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** Mindflayers have an assortment of abilities that make them difficult to fight at any range. They can teleport, fire either homing projectiles or a sweeping laser, and swipe with some strong melee attacks. They're surprisingly bulky despite appearances, and while they have some weak points, they're difficult to hit thanks to their size and the Mindflayers' movements. It's telling that most experienced players say to burst them down with the railcannon and the nailgun before they even get a chance to really get going. You can temporarily prevent them from teleporting by hitting them with the Screwdriver variant of the railcannon, but this only mitigates the threat they pose slightly. You can also kill them instantly by using weapons that deal SplashDamage (such as the Malicious Railcannon, parried Shotgun pellets, the Blue Shotgun's Core Eject, the Green Shotgun's Max Pump, and the Knuckleblaster) to [[HoistByHisOwnPetard reflect their blue projectiles back to them]], but pulling this off is difficult.

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** Mindflayers have an assortment of abilities that make them difficult to fight at any range. They can teleport, fire either homing projectiles or a sweeping laser, and swipe with some strong melee attacks. They're surprisingly bulky despite appearances, and while they have some weak points, they're difficult to hit thanks to their size and the Mindflayers' movements. It's telling that most experienced players say to burst them down with the railcannon and the nailgun before they even get a chance to really get going. You can temporarily prevent them from teleporting by hitting them with the Screwdriver variant of the railcannon, but this only mitigates the threat they pose slightly. You can also kill them instantly by using weapons that deal SplashDamage (such as the Malicious Railcannon, parried Shotgun pellets, the Blue Shotgun's Core Eject, the Green Shotgun's Max Pump, and the Knuckleblaster) to [[HoistByHisOwnPetard reflect their blue projectiles back to them]], but pulling this off is difficult. These things are one of the most infamous enemies that show up in the Cyber Grind, and for good reason, especially when multiple appear at once in later waves.
** Virtues are almost always one of the highest priority threats when one shows up on the field, as they use highly damaging holy beam strikes that can target V1 from anywhere on the map and through cover, which cover a wide area and have lingering hitboxes to boot. Not so bad normally due to their sedentary natures and relative fragility, but after their introduction, Virtues will always appear backing up significantly more aggressive enemies (with multiple at once being a common occurence in later stages), often tucked away in corners of the arena where they'll rain fire from out of sight while you're struggling to handle the other foes, greatly restricting your movement. On top of that, if you thought you can just ignore it and kill all the other enemies, Virtues will [[TurnsRed permanently enrage]] if left alone for long enough and start leading their attacks to make them more dangerous.



** The Jackhammer quickly became notorious in the community for having access to insane tricks which allowed it to one shot Malicious Faces, Virtues, and Sentries as long as V1 was able to pick up enough speed to be able to deal its devastating X4 damage MegatonPunch in combination with its Core Eject variant which let it spam nukes without the need for the Malicious Railcannon.

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** The Jackhammer quickly became notorious in the community for having access to insane tricks which allowed it to one shot Malicious Faces, Virtues, and Sentries as long as V1 was able to pick up enough speed to be able to deal its devastating X4 damage MegatonPunch in combination with MegatonPunch, its Core Eject variant which let it spam nukes without the need for the Malicious Railcannon.Railcannon, and a slew of other interactions with other weapons that can turn most enemies to paste in an instant. The only downside is that these tricks are a lot harder to pull off than the ones with the base shotgun, making it a case of DifficultButAwesome.
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* GoddamnedBats: Brutal difficulty gives Drones and Soldiers very erratic movement that makes them way harder to pin down without relying on Ricoshots. The result is that these two fairly common enemies can become quite the nuisance.
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As mentioned on the main page, The weapon is officially called the Jackhammer. It's just called the Impact Hammer in the game's files as a reference to ''Quake.


** It's very, very common to never see players pull out the Knuckleblaster at all ([[AntiMetagameCharacter except to deal with Guttermen and their shields as of 7-2]]) and rely exclusively on the Feedbacker because of how ludicrously useful parrying is against almost every enemy in the game and how many style points can be accrued via parrying, as opposed to the limited use the Knuckleblaster has as essentially just a shotgun with higher knockback and a worse reload[[note]]Not to mention that the addition of [[PileBunker the Impact Hammer]] provides many of the same benefits as the Knuckleblaster (such as the ability to destroy Gutterman shields) while still allowing you to hold the Feedbacker[[/note]]. The chance you would forget to switch back to Feedbacker in the heat of combat and get killed when you tried to parry with your face wasn't deemed worthwhile. This was somewhat mitigated by an update that optionally gives each arm its own dedicated button instead of having to manually switch between them, so you can bust out the Knuckleblaster for a quick pop without worry.

