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* DiegeticInterface: The game features a minimal HUD that can be switched off almost entirely. Aside from a separate map display and a compass, this also extends to how you have limited stamina and aiming down your firearm's sights is required to fire at all. Moreover, the in-game voice system works such that you could ''only'' hear those who are relatively close-by, making coordination and unit cohesion all the more relevant.

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* DiegeticInterface: The game features a minimal HUD that can be switched off almost entirely. Aside from a separate map display and a compass, this also extends to how you have limited stamina stamina, and how aiming down your firearm's sights is required to fire at all. Moreover, the in-game voice system works such that you could ''only'' hear those who are relatively close-by, making coordination and unit cohesion all the more relevant.



* FogOfWar: None in the conventional sense, but gunfire (especially after multiple musket volleys) can leave behind so much smoke that it easily obscures vision both for your side and the enemy's. This opens up valuable leeway to either sneak up or retreat to a more advantageous position.

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* FogOfWar: None in the conventional sense, but gunfire (especially after multiple musket volleys) can leave behind so much smoke that it easily obscures vision both for your side and the enemy's. This opens up valuable leeway to either sneak up for close-quarters combat or retreat to a more advantageous position.
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Adding based on the new update

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* FallingDamage: Falling from any reasonable height, such as from bridges or the second level of a structure, is enough to kill you.


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* SuperDrowningSkills: Downplayed. Wading into water isn't an automatic death sentence, allowing you to ford shallow crossings, but the penalties become progressively more severe the deeper you go. This can range from not being able to load your weapon, to having to raise your gear above the water line and eventually outright drowning.

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* AllOrNothingReloads: Thoroughly defied. Reloading a weapon, whether it's a musket, breech-loading rifle or revolver, is a time-dependent risk and requires you to finish the entire procedure (with muskets taking the longest) before being ready to fire. This can become harrowing when confronting an enemy line and ''especially'' when said enemies are charging right at you.

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* ATeamFiring: PlayedWith. Breech-loading rifles and rifled muskets are capable of accurately hitting the general direction where they're pointed at, but still require either careful aiming or massed volley fire to maximize the chance of hitting distant targets. On the other hand, smoothbore muskets are so inaccurate at range that they're individually unable to hit the broad side of a barn, and thus are effective only with either buck and ball ammunition or volley fire.
* AllOrNothingReloads: Thoroughly defied. Reloading a weapon, whether it's a musket, breech-loading rifle or revolver, is a time-dependent time-consuming risk and requires you to finish the entire procedure (with muskets taking the longest) before being ready to fire. This can become harrowing when confronting an enemy line and ''especially'' when said enemies are charging right at you.

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* GlassCannon: Usually positioned safely behind the frontlines, artillery can deliver devastating cannonades on enemy positions and with grapeshot, can serve as large shotguns in a pinch to whittle down advancing troops. On other hand, they take time to set up, while their crews have little more than [[EmergencyWeapon short swords]] for defense, making them especially vulnerable to charges if timed right.

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* GlassCannon: Usually positioned safely behind the frontlines, artillery can deliver devastating cannonades on enemy positions and with grapeshot, can serve as large shotguns in a pinch to whittle down advancing troops. On other hand, they take time to set up, up and aim, while their crews have little more than [[EmergencyWeapon short swords]] for defense, making them especially vulnerable to charges if timed right.


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* SceneryDissonance: Many of the playable maps take place in rather picturesque backdrops, often in broad daylight, which rapidly clash with the ensuing carnage.
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** How the Battle of Antietam is portrayed in the narration. Though a Union victory that helped lead to the Emancipation Proclamation, it came a tremendous cost, being witness to the bloodiest single day on American soil, while General Lee and the Confederates would go on to fight another day.

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** How the Battle of Antietam is portrayed in the narration. Though a Union victory that helped lead to the Emancipation Proclamation, it came at a tremendous cost, being witness to the bloodiest single day on American soil, while General Lee and the Confederates would go on to fight another day.

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* BigBadassBattleSequence: So far, ''War of Rights'' features three pivotal battles from the Maryland campaign (Harper's Ferry, South Mountain, and Antietam). These, however, are ''so'' sweeping in scale that the game splits them up into multiple playable maps showing different phases and mini-theaters of said battles.

