Follow TV Tropes

Following

Video Game / Void Memory

Go To

https://static.tvtropes.org/pmwiki/pub/images/void_memory.png
Void Memory is a 2D Side View Hack and Slash game, developed by Gustav for PC and released on Steam on October 30th, 2017.

In it, you are a nameless "phanthom", summoned at the price of your creator's own life. With his dying words, he says that you must find the Relics "so that the world can be as it is supposed to". Thankfully, you did not just "inherit" most of the appearance of your creator (white hair is essentially the only difference), but also the same clothing, a sword and a revolver, and there are also a few "phanthom" powers to aid you!

Tropes present in Void Memory:

  • Absurdly High Level Cap: You can reach level 100 on New Game Plus. In fact, doing so is necessary in order to meet the game's Optional Boss.
  • Affably Evil: Cursed Prince welcomes you to his palace, and apologizes that he cannot simply hand his Relic over due to his father's will, before proceeding to battle you with his shadow powers.
  • Airborne Mook: There are mosquitoes all over the swamp area, and floating skulls in one platforming section of the Cursed Prince's palace.
  • All Your Powers Combined: A bonus boss named The Fallen literally deploys attacks from every other boss in the game, sometimes even briefly summoning shadows of those bosses so that they can perform their attack.
  • Artificial Stupidity: Enemies nearly always just stand in place and have a tiny sight range that's equal to about two steps, so getting the first move on them is very easy, especially once you get the longer weapons like the spear or a two-handed-sword. Moreover, they'll also ignore any fighting if it occurs just outside their sight range.
    • It is also similarly easy to just double-jump past them, which you'll see a lot of in the speedrun videos for this game.
  • Background Boss: Painted Tree Nolaved is literally an immobile tree in the background you must slice away at, while it sticks out tentacles from the ground and rains energy orbs from above to get you.
  • BFS: The Two-Handed sword. You can find one in a chest once you get to the desert area. In spite of its size, you can still swing it in mid-air with no problems. It is also wielded by the first boss, Hraesvelgr, and by Pope Grammartys the Great.
  • Blackout Basement: The area right after the Priestess Vartasar battle is followed by a cave where the only illumination comes from the rare torches, and you'll often have to both jump over pits, dodge arrows and fight skeletons in complete darkness.
  • Boomerang Comeback: Giant knights with axes throw them much like the regular-sized axe knights. Whereas those throw them in the arc and simply have new axes appear in their hand instantaneously, giant ones throw axes straight ahead and then have them come back to their hand. This means that the main way to battle them (outside of potentially stunlocking them from the start) is to advance at them, crouch as they throw an axe, run at them and get 1-2 attacks in, then crouch again as it comes back.
  • Bottomless Magazines: Downplayed. The revolver is limited to 10 bullets. However, they get automatically recharged every time you save.
  • Bubblegloop Swamp: Flooded Ground, the area encountered after The Holy Capital, where most of the enemies are either mosquitoes, or hollow zombies infected with the giant mushrooms growing all over the place, which has completely replaced their heads, and now sprouts off poisonous spores.
  • Bullfight Boss: The Mountain King, who is just a giant wolf much taller than you are, and only attacks through charging at you in several different ways, which you must dodge at the last second.
  • Combat Aestheticist: The first boss, a woman and a fellow phantom named Hraesvelgr, greets you with "You...you are like me. The moonlight, look at it. Beautiful, isn't it? You return to the moonlight first. Let me help you."
  • Combat Tentacles: Some can stick out of the ground in the Danche outskirts, near the acid-spitting flowers. Praised Tree Nolaved attacks entirely through these.
  • Creepy Crows: There are loads of dead crows on the streets of The Holy Capital. You'll eventually encounter the aggressive hollow ones.
  • Dash Attack: Used by the first boss, Hraesvelgr.
  • Dem Bones: Skeleton Archers are the third enemy in the game, encountered after the typical zombie-like "hollows" and the dog ones. Dagger-wielding skeletons and skeleton spearmen appear soon after.
