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Nightmare Fuel / Warhammer 40,000: Darktide

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When you're in the grim darkness of the far future and you're dealing with a Nurgle Cult of all things, you can expect that there is lots of horror.


  • The entire premise of the game where you deal with literal Nurglites. Yes, the worshipers of that infamous Chaos God that is known for being the all-loving grandfather who is incapable of genuinely malice and only anger on a bad day... and spreads his horrific plagues all over the Galaxy ready to infest every planet he touches with rot and gore. And all of these guys are almost just as sickening and horrific as they're depicted in lore, with pus, bile and infected blood spraying almost everywhere. In comparison, in Vermintide you don't even come anywhere close to touching the surface of Chaos. The only good thing is that there's no sign of Nurgle's Plaguebearers, Death Guard or Greater Daemons showing up to join the fun. Yet.
  • The guardsman squad from the announcement trailer who are shown searching a dank and almost lightless area where they are stalked by poxwalkers. They soon encounter a horde of them and the trailer ends with one of the guarsdman's flashlights flickering off as they prepare to face the horde in the darkness. The World Intro trailer reveals that they managed to fight them off, only to face a dead-end as a door that would seemingly lead them to safety refuses to open. By the end, we shift to one of the guardsman's point of view as his comrades are slowly picked off one by one by a Chaos Spawn, which then charges at the lone, screaming guardsman.
    • In the mission to investigate a hab block to scan for new pathogen strains, you can find the guardsmen from the trailer strung up to an effigy to Nurgle as you enter the second hab-section right behind a security checkpoint. They'll comment with the squad name or how they never knew what happened to the squad until now. The squad outran and got free of the horde, only to die to the chaos spawn, and turned into decoration.
  • Imagine your squad slowly trudging your way through a pitch-black level due to a condition that turns the whole map into a Blackout Basement, and then you suddenly hear ominous whispering. Now, in your panicky efforts to figure out Hell Is That Noise, one hapless party member inevitably stumbles into it, whereupon the area gets lit up by green hell fire, you see a boss health bar appear on-screen, and the thing starts going to town on them, without giving anybody time to react. Before you realize it, suddenly your group is down two people, and whoever survived likely aren't hanging on too well themselves. That's a daemonhost for you, and since the map is bathed in darkness, chances are that it's not alone, and more of its kind can be ran into just around that corner...
    • Actually fighting daemonhosts becomes even more hopeless should your group lack the firepower and/or longevity to survive an encounter, since unlike the other kinds of monstrosities, these things will kill some of you if allowed to, starting with the hapless idiot that angered one to begin with, but the second casualty will be random. This means that even abandoning its victim to their fate will only give you so much time to run away before the beast comes for one of you as well, and it can teleport, so no amount of running will keep you safe. Better hope that you're not the Sole Survivor when this happens.
  • Nurgle's Walking Pox that afflicts the Poxwalkers, the standard fodder of former Imperial citizens that you fight in hordes. The fact that these formers citizens are now trapped in their own mutilated and rotting bodies and are still consciously aware of their states is immensely disturbing. If you listen closely you can hear the Poxwalkers crying when they are idle. Some Poxwalkers will also be Cry Laughing or begging for the sweet release of death when they attack you in hordes. Putting them down at this point is a mercy, and they know it.
  • The infamous Beasts of Nurgle are here, and they're every bit as obnoxious as the ones in-canon. They look like gigantic walking slugs that leave trails of corruption and barf toxic waste and can eat your player character alive. Worse is they really do act like excited puppies just like in the canon proper since their AI is programmed to not intentionally strike anyone.
  • The Medicae Servitors are a combination of Body Horror and And I Must Scream. Since they need to perform complex emergency medical procedures, they're a lot more intelligent than the usual servitors (who normally can perform only very simple commands or need constant supervision by tech-priests to do anything more complex). This comes with a downside: While regular servitors are (usually) too far gone to be considered truly aware of the horror that is their existence, Medicae Servitors clearly aren't. Their voicelines make it obvious that they retain at least some part of their original personalities and they are not having a good time.

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