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** It's very, very common to never see players pull out the Knuckleblaster at all ([[AntiMetagameCharacter except to deal with Guttermen and their shields as of 7-2]]) and rely exclusively on the Feedbacker because of how ludicrously useful parrying is against almost every enemy in the game and how many style points can be accrued via parrying, as opposed to the limited use the Knuckleblaster has as essentially just a shotgun with higher knockback and a worse reload[[note]]Not to mention that the addition of [[PileBunker the Impact Hammer]] Jackhammer]] provides many of the same benefits as the Knuckleblaster (such as the ability to destroy Gutterman shields) while still allowing you to hold the Feedbacker[[/note]]. The chance you would forget to switch back to Feedbacker in the heat of combat and get killed when you tried to parry with your face wasn't deemed worthwhile. This was somewhat mitigated by an update that optionally gives each arm its own dedicated button instead of having to manually switch between them, so you can bust out the Knuckleblaster for a quick pop without worry.



** The Impact Hammer quickly became notorious in the community for having access to insane tricks which allowed it to one shot Malicious Faces, Virtues, and Sentries as long as V1 was able to pick up enough speed to be able to deal its devastating X4 damage MegatonPunch in combination with its Core Eject variant which let it spam nukes without the need for the Malicious Railcannon.

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** The Impact Hammer Jackhammer quickly became notorious in the community for having access to insane tricks which allowed it to one shot Malicious Faces, Virtues, and Sentries as long as V1 was able to pick up enough speed to be able to deal its devastating X4 damage MegatonPunch in combination with its Core Eject variant which let it spam nukes without the need for the Malicious Railcannon.
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Corrected name https://x.com/ActionDawg/status/1781081270170345500 and changed info to be more accurate


** It's very, very common to never see players pull out the Knuckleblaster at all ([[AntiMetagameCharacter except to deal with Guttermen and their shields as of 7-2]]) and rely exclusively on the Feedbacker because of how ludicrously useful parrying is against almost every enemy in the game and how many style points can be accrued via parrying, as opposed to the limited use the Knuckleblaster has as essentially just a shotgun with higher knockback and a worse reload[[note]]Not to mention that the addition of [[PileBunker the Jackhammer]] provides many of the same benefits as the Knuckleblaster (such as the ability to destroy Gutterman shields) while still allowing you to hold the Feedbacker[[/note]]. The chance you would forget to switch back to Feedbacker in the heat of combat and get killed when you tried to parry with your face wasn't deemed worthwhile. This was somewhat mitigated by an update that optionally gives each arm its own dedicated button instead of having to manually switch between them, so you can bust out the Knuckleblaster for a quick pop without worry.

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** It's very, very common to never see players pull out the Knuckleblaster at all ([[AntiMetagameCharacter except to deal with Guttermen and their shields as of 7-2]]) and rely exclusively on the Feedbacker because of how ludicrously useful parrying is against almost every enemy in the game and how many style points can be accrued via parrying, as opposed to the limited use the Knuckleblaster has as essentially just a shotgun with higher knockback and a worse reload[[note]]Not to mention that the addition of [[PileBunker the Jackhammer]] Impact Hammer]] provides many of the same benefits as the Knuckleblaster (such as the ability to destroy Gutterman shields) while still allowing you to hold the Feedbacker[[/note]]. The chance you would forget to switch back to Feedbacker in the heat of combat and get killed when you tried to parry with your face wasn't deemed worthwhile. This was somewhat mitigated by an update that optionally gives each arm its own dedicated button instead of having to manually switch between them, so you can bust out the Knuckleblaster for a quick pop without worry.



** The Jackhammer quickly became notorious in the community for having access to insane tricks which allowed it to ''one or two-shot almost every enemy and boss in the game'' as long as V1 was able to pick up enough speed to be able to deal its devastating X4 damage MegatonPunch in combination with its various AltFire abilities.

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** The Jackhammer Impact Hammer quickly became notorious in the community for having access to insane tricks which allowed it to ''one or two-shot almost every enemy one shot Malicious Faces, Virtues, and boss in the game'' Sentries as long as V1 was able to pick up enough speed to be able to deal its devastating X4 damage MegatonPunch in combination with its various AltFire abilities.Core Eject variant which let it spam nukes without the need for the Malicious Railcannon.

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* TooCoolToLive: Ultrakill has a habit of creating awesome characters that don't stay for long.

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* TheyWastedAPerfectlyGoodCharacter: How a big part of the fandom feels about [[spoiler:the death of V2, feeling that they should be kept around so that they can have a third final battle with V1 and putting the player at test.]]
* TooCoolToLive: Ultrakill ULTRAKILL has a habit of creating awesome characters that don't stay for long.
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** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which have a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. One Guttertank is already a headache, but they commonly spawn in groups that can easily juggle an unprepared player. The Freezeframe Rocket Launcher can temporarily freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it can only help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up on a missed punch with another, thus making healing off of their blood overly risky.

