History Main / BlackOutBasement

25th Feb '17 10:25:37 PM PeppermintTwist
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* Certain rooms in ''VideoGame/BlenderBros'' are dark. They're completely un-enterable unless you use a [[{{Mons}} Mini Bro]] named Neon. In Shelltarl they're required to enter to proceed, but in other worlds they just contain secrets.
11th Feb '17 11:38:19 AM mlsmithca
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** In ''VideoGame/TheLegendOfZeldaSpiritTracks'', certain portions of the Tower of Spirits are almost completely dark, save for one or two torches near the entrance; you can use the Boomerang to transfer fire from them to the conspicuously unlit torches further ahead, but this only lights up small, circular areas. Ghost-like Nocturns also patrol the dark, and are completely invulnerable unless caught in the light, making it dangerous to stay in the darkened areas too long.
*** One of the types of Phantoms encountered in these darkened areas carries a flaming sword which is its own light source.

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** In ''VideoGame/TheLegendOfZeldaSpiritTracks'', certain portions of the Tower of Spirits are almost completely dark, save for one or two torches near the entrance; you can use the Boomerang to transfer fire from them to the conspicuously unlit torches further ahead, but this only lights up small, circular areas. Ghost-like Nocturns also patrol the dark, and are completely invulnerable unless caught in the light, making it dangerous to stay in the darkened areas too long.
***
long. One of the types of Phantoms encountered in these darkened areas carries a flaming sword which is its own light source.



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** One event in ''Super Smash Bros. Brawl'' pits Falco against a CPU Mr. Game and Watch on Lylat Cruise, but the screen continually fades to black, then to normal. [[TheComputerIsACheatingBastard One guess as to whether Game and Watch is affected]].

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** * One event in ''Super Smash Bros. Brawl'' pits Falco against a CPU Mr. Game and Watch on Lylat Cruise, but the screen continually fades to black, then to normal. [[TheComputerIsACheatingBastard One guess as to whether Game and Watch is affected]].



* ''VideoGame/TeamFortress2'' has the fan-made map [[ExactlyWhatItSaysOnTheTin 2fort_night]], which is basically 2fort under a dark, moonlit sky. Depending on where you are the lighting varies from "lit by electric lights" to "dimly lit with shadowy corners" to "pitch black". There's even a corridor of flickering lights. The altered visibility changes gameplay somewhat, though unfortunately it's still basically [[ScrappyLevel 2fort]].
** ''VideoGame/TeamFortressClassic'' has similar map called nao_2fort, which is set in night and bases are illuminated by some neon lights, with plenty of shades. It's an excellent playground for spies.

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* ''VideoGame/TeamFortress2'' has the fan-made map [[ExactlyWhatItSaysOnTheTin 2fort_night]], which is basically 2fort under a dark, moonlit sky. Depending on where you are the lighting varies from "lit by electric lights" to "dimly lit with shadowy corners" to "pitch black". There's even a corridor of flickering lights. The altered visibility changes gameplay somewhat, though unfortunately it's still basically [[ScrappyLevel 2fort]].
**
2fort]]. ''VideoGame/TeamFortressClassic'' has similar map called nao_2fort, which is set in night and bases are illuminated by some neon lights, with plenty of shades. It's an excellent playground for spies.



** ''Modern Warfare 2'''s "Second Sun" takes place at night in the middle of an {{EMP}}-induced BigBlackout, which means your night vision goggles and other electronic gadgets are rendered useless.

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** * ''Modern Warfare 2'''s "Second Sun" takes place at night in the middle of an {{EMP}}-induced BigBlackout, which means your night vision goggles and other electronic gadgets are rendered useless.



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* The "Tomb of Immortal Darkness" was an AprilFoolsDay joke from Blizzard. Supposedly it was a new ''VideoGame/WorldOfWarcraft'' dungeon that would be added during ''Cataclysm'' and was pitch black; players could find gear that would give them a small bit of illumination around them, and rely on a Companion Bat's echolocation to detect monsters.
** Later on, ''VideoGame/WorldOfWarcraft'' would get a real example in the End Time dungeon. In it, the Emerald Dragonshrine was plunged into darkness, and only spots of light appear as players make their way through the darkness towards the Echo of Tyrande.

