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Video Game / Take No Prisoners

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But leave them plenty of corpses!

Take No prisoners is a 1997 top-down Third-Person Shooter developed by Raven Software, with a plot more or less "borrowed" from Escape from New York.

2013, San Antonio, Texas was hit by a radiation leak that transforms most of the population into mindless mutants. The United States government, in an attempt to contain the outbreak, have the entire state walled up, turning the entirety of Texas into a giant prison facility called "The Dome".

Slade, a mercenary working for Martech Industries, is sent into the Dome to retrieve a crystal in San Antonio, and must fight his way through hordes and hordes of irradiated mutants using a variety of weapons.


Now heading for San Antonio...

  • Absurdly Spacious Sewer: There's a stage set inside San Antonio's sewer system, large enough to hold plenty of mooks Slade needs to kill while navigating across.
  • Action Bomb: The "Psycho" prisoners are Mad Bomber enemies with wrapped bundles of dynamites around their straitjackets, and will trigger them to take down Slade.
  • After the End: The game is set after a radiation leak wipes out most of San Antonio and turning the rest of the city into a chaotic hellhole that the government decides to wall up.
  • Alien Blood: Human-based enemies like inmates bleeds red, but when Slade encounter mutants? They bleed plenty of green when slain.
  • Blackout Basement: One of the indoor stages set at night have visibility being imited to a circle around Slade. The next area is in complete darkness too, until he enters and sees every enemy waiting for him.
  • Bottomless Magazines: Mounted Gatling turrets can't be carried around, but can spam bullets on automatic without stopping. Hijacking one quickly leads the game into Slade's favour.
  • Chalk Outline: The streets of San Antonio and prison floors are often decorated with chalk outlines for no discernible reason, other than to highlight the crapsack environment.
  • Close-Range Combatant:
    • There's an uncommon mutant enemy type whose hands are oversized claws, and can only attack by slashing. However they're extremely agile and tends to leap circles around Slade, making them dangerous Elite Mooks.
    • Some of the mooks who use the same Laser Sword as Slade's also counts.
  • Cut and Paste Environments: The game is somewhat guilty of this; every prison interior looks absolutely identical, and the city streets tends to repeat themselves in every new area. Most of the differences comes from the type of mooks Slade needs to kill, weapon pickups and upgrades, and occasional turrets he can control.
  • Deadly Gas: More than one area in the game are contaminated by toxic smoke and gases, and Slade needs to collect gasmasks before entering those levels. They're often staffed with Gas Mask Mooks, too.
  • Excuse Plot: You'll probably forget the plot about Slade being tasked with obtaining a MacGuffin between the massive amount of enemies he massacres roughly half an hour into gameplay.
  • Fire-Breathing Weapon: The flamethrower can be used to incinerate large number of enemies at once, and mooks killed by said weapon collapses into piles of ash. Be wary for certain enemies attempting an Infernal Retaliation though.
  • Gatling Good: The chaingun can be used on both sides, firing bullets on full-auto at everything in sight. Also, the Megachaingun.
  • Grenade Launcher: There are enemies armed with these to attack Slade, firing ranged, exploding projectiles dealing extra damage. Slade himself can obtain grenade launchers of his own (including a nuclear grenade launcher whose explosion is green and covers a huge radius).
  • Idiosyncratic Difficulty Levels: Four to choose from:
    • Recruit
    • Mercenary
    • Commando
    • Legionnaire
  • Laser Sword: The X-4 Battle Sabre is a laser sword with a green blade Slade obtains right in the opening stage. If equipped together with a firearm he can use single-handedly, he can perform a Sword and Gun shooting and slicing enemies simultaneously.
  • Lightning Gun: A weapon Slade can collect in later stages, although it doesn't fire a beam of electricity ahead but instead creates a sphere of electric energy from the barrel which tazes enemies in contact.
  • Molotov Cocktail: Common inmates in the earlier stages will use petrol bombs to attack everyone on sight. It leaves a burning fire that causes extra damage on contact. Of course, Slade can obtain Molotov Cocktails in a few areas.
  • One-Man Army: Slade is the only person badass enough to venture into San Antonio alone and back, killing mutants and punks by the hundreds.
  • Penal Colony: San Antonio has been transformed into one in the future, due to a radiation leak turning the population into irradiated mutants.
  • Power-Up Mount: Should Slade get on a hover-platform with automatic turrets attached, he can use it to kick far more ass than usual until it's either destroyed or he needs to dismount to enter a new area. They're usually piloted by enemy mooks though, requiring Slade to aim for the operator.
  • Scenery Gorn: Outside the prison walls when Slade made it into the city, San Antonio isn't a pleasant sight after the radiation outbreak, from damaged buildings to burning fires, wrecked cars and rioters everywhere.
  • Splash Damage: Applies to all explosion-based weapons - every time Slade firesa grenade, he risks hurting himself thanks to the blast radius. It makes some truly powerful weapons like the nuclear grenade launcher Awesome, but Impractical.
  • Whole-Plot Reference: The story revolves around a post-apocalyptic state converted into a penal colony, with a lone mercenary tasked with infiltrating the colony's walls to retrieve an important MacGuffin. It's pretty much Escape from New York but replaced with Texas.

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