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** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which have a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. One Guttertank is already a headache, but they commonly spawn in groups that can easily juggle an unprepared player. The Freezeframe Rocket Launcher can temporarily freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it can only help so much. Before a patch, And on Brutal difficulty and above, these enemies were are even worse to deal with; they didn't don't trip upon missing a punch, meaning they could can rapidly follow up on a missed punch with another, thus making healing off of their blood overly extremely risky.
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Fandom is no longer the official wiki (wiki.gg is the current host)


* TheInverseLawOfFandomLevity: ''ULTRAKILL'' is a game with an extremely nihilistic plot about a KillerRobot traveling through Hell and killing every living thing in existence [[LivingOnBorrowedTime just to stay alive a little longer using their blood as sustenance]]. Despite this, the fandom is one of the most non-serious modern gaming communities, primarily concerning themselves with making jokes about [[FoeYayShipping shipping V1 and Gabriel]], giving every single enemy in the game [[FanNickname ridiculous-sounding mundane names]] and generally being silly. Even the official ''ULTRAKILL'' [[https://ultrakill.fandom.com/wiki/Home fan wiki]] has completely non-serious jokes mixed in with the actual information on almost ''every page''.

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* TheInverseLawOfFandomLevity: ''ULTRAKILL'' is a game with an extremely nihilistic plot about a KillerRobot traveling through Hell and killing every living thing in existence [[LivingOnBorrowedTime just to stay alive a little longer using their blood as sustenance]]. Despite this, the fandom is one of the most non-serious modern gaming communities, primarily concerning themselves with making jokes about [[FoeYayShipping shipping V1 and Gabriel]], giving every single enemy in the game [[FanNickname ridiculous-sounding mundane names]] and generally being silly. Even one of the official ''ULTRAKILL'' game's [[https://ultrakill.fandom.com/wiki/Home fan wiki]] wikis]] has completely non-serious jokes mixed in with the actual information on almost ''every page''.

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* GameBreaker: The original version of the Sharpshooter Revolver was found to be hilariously busted. Against the various {{Superboss}}es, [[https://www.youtube.com/watch?v=GXzoMsXMUHg it could quite handily delete a majority of their massive healthbars after ricocheting off some coins.]]

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* GameBreaker: GameBreaker:
**
The original version of the Sharpshooter Revolver was found to be hilariously busted. Against the various {{Superboss}}es, [[https://www.youtube.com/watch?v=GXzoMsXMUHg it could quite handily delete a majority of their massive healthbars after ricocheting off some coins.]]]]
** The Jackhammer quickly became notorious in the community for having access to insane tricks which allowed it to ''one or two-shot almost every enemy and boss in the game'' as long as V1 was able to pick up enough speed to be able to deal its devastating X4 damage MegatonPunch in combination with its various AltFire abilities.
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** The side objective in 4-S is to break all of the boxes in the level; doing so unlocks [[spoiler:the Clash Mode cheat, which lets you play any level with the ''Crash Bandicoot'' controls that this level uses]]. While playing the level normally is pretty fun, this unlock is universally despised because [[spoiler:Clash Mode's movement is extremely slidy and finicky, which makes it inconducive for the precise jumps and movements needed to break the boxes, often resulting in V1 plunging to their death]]. The biggest issue is the final room of the level, where you have to outrun a Malicious Face rolling after you. The Face will break all but one of the boxes for you, but the vast majority of the people playing the level [[GuideDangIt don't realize that this counts for the objective]], meaning most players end up frantically trying to break the crates manually [[spoiler:while operating on wonky controls]].
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* HesJustHiding: The general behavior of the death of [[spoiler:V2. A considerably large part of the fandom believes that V2 will come back despite Hakita confirming that V2 indeed died when they crashed into the floor of Greed. It even became a meme when Hakita mocked the implausibility of V2 coming back because they literally become a stain on the floor right in front of the player's eyes.]]

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* HesJustHiding: The general behavior of the death of [[spoiler:V2. A considerably large part of the fandom believes that V2 will come back despite Hakita confirming that V2 indeed died when they crashed into the floor of Greed. It even became a meme when Hakita mocked the implausibility of V2 coming back because [[ChunkySalsaRule they are literally become eviscerated into a stain on the floor floor]] right in front of the player's eyes.]]
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** It's very, very common to never see players pull out the Knuckleblaster at all ([[AntiMetagameCharacter except to deal with Guttermen and their shields as of 7-2]]) and rely exclusively on the Feedbacker because of how ludicrously useful parrying is against almost every enemy in the game and how many style points can be accrued via parrying, as opposed to the limited use the Knuckleblaster has as essentially just a shotgun with higher knockback and a worse reload. The chance you would forget to switch back to Feedbacker in the heat of combat and get killed when you tried to parry with your face wasn't deemed worthwhile. This was somewhat mitigated by an update that optionally gives each arm its own dedicated button instead of having to manually switch between them, so you can bust out the Knuckleblaster for a quick pop without worry.