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* BigBadassBattleSequence: So far, ''War of Rights'' features three pivotal battles from the Maryland campaign (Harper's Ferry, South Mountain, and Antietam). These, however, are ''so'' sweeping in scale that the game splits them up into multiple playable maps showing different phases and mini-theaters of within said battles.



* PyrrhicVictory:
** How the Battle of Antietam is portrayed in the narration. Though a Union victory that helped lead to the Emancipation Proclamation, it came a tremendous cost, being witness to the bloodiest single day on American soil, while General Lee and the Confederates would go on to fight another day.
** In-game, it's easy for one side to win a match by the skin of their teeth, with the battlefield strewn with blood-soaked corpses.



* ShortRangeShotgun: Downplayed. Infantrymen can use [[https://en.wikipedia.org/wiki/Buck_and_ball buck and ball ammunition]] to turn their muskets and rifles into impromptu shotguns. While still somewhat effective at longer distances, though not as much as standard rounds, they're especially lethal in close-quarters.

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* ShortRangeShotgun: Downplayed. Infantrymen can use [[https://en.wikipedia.org/wiki/Buck_and_ball buck and ball ammunition]] to turn their muskets and rifles into impromptu shotguns. While still somewhat effective at longer distances, though albeit not as much as standard rounds, they're especially lethal in close-quarters.

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* BigBadassBattleSequence: So far, ''War of Rights'' technically features three pivotal battles from the Maryland campaign (Harper's Ferry, South Mountain, and Antietam). These, however, are ''so'' sweeping in scale that the game splits them up into multiple playable maps showing different phases and mini-theaters of said battles.

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* BigBadassBattleSequence: So far, ''War of Rights'' technically features three pivotal battles from the Maryland campaign (Harper's Ferry, South Mountain, and Antietam). These, however, are ''so'' sweeping in scale that the game splits them up into multiple playable maps showing different phases and mini-theaters of said battles.


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* DrumsOfWar: Drummers not only help boost morale but can significantly shorten respawn times for their units, so long as they're active.
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* VideoGameCrueltyPunishment: It is possible for players to [[TeamKiller kill their comrades]], fire artillery on friendly positions, and [[OneManArmy go "Rambo"]] on (and subsequently dying to) enemies. The resulting deaths, however, will deal a dramatically sharp blow to morale, potentially giving victory to the opposition much sooner than otherwise.

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* AllOrNothingReloads: Thoroughly defied. Reloading a weapon, whether it's a musket, breech-loading rifle or revolver, takes considerable time and require you to finish the entire procedure (with muskets taking the longest) before being able to fire. This can become harrowing when confronting an enemy line and ''especially'' when said enemies are charging right at you.

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* AllOrNothingReloads: Thoroughly defied. Reloading a weapon, whether it's a musket, breech-loading rifle or revolver, takes considerable time is a time-dependent risk and require requires you to finish the entire procedure (with muskets taking the longest) before being able ready to fire. This can become harrowing when confronting an enemy line and ''especially'' when said enemies are charging right at you.



* HeroicSecondWind: Even if the enemy (or coincidentally your side) is demoralized or severely on the backfoot, it's still possible for them to rally once more to turn the tide.

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* HeroicSecondWind: Even if the enemy (or coincidentally your side) one side is demoralized or severely on the backfoot, it's still possible for them to rally once more to turn the tide.tide. This could also all too easily turn into a futile if bloody LastStand.



* RevolversAreJustBetter: Officers are equipped with revolvers, which provide considerable short-range firepower and multiple shots before having to be reloaded.

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* OrnamentalWeapon: Infantry and artillery officers are issued [[https://en.wikipedia.org/wiki/Model_1850_Army_Staff_%26_Field_Officers%27_Sword Model 1850]] swords. While ceremonial and intended for issuing orders, they're still [[EmergencyWeapon useful in melee]] as a last resort.
* RevolversAreJustBetter: Officers are also equipped with revolvers, which provide considerable short-range firepower and multiple shots before having to be reloaded.
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* UrbanWarfare: Many of the Harper's Ferry maps take place around homesteads, ruined structures and narrow town streets, which lend themselves more to close-quarters fighting.

