Is there an issue? Send a MessageReason:
Corrected "shown on on the film" to "shown in the film".
Changed line(s) 20 (click to see context) from:
* ShownTheirWork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't shown on on the film and it's thought that Arminius Revolvers (the basis of the revolvers used by Bartlett and the Gestapo officers on the train level) were used in the original film, It's also mentioned that Prisoners received tools from the Red Cross (In this case, a Compass) which was never mentioned in the film.
to:
* ShownTheirWork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't shown on on in the film and it's thought that Arminius Revolvers (the basis of the revolvers used by Bartlett and the Gestapo officers on the train level) were used in the original film, It's also mentioned that Prisoners received tools from the Red Cross (In this case, a Compass) which was never mentioned in the film.
Is there an issue? Send a MessageReason:
None
Changed line(s) 3 (click to see context) from:
''The Great Escape'' is a 2003 video game adaptation of the eponymous 1963 UsefulNotes/WorldWarII [[Film/TheGreatEscape film of the same name]] starring Creator/{{Steve McQueen|Actor}} by Pivotal games.
to:
''The Great Escape'' is a 2003 video game by Pivotal Games for UsefulNotes/PlayStation2, [[UsefulNotes/WindowsGames PC]] and UsefulNotes/{{Xbox}}.
The game is an adaptation of the eponymous 1963 UsefulNotes/WorldWarII [[Film/TheGreatEscape film of the same name]] starring Creator/{{SteveMcQueen|Actor}} by Pivotal games.McQueen|Actor}}.
Not to be confused with ''VideoGame/Rayman2TheGreatEscape''.
The game is an adaptation of the eponymous 1963 UsefulNotes/WorldWarII [[Film/TheGreatEscape film of the same name]] starring Creator/{{Steve
Not to be confused with ''VideoGame/Rayman2TheGreatEscape''.
Is there an issue? Send a MessageReason:
None
Changed line(s) 1,2 (click to see context) from:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/19110_front.jpg]]
to:
Is there an issue? Send a MessageReason:
None
Changed line(s) 3 (click to see context) from:
''The Great Escape'' is a video game adaptation of the eponymous 1963 UsefulNotes/WorldWarII [[Film/TheGreatEscape film of the same name]] starring Creator/{{Steve McQueen|Actor}} by Pivotal games.
to:
''The Great Escape'' is a 2003 video game adaptation of the eponymous 1963 UsefulNotes/WorldWarII [[Film/TheGreatEscape film of the same name]] starring Creator/{{Steve McQueen|Actor}} by Pivotal games.
Is there an issue? Send a MessageReason:
None
Changed line(s) 3 (click to see context) from:
''The Great Escape'' is a video game adaptation of the movie by Pivotal games.
to:
''The Great Escape'' is a video game adaptation of the movie eponymous 1963 UsefulNotes/WorldWarII [[Film/TheGreatEscape film of the same name]] starring Creator/{{Steve McQueen|Actor}} by Pivotal games.
Is there an issue? Send a MessageReason:
None
Changed line(s) 15 (click to see context) from:
* ImproperlyPlacedFirearms: The Getsapo and Hendley during "Last Train Home" use Arminius Revolvers, which were not invented at the time of WW2.
to:
* ImproperlyPlacedFirearms: The Getsapo and Hendley during "Last Train Home" use Arminius Revolvers, which were not invented at the time of WW2.UsefulNotes/{{WW2}}.
Is there an issue? Send a MessageReason:
None
Added line(s) 6 (click to see context) :
----
Changed line(s) 6 (click to see context) from:
* AdaptationalBadass: Hendley, MacDonald and Sedgewick all get in at least one gunfight against German troops while all of them plus Hilts can potentially choke out a large amount of German forces.
to:
* AdaptationalBadass: Hendley, MacDonald [=MacDonald=] and Sedgewick all get in at least one gunfight against German troops while all of them plus Hilts can potentially choke out a large amount of German forces.
Changed line(s) 9 (click to see context) from:
* EarnYourHappyEnding: [[spoiler:Unlike the Movie, Hendley, Blythe, Hilts and MacDonald all manage to escape back home.]]
to:
* EarnYourHappyEnding: [[spoiler:Unlike the Movie, Hendley, Blythe, Hilts and MacDonald [=MacDonald=] all manage to escape back home.]]
Changed line(s) 17 (click to see context) from:
* WantedMeter: Your campass will start flashing yellow if the guards are chasing you, it'll turn red if they're shooting to kill and will start flashing slower if they're starting to give up the chase.
to:
* WantedMeter: Your campass will start flashing yellow if the guards are chasing you, it'll turn red if they're shooting to kill and will start flashing slower if they're starting to give up the chase.chase.