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** It's very, very common to never see players pull out the Knuckleblaster at all ([[AntiMetagameCharacter except to deal with Guttermen and their shields as of 7-2]]) and rely exclusively on the Feedbacker because of how ludicrously useful parrying is against almost every enemy in the game and how many style points can be accrued via parrying, as opposed to the limited use the Knuckleblaster has as essentially just a shotgun with higher knockback and a worse reload.reload[[note]]Not to mention that the addition of [[PileBunker the Jackhammer]] provides many of the same benefits as the Knuckleblaster (such as the ability to destroy Gutterman shields) while still allowing you to hold the Feedbacker[[/note]]. The chance you would forget to switch back to Feedbacker in the heat of combat and get killed when you tried to parry with your face wasn't deemed worthwhile. This was somewhat mitigated by an update that optionally gives each arm its own dedicated button instead of having to manually switch between them, so you can bust out the Knuckleblaster for a quick pop without worry.



** The Rocket Launcher is awkwardly bound to the "5" key, meaning it's difficult to remember you even have it, fires slow projectiles, and only explodes on a direct hit, making it challenging to use. However, its apparent use case (slaying clusters of fodder enemies) isn't good because a number of enemies [[KungFuProofMook resist or nullify the rockets]], like Soldiers and Mannequins taking reduced damage from it or Streetcleaners and Maurices deflecting it. Until the addition of the S.R.S. Cannon's cannonballs, the only real reasons you'd use it are for novelty's sake or for niche tech in speedrunning and the Cyber Grind.

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** The Rocket Launcher is awkwardly bound to the "5" key, meaning it's difficult to remember you even have it, fires slow projectiles, and only explodes on a direct hit, making it challenging to use. However, its apparent use case (slaying clusters of fodder enemies) isn't good because a number of enemies [[KungFuProofMook resist or nullify the rockets]], like Soldiers and Mannequins taking reduced damage from it or Streetcleaners and Maurices Malicious Faces deflecting it. Until the addition of the S.R.S. Cannon's cannonballs, cannonballs and the Firestarter's gasoline spray, the only real reasons you'd use it are for novelty's sake or for niche tech in speedrunning and the Cyber Grind.Grind, and even since then its primary fire's use is limited across the board.
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** Mannequins move incredibly fast, are more durable than they look, and tend to swarm you from multiple directions at once due to their ability to cling to walls and ceilings. Offensively, they have a one-two punch that comes out very quickly and has them get right in your face, and homing blue shots like the Mindflayer which aren't bad normally, but can get out of control when multiple Mannequins are sniping you from different points across the room; it's also somewhat hard to tell whether one is going to try and rush you down or snipe you until it actually begins to attack. Parrying either of their attacks can instakill them, but they'll often scuttle to new positions in between attacks, making them harder to hit with parried projectiles or retaliate against. Furthemore, they have a 50% resistance to explosions, making it harder to cull groups of them at once like you would with most swarm-type enemies. To add insult to injury, their tendency to lie flat and the way their body and gibs look alike can make it look like they're dead when they're really just idle or winded, potentially catching you off guard if you assumed you had killed them. On the bright side, if one is clinging to a wall, knockback or damage can knock them down, leaving them temporarily dazed and open to attack.

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** Mannequins move incredibly fast, are more durable than they look, and tend to swarm you from multiple directions at once due to their ability to cling to walls and ceilings. Offensively, they have a one-two punch that comes out very quickly and has them get right in your face, and homing blue shots like the Mindflayer which aren't bad normally, but can get out of control when multiple Mannequins are sniping you from different points across the room; it's also somewhat hard to tell whether one is going to try and rush you down or snipe you until it actually begins to attack. Parrying either of their attacks can instakill them, but they'll often scuttle to new positions in between attacks, making them harder to hit with parried projectiles or retaliate against. Furthemore, they have a 50% resistance to explosions, making it harder to cull groups of them at once like you would with most swarm-type enemies. To add insult to injury, their tendency to lie flat and the way their body and gibs look alike can make it look like they're dead when they're really just idle or winded, potentially catching you off guard if you assumed you had killed them. On the bright side, if one is clinging to a wall, knockback or damage can knock them down, leaving them temporarily dazed and open to attack.attack, and punching a Mannequin mid-fall will straight-up kill it.
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RECONSTRUCT DEEZ NUTS


--> '''Hakita:''' This character is so fucking dead. It's--and I--[[KilledOffForReal it's so dead as it possibly could ever be]], and people are still like "maybe it's alive, though, maybe it comes back, maybe someone like, reconstructs it--". [[SuddenlyShouting RECONSTRUCT]] '''[[SuddenlyShouting WHAT!?!?]]''' '''THERE'S ''[[NotEnoughToBury NOTHING]]'' LEFT!!!'''

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--> '''Hakita:''' This character is so fucking dead. It's--and I--[[KilledOffForReal it's so dead as it possibly could ever be]], and people are still like "maybe it's alive, though, maybe it comes back, maybe someone like, reconstructs it--". [[SuddenlyShouting RECONSTRUCT]] '''[[SuddenlyShouting '''[[BigWhat WHAT!?!?]]''' '''THERE'S ''[[NotEnoughToBury NOTHING]]'' LEFT!!!'''

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* HesJustHiding: The general behavior of the death of [[spoiler:V2. A considerably large part of the fandom believes that V2 will come back despite Hakita confirming that V2 indeed died when they crashed into the floor of Greed.]]