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* The "Tomb of Immortal Darkness" was an AprilFoolsDay joke from Blizzard. Supposedly it was a new ''VideoGame/WorldOfWarcraft'' dungeon that would be added during ''Cataclysm'' and was pitch black; players could find gear that would give them a small bit of illumination around them, and rely on a Companion Bat's echolocation to detect monsters.
**
monsters. Later on, ''VideoGame/WorldOfWarcraft'' would get a real example in the End Time dungeon. In it, the Emerald Dragonshrine was plunged into darkness, and only spots of light appear as players make their way through the darkness towards the Echo of Tyrande.



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* ''VideoGame/JazzJackRabbit'':
** The planet of Lagunicus in Episode C contains a pair of beach/underwater themed stages. The deeper the character swims, the darker it gets. There are arrows pointing the direction he has to take and TNT can be used to light up the place for a second.

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[[folder:PlatformGame]]
[[folder:Platform Game]]
* ''VideoGame/JazzJackRabbit'':
**
''VideoGame/JazzJackRabbit'': The planet of Lagunicus in Episode C contains a pair of beach/underwater themed stages. The deeper the character swims, the darker it gets. There are arrows pointing the direction he has to take and TNT can be used to light up the place for a second.



** In ''[[VideoGame/MarioAndLuigiPartnersInTime Mario & Luigi: Partners in Time]]'', there are areas where the babies navigate dangerous mazes in dark zones with special lightblocks that keep going out. The safe rails are so narrow that even if you memorise the layout, you probably won't get far without the lights on.

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** In ''[[VideoGame/MarioAndLuigiPartnersInTime Mario & Luigi: Partners in Time]]'', ''VideoGame/MarioAndLuigiPartnersInTime'', there are areas where the babies navigate dangerous mazes in dark zones with special lightblocks that keep going out. The safe rails are so narrow that even if you memorise the layout, you probably won't get far without the lights on.



** Some levels in ''VideoGame/NewSuperMarioBrosWii'' are in the dark. The players get a little spotlight, and fireballs can light an area around them, while players under the effect of a Super Star light up the entire room.

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** Some levels in ''VideoGame/NewSuperMarioBrosWii'' are in the dark. The players get a little spotlight, and fireballs can light an area around them, while players under the effect of a Super Star light up the entire room. Perhaps the most notorious is Level 8-4, which combines this trope with DownTheDrain.



* If you visit Spark Mandrill's stage in ''VideoGame/MegaManX1'' after defeating Storm Eagle, you'll find wreckage of the Eagle's ship strewn about the opening area of the stage, and the lights will flicker on and off in two areas during the stage. If you play the stage ''before'' beating Storm Eagle, the darkened sections aren't completely blacked out, but you'll have to contend with flowing electricity.

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* ''VideoGame/MegaManX'' series:
**
If you visit Spark Mandrill's stage in ''VideoGame/MegaManX1'' after defeating Storm Eagle, you'll find wreckage of the Eagle's ship strewn about the opening area of the stage, and the lights will flicker on and off in two areas during the stage. If you play the stage ''before'' beating Storm Eagle, the darkened sections aren't completely blacked out, but you'll have to contend with flowing electricity.



* In ''VideoGame/KirbyCanvasCurse'', there are levels where the player must find and tap lanterns in order to see. You can navigate blind if you've memorised the layout.
** Seen also in the trailer for ''Videogame/KirbysReturnToDreamLand''.

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* In ''VideoGame/KirbyCanvasCurse'', there are levels where the player must find and tap lanterns in order to see. You can navigate blind if you've memorised the layout.
**
layout. Seen also in the trailer for ''Videogame/KirbysReturnToDreamLand''.