----
----
Is there an issue? Send a MessageReason:
None
Changed line(s) 15 (click to see context) from:
* ShownTheirWork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't show on on the film and it's thought that Arminius Revolvers were used in the original film, It's also mentioned that Prisoners recieved tools from the Red Cross (In this case, a Compass) which was never mentioned in the film.
to:
* ShownTheirWork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't show shown on on the film and it's thought that Arminius Revolvers (the basis of the revolvers used by Bartlett and the Gestapo officers on the train level) were used in the original film, It's also mentioned that Prisoners recieved received tools from the Red Cross (In this case, a Compass) which was never mentioned in the film.
Is there an issue? Send a MessageReason:
None
Changed line(s) 16 (click to see context) from:
* SparedByTheAdaptation: The body count in the game is significantly reduced compared to the movie; Mac manages to link up with LaResistance, Hendley's and Blythe's plane doesn't suffer engine trouble and is implied to successfully make it to Switzerland, and, while Hilts is not killed in the movie, he successfully manages to make the final jump across the border instead of botching it up and being recaptured. The only character whose death ''may'' have not been averted is Bartlett, as he is [[WhatHappennedToTheMouse not seen again]] after getting separated from Mac while being chased by the Gestapo.
to:
* SparedByTheAdaptation: The body count in the game is significantly reduced compared to the movie; Mac manages to link up with LaResistance, Hendley's and Blythe's plane doesn't suffer engine trouble and is implied to successfully make it to Switzerland, and, while Hilts is not killed in the movie, he successfully manages to make the final jump across the border instead of botching it up and being recaptured. The only character whose death ''may'' have not been averted is Bartlett, as he is [[WhatHappennedToTheMouse [[WhatHappenedToTheMouse not seen again]] after getting separated from Mac while being chased by the Gestapo.
Is there an issue? Send a MessageReason:
None
Changed line(s) 9 (click to see context) from:
* EarnYourHappyEnding: [[spoiler:Unlike the Movie,Hendley,Blythe, Hilts and MacDonald all manage to escape back home.]]
to:
* EarnYourHappyEnding: [[spoiler:Unlike the Movie,Hendley,Blythe, Movie, Hendley, Blythe, Hilts and MacDonald all manage to escape back home.]]
Added DiffLines:
* SparedByTheAdaptation: The body count in the game is significantly reduced compared to the movie; Mac manages to link up with LaResistance, Hendley's and Blythe's plane doesn't suffer engine trouble and is implied to successfully make it to Switzerland, and, while Hilts is not killed in the movie, he successfully manages to make the final jump across the border instead of botching it up and being recaptured. The only character whose death ''may'' have not been averted is Bartlett, as he is [[WhatHappennedToTheMouse not seen again]] after getting separated from Mac while being chased by the Gestapo.
Is there an issue? Send a MessageReason:
None
Changed line(s) 7 (click to see context) from:
* ArtificialBrilliance: Guards will investigate opened doors, follow your bloodstains you leave when low on health and are suprisingly hard to shake when they're chasing you and will even lock the doors on Prisoner huts if you keep opening them.
to:
* ArtificialBrilliance: Guards will investigate opened doors, follow your bloodstains you leave when low on health and are suprisingly surprisingly hard to shake when they're chasing you and will even lock the doors on Prisoner huts if you keep opening them.
Added DiffLines:
* EarnYourHappyEnding: [[spoiler:Unlike the Movie,Hendley,Blythe, Hilts and MacDonald all manage to escape back home.]]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/19110_front.jpg]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 7 (click to see context) from:
* GaidenGame: Can be considered one to the "''VideoGame/ConflictSeries''" as they share devs and the same engine with alot of the mechanics reused for this.
to:
* GaidenGame: Can be considered one to the "''VideoGame/ConflictSeries''" ''VideoGame/ConflictSeries'' as they share devs and the same engine with alot of the mechanics reused for this.
Is there an issue? Send a MessageReason:
None
Changed line(s) 7 (click to see context) from:
* GaidenGame: Can be considered one to the "ConflictSeries" as they share devs and the same engine with alot of the mechanics reused for this.
to:
* GaidenGame: Can be considered one to the "ConflictSeries" "''VideoGame/ConflictSeries''" as they share devs and the same engine with alot of the mechanics reused for this.
Is there an issue? Send a MessageReason:
None
Changed line(s) 7 (click to see context) from:
* GaidenGame: Can be considered one to the Conflictseries as they share devs and the same engine with alot of the mechanics reused for this.
to:
* GaidenGame: Can be considered one to the Conflictseries "ConflictSeries" as they share devs and the same engine with alot of the mechanics reused for this.