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* HesJustHiding: The general behavior of the death of [[spoiler:V2. A considerably large part of the fandom believes that V2 will come back despite Hakita confirming that V2 indeed died when they crashed into the floor of Greed.]] It even became a meme when Hakita mocked the implausibility of V2 coming back because they literally become a stain on the floor right in front of the player's eyes.]]
--> '''Hakita:''' This character is so fucking dead. It's--and I--[[KilledOffForReal it's so dead as it possibly could ever be]], and people are still like "maybe it's alive, though, maybe it comes back, maybe someone like, reconstructs it--". [[SuddenlyShouting RECONSTRUCT]] '''[[SuddenlyShouting WHAT!?!?]]''' '''THERE'S ''[[NotEnoughToBury NOTHING]]'' LEFT!!!'''
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* HeIsJustHiding: The general behavior of the death of [[spoiler:V2. A considerably large part of the fandom believes that V2 will come back despite Hakita confirming that V2 indeed died when they crashed into the floor of Greed.]]

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* HeIsJustHiding: HesJustHiding: The general behavior of the death of [[spoiler:V2. A considerably large part of the fandom believes that V2 will come back despite Hakita confirming that V2 indeed died when they crashed into the floor of Greed.]]
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* HeIsJustHiding: The general behavior of the death of [[spoiler:V2. A considerably large part of the fandom believes that V2 will come back despite Hakita confirming that V2 indeed died when they crashed into the floor of Greed.]]
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** The FULL ARSENAL update shipped with a peculiar bug: dying while Firestarter flames existed caused them to burn infinitely when you respawn. Ever wanted to turn any boss arena into a flame-smothered hellscape? We don't know why you'd want to, but you can.
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* SelfImposedChallenge: One fairly common way to play ''ULTRAKILL'' on Website/YouTube is doing some challenge every day until some condition is fulfilled. These range from standard challenges (like [[https://www.youtube.com/watch?v=nlnX1Vr_1JE playing the Cybergrind daily until Violence releases]] or [[https://www.youtube.com/watch?v=g-JNPuQjvfU doing random challenges until the game's story is complete]]) to the more esoteric conditions (like [[https://www.youtube.com/watch?v=xU7U_-gc7b4 daily Cybergrind runs until the player gets a girlfriend]] or [[https://www.youtube.com/watch?v=AUVdrvoxVvk fighting the Earthmover daily]] because [[BestBossEver the fight is cool]]).
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** While [[TheSpeechless V1 and V2 don't speak in-game]], V1's voice, as shown in media like Gianni Matragrano's [[https://www.youtube.com/watch?v=GIukl1uFWtg Ultrakill]] [[https://www.youtube.com/watch?v=MmPIxNshIO8 Community]] [[https://www.youtube.com/watch?v=0QLft2Rh7dM Memes]] videos, is the S.A.M. text-to-speech voice program. V2's voice is either also S.A.M., or it's Microsoft Richard, aka the Windows 10 Narrator. The former has shown up occasionally in fanworks whenever V1's voice is needed.

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** While [[TheSpeechless V1 and V2 don't speak in-game]], V1's voice, as shown in media like Gianni Matragrano's [[https://www.youtube.com/watch?v=GIukl1uFWtg Ultrakill]] [[https://www.youtube.com/watch?v=MmPIxNshIO8 Community]] [[https://www.youtube.com/watch?v=0QLft2Rh7dM Memes]] videos, is [[https://discordier.github.io/sam/ the S.A.M. text-to-speech voice program. ]] V2's voice is either also S.A.M., or it's Microsoft Richard, aka the Windows 10 Narrator. The former has shown up occasionally in fanworks whenever V1's voice is needed.
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** [[BrutalBonusLevel P-2, Wait of the World]]. [[spoiler:Were you expecting a [[BossOnlyLevel leisurely stroll to the boss gate like in P-1]]? Too bad! P-2 features some of the toughest enemy encounters in the entire game, including a tiny room filled with four Cerberi and a Ferryman along with two initially inaccessible Virtues, a fight with two Sisyphean Insurrectionists at once, an encounter with a pair of ''idol-protected [[DemonicSpiders Mindflayers]]'' where the idols can't be destroyed until clearing the room of every other enemy (one of which spawns early and harasses you for the ''last two encounters''), a tight tunnel of damaging blood stuffed with ranged enemies on limited ground, and a final battle with an idol-protected Stalker who walks around covering enemies in sand until you defeat them all and expose the idol. Did we mention said enemies include ''two Swordsmachines, a Ferryman, four Sentries, three Virtues and a [[DegradedBoss Hideous Mass]]!?'' And those are the ''warm-up fights for the actual boss encounter of the level, Sisyphus Prime,'' who is not only a powerhouse on par with or surpassing Minos, but also comes after a short but deadly battle with the Flesh Panopticon. This level will put everything you've learned so far to the test and then push you further, and you'd better pray you make it out the other side. It was so hard, in fact, that the devs put out a patch a few days later to reduce the difficulty]].