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* UrbanWarfare: Many of the Harper's Ferry maps take place around homesteads, ruined structures and narrow town streets, which lend themselves more to close-quarters fighting.fighting.
* WarIsHell: On top of its difficulty, the game is notoriously unrelenting in showing just how bloody and harrowing the Civil War really was.

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* BigBadassBattleSequence: So far, ''War of Rights'' technically features three pivotal battles from the Maryland campaign (Harper's Ferry, South Mountain, and Antietam). These, however, are ''so'' sweeping in scale that the game splits them up into multiple playable maps showing different phases and mini-theaters of said battles.



* FogOfWar: None in the conventional sense, but gunfire (especially after multiple musket volleys) can leave behind so much smoke that it easily obscures vision both for your side and the enemy's.
* GlassCannon: Usually positioned safely behind the frontlines, artillery can deliver devastating cannonades on enemy positions and with grapeshot, can serve as large shotguns in a pinch to whittle down advancing troops. On other hand, they take time to set up, while their crews are generally unarmed, making them especially vulnerable to charges if timed right.

to:

* FogOfWar: None in the conventional sense, but gunfire (especially after multiple musket volleys) can leave behind so much smoke that it easily obscures vision both for your side and the enemy's.
enemy's. This opens up valuable leeway to either sneak up or retreat to a more advantageous position.
* GlassCannon: Usually positioned safely behind the frontlines, artillery can deliver devastating cannonades on enemy positions and with grapeshot, can serve as large shotguns in a pinch to whittle down advancing troops. On other hand, they take time to set up, while their crews are generally unarmed, have little more than [[EmergencyWeapon short swords]] for defense, making them especially vulnerable to charges if timed right.



* SurprisinglyRealisticOutcome: ''War of Rights'' is notably challenging for newcomers. Anyone trying to "lone wolf" an enemy force or otherwise cheese through a match like an average multiplayer shooter will find out the hard way that the game's attention to detail extends to replicating the Civil War experience as much as possible.

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* SurprisinglyRealisticOutcome: ''War of Rights'' is notably challenging for newcomers. Anyone trying to "lone wolf" an enemy force or otherwise cheese through a match like an average multiplayer shooter will find out the hard way that the game's attention to detail extends to replicating the Civil War experience as much as possible.possible.
* UrbanWarfare: Many of the Harper's Ferry maps take place around homesteads, ruined structures and narrow town streets, which lend themselves more to close-quarters fighting.

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* SceneryPorn: Civil War-era Maryland and Virginia are brought to life in vivid maps, though some of these can overlap with SceneryGorn, notably the partially-ruined streets of Harper's Ferry.



* ShortRangeShotgun: Downplayed. Infantrymen can use [[https://en.wikipedia.org/wiki/Buck_and_ball buck and ball ammunition]] to turn their muskets and rifles into makeshift shotgun, reducing their effective range but making them much more lethal in close-quarters.

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* ShortRangeShotgun: Downplayed. Infantrymen can use [[https://en.wikipedia.org/wiki/Buck_and_ball buck and ball ammunition]] to turn their muskets and rifles into makeshift shotgun, reducing their impromptu shotguns. While still somewhat effective range but making them at longer distances, though not as much more as standard rounds, they're especially lethal in close-quarters.
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* ShortRangeShotgun: Downplayed. Infantrymen can use [[https://en.wikipedia.org/wiki/Buck_and_ball buck and ball ammunition]] to turn their muskets and rifles into makeshift shotgun, reducing their effective range but making them much more lethal in close-quarters.

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* EmergencyWeapon: Artillery crews are armed with [[https://en.wikipedia.org/wiki/Model_1832_foot_artillery_sword short swords]] for close-quarters defense.

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* EmergencyWeapon: EmergencyWeapon:
**
Artillery crews are armed with [[https://en.wikipedia.org/wiki/Model_1832_foot_artillery_sword short swords]] for close-quarters defense. It may not mean much compared to enemy volleys or bayonet charges, but it's better than nothing.
** When the situation is such that there's little time to reload or [[BayonetYa fix bayonets]], infantrymen can use their firearms as makeshift clubs in a pinch as a measure of last resort.


