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The game was initially released digitally on March 6, 2018 for Steam, UsefulNotes/PlayStation4, and UsefulNotes/XboxONE. On April 11, 2019 it got a digital release for the UsefulNotes/NintendoSwitch as well.

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The game was initially released digitally on March 6, 2018 for Steam, UsefulNotes/PlayStation4, Platform/PlayStation4, and UsefulNotes/XboxONE. Platform/XboxONE. On April 11, 2019 it got a digital release for the UsefulNotes/NintendoSwitch Platform/NintendoSwitch as well.
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* BoringButPractical: Dodging takes more recovery frames and gives half the score of a perfect parry, but it still builds up combo points even on Master difficulty, making it the more consistent choice for most enemies including the grapplers and robot Wanderer clones.
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* InstantDeathRadius: The Gardener boss has a mechanical scorpion tail that automatically hits the Wanderer if they get too close, forcing the Wanderer to build combo off the summoned mutated plants instead to unleash their AreaOfEffect specials. The New Dawn variant of the Gardener ups the difficulty simply by making him move around the map ''faster''.

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''Way of the Passive Fist'' is a BeatEmUp developed by Household Games. Taking place on Zircon V, a planet too close to the sun, you play as The Wanderer, a mysterious blue-haired man wearing a gas mask and a shawl hiding a bionic arm. The Wanderer is skilled in the martial art known as the [[MartialPacifist Way of the Passive Fist]].

One morning after defeating a large man with a motorcycle wheel for an arm named Breen, he notes that the MadScientist [[BigBad Doctor Dyson]] is back at it again, and journeys across the deserted lands of Zircon V to stop his plans once and for all.

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''Way of the Passive Fist'' is a BeatEmUp developed by Household Games. Taking place on Zircon V, a planet too close to the sun, you play as The Wanderer, a mysterious blue-haired man individual wearing a gas mask and a shawl hiding a bionic arm. The Wanderer is skilled in the martial art known as the [[MartialPacifist Way of the Passive Fist]].

One morning after defeating a large man with a motorcycle wheel for an arm named Breen, he notes they note that the MadScientist [[BigBad Doctor Dyson]] is back at it again, and journeys across the deserted lands of Zircon V to stop his plans once and for all.



* AmbiguousGenderIdentity: According to [[WordOfGod developer Household Games]], the Wanderer is non-binary and uses they/them pronouns. [[https://twitter.com/HHGamesInc/status/1291383513405624323]]



* CreateYourOwnHero: As the Wanderer encounters Dyson's human experimentation labs towards the end, the narration notes the Wanderer himself had been turned into a cyborg by the villain in this place.
* {{Cyborg}}: The Wanderer is one with his bionic arm, as well as Breen with his motorcycle wheel arm. You encounter several other cyborgs later on as well. [[spoiler: Dyson is revealed to be a very powerful one as well.]]

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* CreateYourOwnHero: As the Wanderer encounters Dyson's human experimentation labs towards the end, the narration notes the Wanderer himself themself had been turned into a cyborg by the villain in this place.
* {{Cyborg}}: The Wanderer is one with his their bionic arm, as well as Breen with his motorcycle wheel arm. You encounter several other cyborgs later on as well. [[spoiler: Dyson is revealed to be a very powerful one as well.]]



* LimitBreak: Parrying, dodging, or countering enough enemy attacks in succession will build up a combo, letting The Wanderer perform a super punch, grapple, or gravity well attack with his bionic arm depending on how high the combo is. This is crucial for defeating bosses and later, enemies that can't just be tired out. Also, for scoring purposes they are better used as finishers.
* MartialPacifist: The Wanderer of course, as his only means of offense is knocking tired enemies down and returning projectiles. He does have super moves and defeated enemies all sink dead into the sand, mind you.

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* LimitBreak: Parrying, dodging, or countering enough enemy attacks in succession will build up a combo, letting The Wanderer perform a super punch, grapple, or gravity well attack with his their bionic arm depending on how high the combo is. This is crucial for defeating bosses and later, enemies that can't just be tired out. Also, for scoring purposes they are better used as finishers.
* MartialPacifist: The Wanderer of course, as his their only means of offense is knocking tired enemies down and returning projectiles. He does have super moves and defeated enemies all sink dead into the sand, mind you.



* TacticalSuicideBoss: The fourth boss cannot be approached, or else he'll hit the Wanderer with his unblockable and unavoidable scorpion tail. Too bad he keeps spawning plant people which will allow the Wanderer to build up combos for his grapple slam move, which will hit the boss with its shockwave.

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* TacticalSuicideBoss: The fourth boss cannot be approached, or else he'll hit the Wanderer with his unblockable and unavoidable scorpion tail. Too bad he keeps spawning plant people which will allow the Wanderer to build up combos for his their grapple slam move, which will hit the boss with its shockwave.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/way_of_the_passive_fist_button_1555116829753.jpg]]
[[caption-width-right:350:Kick ass ''passively''.]]
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* BlindIdiotTranslation: Believe it or not, "Parry" does not translate to Portuguese as "Papagaio" (Parrot).