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** [[BrutalBonusLevel P-2, Wait of the World]]. [[spoiler:Were you expecting a [[BossOnlyLevel leisurely stroll to the boss gate like in P-1]]? Too bad! P-2 features some of the toughest enemy encounters in the entire game, including a tiny room filled with four Cerberi and a Ferryman along with two initially inaccessible Virtues, a fight with two Sisyphean Insurrectionists at once, an encounter with a pair of ''idol-protected [[DemonicSpiders Mindflayers]]'' where the idols can't be destroyed until clearing the room of every other enemy (one of which spawns early ''two encounters prior'' and harasses you for the ''last two encounters''), whole time), a tight tunnel of damaging blood stuffed with ranged enemies on limited ground, and a final battle with an idol-protected Stalker who walks around covering enemies in sand until you defeat them all and expose the idol. Did we mention said enemies include ''two Swordsmachines, And it's not just one or two waves of enemies, it's ''three'' - starting with two Swordsmachines and a Ferryman, four Sentries, three Virtues Ferryman with Strays for backup, followed by ''four Sentries and a [[DegradedBoss Hideous Mass]]!?'' Mass]]'', the latter of which is protected by another idol until the Sentries are killed, and finally ''three Virtues and Cerberi''. And those are the ''warm-up fights for the actual boss encounter of the level, Sisyphus Prime,'' who is not only a powerhouse on par with or surpassing Minos, but also comes after a short but deadly fakeout battle with the Flesh Panopticon.Panopticon that can ''still'' kill you in seconds. This level will put everything you've learned so far to the test and then push you further, and you'd better pray you make it out the other side. It was so hard, in fact, that the devs put out a patch a few days later to reduce the difficulty]].



** [[spoiler: Many feel this way about Swordsmachine. It has an awesome design, extremely fun boss fight, and the lore behind it is interesting as it introduces the idea that the Machines have something of a culture on the surface where Swordsmachine is treated akin to a celebrity or prizefighter. Unfortunately it dies during its boss fight level almost right after being introduced. Fortunately, it returns as a normal enemy in Heresy, which means it's very likely we'll be seeing it often in Act III]].

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** [[spoiler: Many feel this way about Swordsmachine. It has an awesome design, extremely fun boss fight, and the lore behind it is interesting as it introduces the idea that the Machines have something of a culture on the surface where Swordsmachine is treated akin to a celebrity or prizefighter. Unfortunately it dies during its boss fight level almost right after being introduced. Fortunately, it returns as a normal enemy in Heresy, which means it's very likely we'll be seeing it often in Act III]].Heresy and onwards]].
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** [[BrutalBonusLevel P-2, Wait of the World]]. [[spoiler:Were you expecting a [[BossOnlyLevel leisurely stroll to the boss gate like in P-1]]? Too bad! P-2 features some of the toughest enemy encounters in the entire game, including a tiny room filled with four Cerberi and a Ferryman, a fight with two Sisyphean Insurrectionists at once, an encounter with a pair of ''idol-protected [[DemonicSpiders Mindflayers]]'' where the idols can't be destroyed until clearing the room of additional enemies, and a final battle with an idol-protected Stalker who walks around covering enemies in sand until you defeat them all and expose the idol. Did we mention said enemies include ''four Sentries, three Virtues and a [[DegradedBoss Hideous Mass]]!?'' And those are the ''warm-up fights for the actual boss of the level, Sisyphus Prime.'' This level will put everything you've learned so far to the test and then push you further, and you'd better pray you make it out the other side. It was so hard, in fact, that the devs put out a patch a few days later to reduce the difficulty]].

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** [[BrutalBonusLevel P-2, Wait of the World]]. [[spoiler:Were you expecting a [[BossOnlyLevel leisurely stroll to the boss gate like in P-1]]? Too bad! P-2 features some of the toughest enemy encounters in the entire game, including a tiny room filled with four Cerberi and a Ferryman, Ferryman along with two initially inaccessible Virtues, a fight with two Sisyphean Insurrectionists at once, an encounter with a pair of ''idol-protected [[DemonicSpiders Mindflayers]]'' where the idols can't be destroyed until clearing the room of additional enemies, every other enemy (one of which spawns early and harasses you for the ''last two encounters''), a tight tunnel of damaging blood stuffed with ranged enemies on limited ground, and a final battle with an idol-protected Stalker who walks around covering enemies in sand until you defeat them all and expose the idol. Did we mention said enemies include ''four ''two Swordsmachines, a Ferryman, four Sentries, three Virtues and a [[DegradedBoss Hideous Mass]]!?'' And those are the ''warm-up fights for the actual boss encounter of the level, Sisyphus Prime.'' Prime,'' who is not only a powerhouse on par with or surpassing Minos, but also comes after a short but deadly battle with the Flesh Panopticon. This level will put everything you've learned so far to the test and then push you further, and you'd better pray you make it out the other side. It was so hard, in fact, that the devs put out a patch a few days later to reduce the difficulty]].
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** The Rocket Launcher is awkwardly bound to the "5" key, meaning it's difficult to remember you even have it, and on top of that it only deals damage on a direct hit ([[KungFuProofMook except for some enemies who are immune to rockets]]), meaning its primary use is outclassed in every way by the Malicious Railcannon and the only reason you would pull it out is for the novelty or to do [[GameBreaker speedrunning tricks with the Freezeframe]]. Fortunately, the addition of the S.R.S. Cannon varaint and the various techs that can be pulled off with its cannonballs have given the launcher much more use.