  • Doppelgänger Attack: Cursed Prince begins creating doppelgangers halfway through his fight.
  • Double Jump: Present, and it kicks up a tiny cloud of dust just like a normal jump, even though you are pushing off of air.
  • Driven to Suicide: Clock Tower has a dark room with a chest containing "Chronicler's Memory Shard", with the dead body of said chronicler hanging from the ceiling above.
  • Dual Boss: Priestess Vartasar and Hollowed Mercior, fought right after Hollowed Kaspar. Of those, Mercior is no different to Kaspar and is really just a meatshield protecting the priestess (since she can't be damaged until he's down.) Once she's alone, the priestess can let loose at you with not just scythe attacks, but also magic arrows, including a veritable rain of them once her health goes halfway down.
  • Elite Zombie: You can occasionally encounter pure red versions of the regular zombie hollows, which are much faster and tougher. Flooded Ground also has hollows infected with giant mushrooms, which replaced their heads and now spews out poisonous spores if you approach.
  • Energy Ball: Magic Arrow spell looks like a purple orb. You'll first see it deployed by a boss, Hraesvelgr, who can launch a veritable barrage of these, before getting it yourself. These purple arrows will also be deployed by the missionaries and Priestess Vartasar.
    • Pope Grammartys the Great has stream of white orbs that function just like the purple arrows. Praised Tree Nolaved rains down white orbs, and Lu'lein rains down light blue ones.
    • Eye of Protection attacks only through launching enormous pulsing blue orbs. At first, they are only as large as you are. Halway through, they get about twice as large.
  • Everything Fades: Zig-zagged. The projectiles and such all fade away once they are not needed; you won't find any arrows stuck in the environment, etc. Enemies' bodies sometimes stay behind (zombie hollows, dagger skeletons) and sometimes they crumble to dust or ash (skeleton archers, scythe hollows) or fade away before hitting the ground (knights, bosses).
  • Flash of Pain: The enemies flash red when they take damage. The phantom both bleeds and flashes purple, to signify his dual nature.
  • Flash Step: Available from the start of the game, where it's called "Phanthom Manuever". True to its name, other phanthoms can move like this as well.
  • Floating Platforms: Most of these are attached to the background in one way or another, but there are a few that simply seem to hover on their own. Flooded Ground in particular has a few of these.
  • Flunky Boss: Owner of the Clock Tower - a giant, white insectoid centaur creature - can have its knee-high offspring drop from the ceiling to participate in the battle.
    • Roaming Subject - a giant floating skulls made out of skulls - will have "normal" floating skulls as an ever-present back-up, and even use some as projectiles.
  • Giant Mook: Giant armored knights with shields appear halfway through the game.
  • Guns Are Useless: Downplayed. While your gun can weaken enemies before you get up close, it still deals only 10 damage, whereas a sword slash generally does 17-25. Moreover, even the zombies that are your starting enemies will only die after about 5 slashes, or nearly all of your pistol magazine.
  • Hand Blast: The Magic Arrow spell works like this, when used by you, Hraesvelgr or Priestess Vartasar. Hollow missionaries will fire them from the top of their staffs instead.
  • Heavily Armored Mook: Knights with axes and black-armored paladins with long pikes appear midway through the game. You get a mace earlier and are advised to use it, but the two-handed sword often works just as well, and at a longer range. However, giant knights will soon appear as well...
  • Homing Projectile: Purple Magic Arrows lock onto their target, whether they are used by you, or the enemies. Pope Grammartys the Great can rain down a much stronger white version.
  • Inexplicable Treasure Chest: Simple chests of red wood, found in the secluded corners of the areas and containing outfits, weapons, accessories and the like.
  • Informed Equipment: Averted; outfit changes are reflected on the phanthom's sprite. On the other hand, many of them look very similar to each other.
  • Life Drain: Brothers' Necklaces, obtained after defeating Priestess Vartasar, will let you recover health after every kill.
  • Lizard Folk: Several types of these are encountered in the desert area in between Danche City and the swamp.