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* BlindIdiotTranslation: Believe it or not, "Parry" does not translate to Portuguese as "Papagaio" (Parrot). Even worse is that action pop-ups are ''not'' translated from English to any other language, so then you can't see "PAPAGAIO" popping out of the Wanderer on every normal parry.

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* TheDogWasTheMastermind: New Dawn mode involves a group of cloaked figures starting up trouble in the post-apocalypse. This whole premise is then flushed until the very end, until it turns out the leader was Breen, the first boss in the game, for some reason.



* ExcusePlot: Even compared to the simple main story, New Dawn teases a continuation that turns out to be merely a joke. Then the player is told to play Passiverse mode, which [[NoPlotNoProblem outright has no plot]] and ends on a silly congratulations message.
* ExtendedGameplay: Clearing the Story mode unlocks New Dawn and Passiverse. The first is a continuation to the story and the latter is a gauntlet of random levels.

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* ExcusePlot: Even compared to the simple main story, New Dawn teases a continuation that turns out to be merely a joke. It only has two cutscenes and doesn't explain anything. Then the player is told to play Passiverse mode, which [[NoPlotNoProblem outright has no plot]] and ends on a silly congratulations message.
* ExtendedGameplay: Clearing the Story mode unlocks New Dawn and Passiverse. The first is a continuation to the story with palette-swapped bosses and the latter is a gauntlet of random levels.
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* NoticeThis: Checkpoints have an icon near them telling players they can be activated with the special attack button. However, item containers on the background don't have the icon and the game never mentions them, so it's very likely for players to make it to the end without ever realizing they're there.

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* NoticeThis: Checkpoints have an icon near them telling players they can be activated with the special attack button. However, item containers on the background don't have the icon despite their bright colors and the game never mentions them, so it's very likely for players to make it to the end without ever realizing they're there.
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* TacticalSuicideBoss: The fourth boss cannot be approached, or else he'll hit the Wanderer with his unlockable and unavoidable scorpion tail. Too bad he keeps spawning plant people which will allow the Wanderer to build up combos for his grapple slam move, which will hit the boss with its shockwave.

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* TacticalSuicideBoss: The fourth boss cannot be approached, or else he'll hit the Wanderer with his unlockable unblockable and unavoidable scorpion tail. Too bad he keeps spawning plant people which will allow the Wanderer to build up combos for his grapple slam move, which will hit the boss with its shockwave.
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* EvilKnockoff: The final stage of New Dawn features unexplained clones of the protagonist as elite mooks. They can spam the punch and grab specials]] over and over and don't get tired.

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* EvilKnockoff: The final stage of New Dawn features unexplained clones of the protagonist as elite mooks. They can spam the punch and grab specials]] specials over and over and don't get tired.

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-->"No more... DYSON!"

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-->"No more... -->"...No more DYSON!"



* DumbMuscle: Breen, a brutish-looking giant biker, is met while he's disdainfully holding the tip of a book and dropping it. He then shouts "No more... BOOKS!" before fighting the Wanderer.

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* DumbMuscle: Breen, a brutish-looking giant biker, is met while he's disdainfully holding the tip of a book and dropping it. He then shouts "No more... "...No more BOOKS!" before fighting the Wanderer.


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* NoticeThis: Checkpoints have an icon near them telling players they can be activated with the special attack button. However, item containers on the background don't have the icon and the game never mentions them, so it's very likely for players to make it to the end without ever realizing they're there.
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* DumbMuscle: Breen, a brutish-looking giant biker, is met while he's disdainfully holding the tip of a book and dropping it. He then shouts "No more... BOOKS!" before fighting the Wanderer.
* EvilKnockoff: The final stage of New Dawn features unexplained clones of the protagonist as elite mooks. They can spam the punch and grab specials]] over and over and don't get tired.


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* ExcusePlot: Even compared to the simple main story, New Dawn teases a continuation that turns out to be merely a joke. Then the player is told to play Passiverse mode, which [[NoPlotNoProblem outright has no plot]] and ends on a silly congratulations message.
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* {{Bookends}}: Early in New Dawn, you fight a DegradedBoss version of Breen. The cloaked figure behind the whole incident fought at the final stage... is also Breen.
-->"No more... DYSON!"



* VideoGameDashing: The first level up unlockable is a dash action. It is useful for crowd control and is required against attacks that are otherwise both unblockable and undodgeable.

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* VideoGameDashing: The first level up unlockable is a dash action. It is useful for crowd control and is required against attacks that are otherwise both unblockable and undodgeable.undodgeable.
* AWinnerIsYou: After New Dawn ends with an AntiClimax, the narrator teases the challenges of Passiverse mode. Said mode ends with just a generic congratulations message while the Wanderer gives the player a thumbs up.
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* NintendoHard: The Story mode on normal difficulty onwards demands good reflexes and pattern memorization. New Dawn empowers enemies and puts a limit of 5 lives on playthroughs. Passiverse is locked at maximum difficulty with the Wanderer starting at level 1 and a single attempt is allowed for each run.