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** The Rocket Launcher is awkwardly bound to the "5" key, meaning it's difficult to remember you even have it, fires slow projectiles, and on top of that it only deals damage explodes on a direct hit ([[KungFuProofMook except for some hit, making it challenging to use. However, its apparent use case (slaying clusters of fodder enemies) isn't good because a number of enemies who are immune to rockets]]), meaning its primary use is outclassed in every way by [[KungFuProofMook resist or nullify the Malicious Railcannon rockets]], like Soldiers and the only reason you would pull Mannequins taking reduced damage from it out is for the novelty or to do [[GameBreaker speedrunning tricks with the Freezeframe]]. Fortunately, Streetcleaners and Maurices deflecting it. Until the addition of the S.R.S. Cannon varaint Cannon's cannonballs, the only real reasons you'd use it are for novelty's sake or for niche tech in speedrunning and the various techs that can be pulled off with its cannonballs have given the launcher much more use.Cyber Grind.
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** The Rocket Launcher is awkwardly bound to the "5" key, meaning it's difficult to remember you even have it, and on top of that it only deals damage on a direct hit ([[KungFuProofMook except for some enemies who are immune to rockets]]), meaning its primary use is outclassed in every way by the Malicious Railcannon and the only reason you would pull it out is for the novelty or to do [[GameBreaker speedrunning tricks with the Freezeframe]].

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** The Rocket Launcher is awkwardly bound to the "5" key, meaning it's difficult to remember you even have it, and on top of that it only deals damage on a direct hit ([[KungFuProofMook except for some enemies who are immune to rockets]]), meaning its primary use is outclassed in every way by the Malicious Railcannon and the only reason you would pull it out is for the novelty or to do [[GameBreaker speedrunning tricks with the Freezeframe]]. Fortunately, the addition of the S.R.S. Cannon varaint and the various techs that can be pulled off with its cannonballs have given the launcher much more use.



** The '''Sisyphean Insurrectionist''', introduced in 4-2, is quite the imposing presence during a fight. Its attacks, while distinct, are hard to dodge, especially with the timing on them varying depending on how far you are from it, and it has limitless range, preventing V1 from leveraging any range advantage. It was so overbearing that it was nerfed not a day after Greed's release, reducing its HP and attack speed; but they still are among the most dangerous enemies in the game, especially when multiple of them show up in Cyber Grind.

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** The '''Sisyphean Insurrectionist''', introduced in 4-2, is quite the imposing presence during a fight. Its attacks, while distinct, are hard to dodge, especially with the timing on them varying depending on how far you are from it, and it has limitless range, preventing V1 from leveraging any range advantage. It was so overbearing that it was nerfed not a day after Greed's release, reducing its HP and attack speed; but they still are among the most dangerous enemies in the game, especially when multiple of them show up in Cyber Grind.Grind or certain later encounters.

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** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. One Guttertank is already a headache, but they commonly spawn in groups that can easily juggle an unprepared player. The Freezeframe Rocket Launcher can freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it can only help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up on a missed punch with another, thus making healing off of their blood overly risky.

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** Mannequins move incredibly fast, are more durable than they look, and tend to swarm you from multiple directions at once due to their ability to cling to walls and ceilings. Offensively, they have a one-two punch that comes out very quickly and has them get right in your face, and homing blue shots like the Mindflayer which aren't bad normally, but can get out of control when multiple Mannequins are sniping you from different points across the room; it's also somewhat hard to tell whether one is going to try and rush you down or snipe you until it actually begins to attack. Parrying either of their attacks can instakill them, but they'll often scuttle to new positions in between attacks, making them harder to hit with parried projectiles or retaliate against. Furthemore, they have a 50% resistance to explosions, making it harder to cull groups of them at once like you would with most swarm-type enemies. To add insult to injury, their tendency to lie flat and the way their body and gibs look alike can make it look like they're dead when they're really just idle or winded, potentially catching you off guard if you assumed you had killed them. On the bright side, if one is clinging to a wall, knockback or damage can knock them down, leaving them temporarily dazed and open to attack.
** Guttertanks are deceptively speedy and evasive for their size and typically fight from a distance. They'll pelt you with lightning-fast missiles or landmines, the latter of which having have a tiny parry window, and these explosives inflict heavy knockback. Within melee range, they have a quick, powerful punch with the same strong knockback as the explosives, and it cannot be parried unless the Guttertank misses and trips over. One Guttertank is already a headache, but they commonly spawn in groups that can easily juggle an unprepared player. The Freezeframe Rocket Launcher can temporarily freeze their rockets to make things a bit easier, and there's even an instakill trick in which you can ride one of their rockets back into them, but it can only help so much. Before a patch, these enemies were even worse to deal with; they didn't trip upon missing a punch, meaning they could rapidly follow up on a missed punch with another, thus making healing off of their blood overly risky.