Is there an issue? Send a MessageReason:
None
Changed line(s) 7 (click to see context) from:
* GaidenGame: Can be considered one to the ConflictSeries as they share devs and the same engine with alot of the mechanics reused for this.
to:
* GaidenGame: Can be considered one to the ConflictSeries Conflictseries as they share devs and the same engine with alot of the mechanics reused for this.
Is there an issue? Send a MessageReason:
None
* GaidenGame: Can be considered one to the ConflictSeries as they share devs and the same engine with alot of the mechanics reused for this.
* QuickMelee: Trying to shoot a guard in close range will result in you striking them with your gun, Guards can do the same to you which will result in being arrested on Yellow Alert and just damage on a Red Alert.
Changed line(s) 10,11 (click to see context) from:
* ShownTheirWork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't show on on the film and it's thought that Arminius Revolvers were used in the original film.
* WantedMeter: Your compass will start flashing yellow if the guards are chasing you, it'll turn red if they're shooting to kill and will start flashing slower if they're starting to give up the chase.
* WantedMeter: Your compass will start flashing yellow if the guards are chasing you, it'll turn red if they're shooting to kill and will start flashing slower if they're starting to give up the chase.
to:
* ShownTheirWork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't show on on the film and it's thought that Arminius Revolvers were used in the original film, It's also mentioned that Prisoners recieved tools from the Red Cross (In this case, a Compass) which was never mentioned in the film.
* WantedMeter: Yourcompass campass will start flashing yellow if the guards are chasing you, it'll turn red if they're shooting to kill and will start flashing slower if they're starting to give up the chase.
* WantedMeter: Your
Is there an issue? Send a MessageReason:
None
Changed line(s) 4 (click to see context) from:
* AdaptionalBadass: Hendley, MacDonald and Sedgewick all get in at least one gunfight against German troops while all of them plus Hilts can potentially choke out a large amount of German forces.
to:
* AdaptionalBadass: AdaptationalBadass: Hendley, MacDonald and Sedgewick all get in at least one gunfight against German troops while all of them plus Hilts can potentially choke out a large amount of German forces.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* AdaptionalBadass: Hendley, MacDonald and Sedgewick all get in at least one gunfight against German troops while all of them plus Hilts can potentially choke out a large amount of German forces.
Is there an issue? Send a MessageReason:
None
Changed line(s) 9 (click to see context) from:
* Showntheirwork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't show on on the film and it's thought that Arminius Revolvers were used in the original film.
to:
* Showntheirwork: ShownTheirWork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't show on on the film and it's thought that Arminius Revolvers were used in the original film.
Is there an issue? Send a MessageReason:
None
Changed line(s) 4,5 (click to see context) from:
* ArtificalBriliance: Guards will investigate opened doors, follow your bloodstains you leave when low on health and are suprisingly hard to shake when they're chasing you and will even lock the doors on Prisoner huts if you keep opening them.
* ArtificalStupditiy: Guards take a surprsingly long time to recognise you on lower difficulties, even on Hard they can be somewhat blind from a distance, (Though they have significantly better vision during an alert.) and Guards checking opened doors in prisoner huts can be easily choked out once they turn around.
* ArtificalStupditiy: Guards take a surprsingly long time to recognise you on lower difficulties, even on Hard they can be somewhat blind from a distance, (Though they have significantly better vision during an alert.) and Guards checking opened doors in prisoner huts can be easily choked out once they turn around.
to:
* ArtificalBriliance: ArtificialBrilliance: Guards will investigate opened doors, follow your bloodstains you leave when low on health and are suprisingly hard to shake when they're chasing you and will even lock the doors on Prisoner huts if you keep opening them.
*ArtificalStupditiy: ArtificialStupidity: Guards take a surprsingly long time to recognise you on lower difficulties, even on Hard they can be somewhat blind from a distance, (Though they have significantly better vision during an alert.) and Guards checking opened doors in prisoner huts can be easily choked out once they turn around.
*
Is there an issue? Send a MessageReason:
None
Changed line(s) 4,5 (click to see context) from:
* ArtificalBriliance: Guards will investigate opened doors, follow your bloodstains you leave when low on health and are suprisingly hard to shake when they're chasing you and will even lock the doors on Prisoner huts if you keep opening them.
* ArtificalStupditiy: Guards take a surprsingly long time to recognise you on lower difficulties, even on Hard they can be somewhat blind from a distance, (Though they have significantly better vision during an alert.) and Guards checking opened doors in prisoner huts can be easily choked out once they turn around.