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* SuddenlySignificantCity: Lampshaded. While some of the locales involved in the Maryland campaign have had some significance prior to the Civil War (notably [[https://en.wikipedia.org/wiki/John_Brown%27s_raid_on_Harpers_Ferry Harper's Ferry and John Brown's raid]]), the narration points out how otherwise sleepy towns like Sharpsburg and the various farmsteads around them would become hotly contested battlegrounds due to the changing circumstances of both the Union and Confederate armies.

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* EdutainmentGame: The introductions and outros for the various maps include detailed narration explaining the historical context or the significance of the people involved.

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* EdutainmentGame: The introductions and outros for the various maps include detailed narration explaining the historical context or the significance of the people involved.and locations involved.
* EmergencyWeapon: Artillery crews are armed with [[https://en.wikipedia.org/wiki/Model_1832_foot_artillery_sword short swords]] for close-quarters defense.


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* RevolversAreJustBetter: Officers are equipped with revolvers, which provide considerable short-range firepower and multiple shots before having to be reloaded.
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* StandardSnippet: Triumphant if somewhat melancholy renditions of either "Dixie" or "Battle Cry of Freedom" are played at the end of a match, depending on who wins.

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* BlingOfWar: Among the cosmetic options for infantrymen (especially officers) on both sides are various regimental uniforms and sharp-looking formalwear based on the best attire the Union and Confederacy had at the time.



* OneHitPointWonder: Gunfire and melee attacks will usually kill you if even just a single one connects. The ones that ''don't'', meanwhile, tend to put you within an inch of death anyway.
* ShellShockSilence: Being in close proximity to an artillery barrage or simply standing too close to a cannon firing will severely disorient you for a few seconds, causing most audio to drown out and your vision to be heavily muted.

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* NonUniformUniform: Much like the real Civil War, there's considerable variety in standard uniforms, depending on the state or even individual regiment a unit's from. Among the most distinctive are New York's Zouave regiments and the rugged 14th Tennessee Infantry.
* OneHitPointWonder: Gunfire and melee attacks will are usually kill you if even just a single one connects. fatal. The ones that ''don't'', ''aren't'', meanwhile, tend to put you within an inch of death anyway.
* ShellShockSilence: Being in close proximity to an artillery barrage or simply barrage, standing too close to a cannon firing firing, or simply being on a receiving end of multiple missed volleys will severely disorient you for a few seconds, causing most audio to drown out and out, your vision to be become heavily muted.muted, and your aim to be significantly worse.
* StrategicAssetCaptureMechanic: An average match involves capping a vital section of the battlefield, and holding it for a certain amount of time, or at least long enough until you can break the enemy's morale.
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* MildlyMilitary: Among the various customizations available for both sides are ragged uniforms and dirty civilian getups that just barely look presentable due to their general colors. Justified especially in the Confederacy's case due to uniform shortages.
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* EasyLogistics: Downplayed. Infantrymen ''do'' have limited ammo (having 40 rounds at most). Given how death is frequent on the battlefield, and respawning replenishes said ammo stocks, the odds of running out are fairly minimal. They also don't have to worry about their guns malfunctioning, either.


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* FogOfWar: None in the conventional sense, but gunfire (especially after multiple musket volleys) can leave behind so much smoke that it easily obscures vision both for your side and the enemy's.

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* DiegeticInterface: The game features a minimal HUD that can be switched off almost entirely. Aside from a separate map display and a compass, this also extends to how you have to aim down your firearm's sights in order to fire at all. Moreover, the in-game voice system works such that you could ''only'' hear those who are relatively close-by, making coordination and unit cohesion all the more relevant.

to:

* DiegeticInterface: The game features a minimal HUD that can be switched off almost entirely. Aside from a separate map display and a compass, this also extends to how you have to aim limited stamina and aiming down your firearm's sights in order is required to fire at all. Moreover, the in-game voice system works such that you could ''only'' hear those who are relatively close-by, making coordination and unit cohesion all the more relevant.


Added DiffLines:

* GlassCannon: Usually positioned safely behind the frontlines, artillery can deliver devastating cannonades on enemy positions and with grapeshot, can serve as large shotguns in a pinch to whittle down advancing troops. On other hand, they take time to set up, while their crews are generally unarmed, making them especially vulnerable to charges if timed right.

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* DiegeticInterface: The game features a minimal HUD that can be switched off almost entirely. Aside from a separate map display and a compass, this also extends to how you have to aim down your firearm's sights in order to fire at all. Moreover, the in-game voice system works such that you could ''only'' hear those who are relatively close-by, making coordination and unit cohesion all the more relevant.