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* BossOnlyLevel: Stage 9 is very long and features the entire normal enemy cast, so then the final battle with Dyson gets its own level to give players a break.



* CheckpointStarvation: The stages usually place a checkpoint for every 2 arenas, meaning it being more merciful is an indicator of how tough the next encounter is.

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* CheckpointStarvation: The stages usually place a checkpoint for every 2 arenas, meaning it and some encounters are quite long to beat. The game being more merciful and placing one checkpoint per encounter is often an indicator of just how tough the next encounter one is.


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* ContinuingIsPainful:
** Dying often means getting set two encounters back.
** Both New Dawn and Passiverse modes have no continue feature. New Dawn gives you 5 lives and lets you set the difficulty to a minimum, but Passiverse has no lives and forces the difficulty to Master level.


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* ExtendedGameplay: Clearing the Story mode unlocks New Dawn and Passiverse. The first is a continuation to the story and the latter is a gauntlet of random levels.
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* CreateYourOwnHero: As the Wanderer encounters Dyson's human experimentation labs towards the end, the narration notes the Wanderer himself had been turned into a cyborg by the villain in this place.
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* FlunkyBoss: Most bosses in the game are backed up by two mooks, which is helpful for building up combos for the special moves.


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* HoistByHisOwnPetard: The Wanderer can catch and return projectiles, but one particular cyborg who uses a boomerang that arcs from above cannot be defeated like this because projectiles cannot be aimed once caught.


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* LaserGuidedKarma: The gardener boss wants the world to usher in an era led by plant monsters. The canister on his back shatters when he's defeated and its liquid painfully mutates him into a plant as the Wanderer leaves.


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* ScoringPoints: Blocking, dodging and defeating enemies will add points that fill a Rank gauge on the top of the screen. The player can obtain up to 5000 exp points from rankings and then a time bonus, which is what actually matters for unlocking special moves and performing well at the leaderboards.
* TacticalSuicideBoss: The fourth boss cannot be approached, or else he'll hit the Wanderer with his unlockable and unavoidable scorpion tail. Too bad he keeps spawning plant people which will allow the Wanderer to build up combos for his grapple slam move, which will hit the boss with its shockwave.
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* DeathWorld: Zircon V was said to be dangerous to colonize due to being too close to sun, but people foolishly settled there anyway. The sunlight is so strong in the noon that it's said to be a death sentence unless you find cover. [[spoiler: Dyson's master plan is to convert all of humanity into cyborgs that can withstand the sun]]

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* DeathWorld: Zircon V was said to be dangerous to colonize due to being too close to sun, but people foolishly settled there anyway. The sunlight is so strong in the noon that it's said to be a death sentence unless you find cover. [[spoiler: Dyson's master plan is to convert all of humanity into cyborgs that can withstand the sun]]sun.]]

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* BlindIdiotTranslation: Believe it or not, "Parry" does not translate to Portuguese as "Papagaio" (Parrot).



* CheckpointStarvation: The stages usually place a checkpoint for every 2 arenas, meaning it being more merciful is an indicator of how tough the next encounter is.



* GameplayGrading: By racking up combos and avoiding using super moves, the player can earn silver and gold medals for each encounter. This is the only thing that grants experience points, which encourages replaying previous levels to unlock the two super moves and health upgrades as soon as possible.

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* GameplayGrading: By racking up combos and avoiding using super moves, scoring a lot of points, the player can earn silver and gold medals for each encounter. This is the only thing that grants experience points, which encourages replaying previous levels to unlock the two super moves and health upgrades as soon as possible. To keep the player from just milking combos and points from certain enemies, a bonus for finishing fights quickly is also available.



* LimitBreak: Parrying, dodging, or countering enough enemy attacks in succession will build up a combo, letting The Wanderer perform a super punch, grapple, or gravity well attack with his bionic arm depending on how high the combo is. This is crucial for defeating bosses and later, enemies that can't just be tired out.

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* JustFrameBonus: Perfect parries or dodges are worth more points and slighty damage bosses. One difficulty setting makes it so they are required to gain combos at all.
* LimitBreak: Parrying, dodging, or countering enough enemy attacks in succession will build up a combo, letting The Wanderer perform a super punch, grapple, or gravity well attack with his bionic arm depending on how high the combo is. This is crucial for defeating bosses and later, enemies that can't just be tired out. Also, for scoring purposes they are better used as finishers.



* PaletteSwap: Enemy colors determine which attack patterns they have. Black enemies in particular are invincible and perform unblockable attacks until all other enemies are beaten.

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* MookChivalry: Most enemies will take turns attacking one at a time, but sometimes you'll have to deal with hazards and bosses trying to catch you unaware. You can often manipulate who'll attack you next, which is necessary when the invincible shadow enemies are around.
* PaletteSwap: Enemy colors determine which attack patterns they have. Black Gray enemies in particular are invincible and perform powerful unblockable attacks until all other enemies are beaten.


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* ScoreMultiplier: Up to a 5x multiplier can be earned by accumulating combos, meaning perfect parries will be worth 1000 points.

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