* ArtificalStupditiy: Guards take a surprsingly long time to recognise you on lower difficulties, even on Hard they can be somewhat blind from a distance, (Though they have significantly better vision during an alert.) and Guards checking opened doors in prisoner huts can be easily choked out once they turn around.
to:
Is there an issue? Send a MessageReason:
None
Changed line(s) 4,7 (click to see context) from:
* Artifical Briliance: Guards will investigate opened doors, follow your bloodstains you leave when low on health and are suprisingly hard to shake when they're chasing you and will even lock the doors on Prisoner huts if you keep opening them.
* Artifical Stupditiy: Guards take a surprsingly long time to recognise you on lower difficulties, even on Hard they can be somewhat blind from a distance, (Though they have significantly better vision during an alert.) and Guards checking opened doors in prisoner huts can be easily choked out once they turn around.
* Respawning Enemies: Guards tend to respawn slowly occasionally when there's no alert but continiously respawn when the alarm is raised, additional guards that also respawn and leave once the alert ends also occurs.
*
* Artifical Stupditiy: Guards take a surprsingly long time to recognise you on lower difficulties, even on Hard they can be somewhat blind from a distance, (Though they have significantly better vision during an alert.) and Guards checking opened doors in prisoner huts can be easily choked out once they turn around.
* Respawning Enemies: Guards tend to respawn slowly occasionally when there's no alert but continiously respawn when the alarm is raised, additional guards that also respawn and leave once the alert ends also occurs.
*
to:
* Artifical Briliance: ArtificalBriliance: Guards will investigate opened doors, follow your bloodstains you leave when low on health and are suprisingly hard to shake when they're chasing you and will even lock the doors on Prisoner huts if you keep opening them.
*Artifical Stupditiy: ArtificalStupditiy: Guards take a surprsingly long time to recognise you on lower difficulties, even on Hard they can be somewhat blind from a distance, (Though they have significantly better vision during an alert.) and Guards checking opened doors in prisoner huts can be easily choked out once they turn around.
*Respawning Enemies: GoodOldFisticuffs: You can punch guards to stun them however you cannot kill them this way (Outside of waiting for them to get up behind them so you can grab them and choke them out.)this will cause them to start shooting to kill.
* RespawningEnemies: Guards tend to respawn slowly occasionally when there's no alert but continiously respawn when the alarm is raised, additional guards that also respawn and leave once the alert ends also occurs.
**ImproperlyPlacedFirearms: The Getsapo and Hendley during "Last Train Home" use Arminius Revolvers, which were not invented at the time of WW2.
* Showntheirwork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't show on on the film and it's thought that Arminius Revolvers were used in the original film.
* WantedMeter: Your compass will start flashing yellow if the guards are chasing you, it'll turn red if they're shooting to kill and will start flashing slower if they're starting to give up the chase.
*
*
* RespawningEnemies: Guards tend to respawn slowly occasionally when there's no alert but continiously respawn when the alarm is raised, additional guards that also respawn and leave once the alert ends also occurs.
* Showntheirwork: Several dialogue/levels show the devs did research, "Delousing Breakout" is based on a real life escape attempt at Stalug Luft 3 that wasn't show on on the film and it's thought that Arminius Revolvers were used in the original film.
* WantedMeter: Your compass will start flashing yellow if the guards are chasing you, it'll turn red if they're shooting to kill and will start flashing slower if they're starting to give up the chase.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
''The Great Escape'' is a video game adaptation of the movie by Pivotal games.
!!The game contains examples of:
* Artifical Briliance: Guards will investigate opened doors, follow your bloodstains you leave when low on health and are suprisingly hard to shake when they're chasing you and will even lock the doors on Prisoner huts if you keep opening them.
* Artifical Stupditiy: Guards take a surprsingly long time to recognise you on lower difficulties, even on Hard they can be somewhat blind from a distance, (Though they have significantly better vision during an alert.) and Guards checking opened doors in prisoner huts can be easily choked out once they turn around.
* Respawning Enemies: Guards tend to respawn slowly occasionally when there's no alert but continiously respawn when the alarm is raised, additional guards that also respawn and leave once the alert ends also occurs.
*
!!The game contains examples of:
* Artifical Briliance: Guards will investigate opened doors, follow your bloodstains you leave when low on health and are suprisingly hard to shake when they're chasing you and will even lock the doors on Prisoner huts if you keep opening them.
* Artifical Stupditiy: Guards take a surprsingly long time to recognise you on lower difficulties, even on Hard they can be somewhat blind from a distance, (Though they have significantly better vision during an alert.) and Guards checking opened doors in prisoner huts can be easily choked out once they turn around.
* Respawning Enemies: Guards tend to respawn slowly occasionally when there's no alert but continiously respawn when the alarm is raised, additional guards that also respawn and leave once the alert ends also occurs.
*