** 7-1, Garden of Forking Paths, lives up to its name with a confusing layout that involves passing through the same rooms multiple times while reusing the same blue skull for four different pedestals, making it easy to get lost. This is also the level that introduces [[DemonicSpiders Mannequins]], and to corroborate this, this maze is infested with them. Just in case all of that wasn't bad enough, [[ThatOneBoss the Minotaur]] is waiting for you at the end of it all.

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** 7-1, Garden of Forking Paths, lives up to its name with a confusing layout that involves passing through the same rooms multiple times while reusing the same blue skull for four different pedestals, making it easy to get lost. This is also the level that introduces [[DemonicSpiders Mannequins]], and to corroborate this, this maze is infested with them.them, with the stark white walls providing an excellent environment for you to lose track of them in a brawl. Just in case all of that wasn't bad enough, [[ThatOneBoss the Minotaur]] is waiting for you at the end of it all.

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* GoodBadBugs: A bug at the release of the Violence Layer allowed anyone that performed an insane act of SequenceBreaking in 7-4 by climbing up the outside of the boss to essentially skip the whole fight by making it fry itself from the inside with its own defenses. This has been patched in Version 14b, however.

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* GoodBadBugs: GoodBadBugs:
**
A bug at the release of the Violence Layer present until Version 14b allowed anyone that performed an insane act of SequenceBreaking in 7-4 by climbing up the outside of the boss to essentially skip the whole fight by making it fry itself from the inside with its own defenses. This has been patched in Version 14b, however.The community lovingly dubbed this "Lobotomy%" once it was discovered.
** Pressing the dedicated Feedbacker or Knuckleblaster buttons while looking at a touchscreen (such as those on the terminals) will cause V1 to tap the screen really hard. Not useful at all since it doesn't actually interact with touchscreen elements, but it looks a lot funnier than V1 spam-tapping the screen.
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** [[spoiler:Hell itself is the game's sadistic BigBad, and it is also one of the most creative depictions of [[{{Hell}} the infernal den]] for being a GeniusLoci with visually unique designs for its [[CirclesOfHell nine layers]]. On top of that, Hell is capable of writing both [[LaughablyEvil amusing dialogue]] and [[WickedCultured rich poetry]] that is worthy of the ''Divine Comedy'' inspirations, making this living realm of torment quite literally SophisticatedAsHell.]]

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** [[spoiler:Hell itself is the game's sadistic BigBad, and it is also one of the most creative depictions of [[{{Hell}} the infernal den]] The Inferno]] for being a GeniusLoci with visually unique designs for depictions of its [[CirclesOfHell nine layers]]. On top of that, Hell is capable of writing both [[LaughablyEvil amusing dialogue]] and [[WickedCultured rich poetry]] that is worthy of the ''Divine Comedy'' inspirations, making this living realm of torment quite literally SophisticatedAsHell.]]
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** The "tink", short pause and subsequent explosion when you parry something or explode a Streetcleaner's tank with a coin. On top of giving you a split second to breathe, it's just plain cathartic to hear the game giving in to the [[StuffBlowingUp big booms]]. Sometimes, the most wonderful sound can be no sound at all if you overload the arena with so many explosions and blood splatters that the game can't even handle it.

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** The "tink", [[HitStop short pause pause]] and subsequent explosion when you parry something or explode a Streetcleaner's tank with a coin. On top of giving you a split second to breathe, it's just plain cathartic to hear the game giving in to the [[StuffBlowingUp big booms]]. Sometimes, the most wonderful sound can be no sound at all if you overload the arena with so many explosions and blood splatters that the game can't even handle it.
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This game has the greatest depiction of Hell in any video game ever. When was the last time you've seen Hell being not just a Genius Loci, but also the Big Bad of the story?

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** [[spoiler:Hell itself is the game's sadistic BigBad, and it is also one of the most creative depictions of [[{{Hell}} the infernal den]] for being a GeniusLoci with visually unique designs for its [[CirclesOfHell nine layers]]. On top of that, Hell is capable of writing both [[LaughablyEvil amusing dialogue]] and [[WickedCultured rich poetry]] that is worthy of the ''Divine Comedy'' inspirations, making this living realm of torment quite literally SophisticatedAsHell.]]

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Not enough context (ZCE); also cleaned up grammar


%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.



* GermansLoveDavidHasselhoff: Russian people likes this game a lot.

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* %%* GermansLoveDavidHasselhoff: Russian people likes like this game a lot.
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* GermansLoveDavidHasselhoff: Russian people likes this game a lot.

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