  • Mirror Boss: Two fellow phanthom bosses fight very similar to you, with a sword, a pistol and magic arrows. The first boss, Hraesvelgr, is an example, though she has a somewhat wider variety of sword slashes. The second example is Nameless Investigator, who is even more similar.
  • Not Saying The Z Word: The undead humanoid creatures with bloodied holes in place of their eyes are not zombies, or even ghouls, but the hollow.
  • Over Penetration: Spears can stab through two enemies at once.
  • Power Floats: Priestess Vartasar floats either slightly off the ground, or levitates her undead body to a mid-air position.
  • Rare Candy: Mind shards will increase maximum health.
  • Sad Battle Music: The theme of the battle with Nameless Investigator.
  • Sequential Boss: Essentially every boss gets a new ability or two once their health goes halfway down.
  • Shield-Bearing Mook: A giant knight with a shield is encountered relatively early in Danche. Normal knights with shields are encountered later on, in the Cursed Prince's palace.
  • Shockwave Stomp: The Providence can stab its sword into the floor to send out a wave of black energy.
  • Sinister Scythe: Wielded by the members of a certain order, who are fully clad in hooded blue and gold robes. Most of them are now the elite hollow enemies, whose scythes have long reach and are highly damaging, but thankfully get stuck in the ground for a while after every time they miss with an attack. The only exception is Priestess Vartasar, who is smart enough to swing her scythe upwards, though her ability to float in mid-air certainly helps with that.
  • Skeleton Motif: Besides Dem Bones, which are frequent in the first half of the game, you also have loads of skulls on the streets of Danche, and floating skulls in some later areas. Roaming Subject boss is a floating skull made out of skulls, and whose room is also full of skull piles.
  • Skull for a Head: The Providence has a black skull wreathed in white flame, while the rest of its body appears normal, though it is all heavily wreathed in black furs.
  • Spike Balls of Doom: Here, their role is fulfilled by the enormous axes swinging in the same manner.
  • Spikes of Doom: Pop out of the clearly visible holes in the floor of the Cursed Prince's palace, which the player must jump over, or dash through.
  • Sprint Meter: Present, and is consumed with every attack, whether melee or ranged, jump or dodge. Just like in Dark Souls or the other 2D games inspired by it.
  • Story Breadcrumbs: Here, they are brief even for a game that's Inspired by… Dark Souls.
  • Super Spit: There are carnivorous plants which spit out acid.
    • Owner of the Clock Tower literally vomits darkness onto the floor.
  • Superboss: The Fallen, who can only be tackled at level 100, which is only achievable on a New Game Plus.
  • Sword Beam: Poper Grammartys the Great learns to do one halfway through his battle.
  • Throwing Your Sword Always Works: Late-game knights will throw their heavy double-headed axes in an arc, a bit like Hammer Bros.
  • Trick Boss: The second boss you encounter is Hollowed Kaspar, who literally looks no different to the other elite hollows with scythes you fought earlier. While he does attack slightly faster and harder, and has a boss-sized health bar and the ability to teleport, he still goes down easily. As soon as he does, though, you'll then fight Priestess Vantasar and Hollowed Mercior at the same time. While Mercior is ultimately no different to Kaspar, Priestess is a whole different matter.
  • Turns Red: Pope Grammartys the Great is the first boss whose theme changes halfway through his battle, as he also starts deploying his sizeable powers instead of relying on pure melee attacks like he did during the first half of the battle. The Providence is the second, though he does so twice during the battle, after losing one, then two thirds of his health.
  • You Have Researched Breathing: The phanthom is unable to change his equipment anywhere besides a save point. It appears that the save point "remoulds" his "shell" and so lets him look differently and creates different weapons for him. However, that doesn't explain why this "rule" applies to the already-physical objects like old spears you discover during the game, or why a fellow phanthom like Hraesvelgr can ignore it when she switches between a pistol and a magic arrow with no problems, which you cannot do.

Top