* OneHitPointWonder: Gunfire and melee attacks ''will'' kill you if even just a single one connects.

to:

* OneHitPointWonder: Gunfire and melee attacks ''will'' will usually kill you if even just a single one connects. The ones that ''don't'', meanwhile, tend to put you within an inch of death anyway.
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* CripplingOverspecialization: While each playable class has a specific role, certain ones such as buglers, drummers, and flag bearers are geared ''only'' for what their titles suggest, as they have nothing else to defend themselves with.

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''War of Rights'' is a multiplayer first-person shooter being developed and published by Danish company Campfire Games.

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''War of Rights'' is a multiplayer first-person shooter being developed and published by Danish company Campfire Games.Games, based on UsefulNotes/TheAmericanCivilWar.



* SuprisinglyRealisticOutcome: ''War of Rights'' is notably challenging for newcomers. Anyone trying to "lone wolf" an enemy force or otherwise cheese through a match like an average multiplayer shooter will find out the hard way that the game's attention to detail extends to replicating the Civil War experience as much as possible.

to:

* SuprisinglyRealisticOutcome: SurprisinglyRealisticOutcome: ''War of Rights'' is notably challenging for newcomers. Anyone trying to "lone wolf" an enemy force or otherwise cheese through a match like an average multiplayer shooter will find out the hard way that the game's attention to detail extends to replicating the Civil War experience as much as possible.

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* NintendoHard: ''War of Rights'' is notably challenging for newcomers, be it the slow reloading speeds or how easy it is to die if they're not careful.

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* NintendoHard: HeroicSecondWind: Even if the enemy (or coincidentally your side) is demoralized or severely on the backfoot, it's still possible for them to rally once more to turn the tide.
* MoraleMechanic: Players are encouraged to work together in cohesive units to maximize their side's morale. Losing your flag, dying too far away from unit formations, or losing too many units at once are a good way to losing that very quickly.
* OneHitPointWonder: Gunfire and melee attacks ''will'' kill you if even just a single one connects.
* ShellShockSilence: Being in close proximity to an artillery barrage or simply standing too close to a cannon firing will severely disorient you for a few seconds, causing most audio to drown out and your vision to be heavily muted.
* SuprisinglyRealisticOutcome:
''War of Rights'' is notably challenging for newcomers, be it newcomers. Anyone trying to "lone wolf" an enemy force or otherwise cheese through a match like an average multiplayer shooter will find out the slow reloading speeds or how easy it is hard way that the game's attention to die if they're not careful.detail extends to replicating the Civil War experience as much as possible.

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''War of Rights'' is a multiplayer first-person shooter being developed and published by Danish company Campfire Games.

Set during the [[https://en.wikipedia.org/wiki/Maryland_campaign Maryland campaign of 1862]], which infamously culminated in the Battle of Antietam, the game puts players in the role of soldiers fighting for either the Union or Confederates in engagements of up to 300 at any given time.

The game is notable for its meticulous attention to detail when it comes to rendering uniforms, weapons, and battlefields based on how they looked during the era. It's also notorious for its heavily grounded yet competitive gameplay, further incentivizing communication, army cohesion and unit formations.

In development since 2012, ''War of Rights'' was released as a Steam Early Access title on December 3, 2018.
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!!This game provides examples of:
* AllOrNothingReloads: Thoroughly defied. Reloading a weapon, whether it's a musket, breech-loading rifle or revolver, takes considerable time and require you to finish the entire procedure (with muskets taking the longest) before being able to fire. This can become harrowing when confronting an enemy line and ''especially'' when said enemies are charging right at you.
* AlternateHistory: Downplayed. It's possible for skirmishes and clashes to have different outcomes from real life, even though the wider campaign still more or less plays out as it does historically.
* BayonetYa: One of the main melee options available for muskets and breech-loaders. While useful in a pinch, however, bayonets also reduce a weapon's accuracy.
* EdutainmentGame: The introductions and outros for the various maps include detailed narration explaining the historical context or the significance of the people involved.
* NintendoHard: ''War of Rights'' is notably challenging for newcomers, be it the slow reloading speeds or how easy it is to die if they're not careful.

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