* [[NintendoHard Par for the course]], ''VideoGame/{{Rayman}}'' has one of these as well, with the infamous level Eat At Joe's. As far as level design goes, it's not quite as maddeningly difficult as some of the other levels in the game, but only being able to see your immediate surroundings (or having to use your fist to see any further) makes it just insane.
** An undercover blackout basement no less, as when this game was released, most common computers could not run the game on the "high" graphics setting; the low reducing the blackout to just dim lighting of the level.

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* [[NintendoHard Par for the course]], ''VideoGame/{{Rayman}}'' has one of these as well, with the infamous level Eat At Joe's. As far as level design goes, it's not quite as maddeningly difficult as some of the other levels in the game, but only being able to see your immediate surroundings (or having to use your fist to see any further) makes it just insane.
**
insane. An undercover blackout basement no less, as when this game was released, most common computers could not run the game on the "high" graphics setting; the low reducing the blackout to just dim lighting of the level.



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** Brawly's gym in ''VideoGame/PokemonRubyAndSapphire''/''Emerald'' is a nice example, as it expands the player's view as you beat the gym trainers. Pretty funny since his badge allows you to use Flash...
*** The most likely explanation is that the trainers inside [[FridgeLogic use Flash themselves, and are lighting up the way for you as a reward for beating them]], so the final reward is suitably learning how to light up the way on your own.

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** Brawly's gym in ''VideoGame/PokemonRubyAndSapphire''/''Emerald'' is a nice example, as it expands the player's view as you beat the gym trainers. Pretty funny since his badge allows you to use Flash...
***
Flash... The most likely explanation is that the trainers inside [[FridgeLogic use Flash themselves, and are lighting up the way for you as a reward for beating them]], so the final reward is suitably learning how to light up the way on your own.



* ''Tales series'':

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* ''Tales series'':''Tales'' series:



* The Tomb Of The Giants in ''VideoGame/DarkSouls'' is pitch-black, requiring a special item to get a practical amount of visibility. It's also filled with tough monsters and BottomlessPits.

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* ''VideoGame/DarkSouls'':
**
The Tomb Of The Giants in ''VideoGame/DarkSouls'' is pitch-black, requiring a special item to get a practical amount of visibility. It's also filled with tough monsters and BottomlessPits.



* Played with in ''VideoGame/TheElderScrollsVSkyrim''; the player's eyes will realistically adjust to dark areas. You do have the option of using light spells or torches, but they're almost never necessary.
** The main difference between the ''VideoGame/ConanHyborianAge'' mod and an unmodded ''Skyrim'' is that ''Conan Hyborian Age'' plays the trope completely straight. Most of the Hyborian Mound is filled with complete darkness, the only exceptions being either rare rooms with lit candles or braziers, or rare instances of rooms with holes in the ceiling. The mod's description even explicitely advices to bring torches.

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* Played with in ''VideoGame/TheElderScrollsVSkyrim''; the player's eyes will realistically adjust to dark areas. You do have the option of using light spells or torches, but they're almost never necessary.
**
necessary. The main difference between the ''VideoGame/ConanHyborianAge'' mod and an unmodded ''Skyrim'' is that ''Conan Hyborian Age'' plays the trope completely straight. Most of the Hyborian Mound is filled with complete darkness, the only exceptions being either rare rooms with lit candles or braziers, or rare instances of rooms with holes in the ceiling. The mod's description even explicitely advices to bring torches.



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* A common trope in many haunted mazes to prevent guests from seeing the entire room and allowing the actors to hide in darkness.
** An interesting example was used by Universal Orlando's Theatre/HalloweenHorrorNights, where Terror Mines in 2005 and Film/ThePeopleUnderTheStairs: Under Construction in 2006 had very little lighting (yes, even compared to other houses) and instead handed out helmet lights to every 5th person to light the way; the lights would strobe, change color, or simply turn off when tripped by sensors throughout the house. Unfortunately, this meant that 4/5 of the guests would often be left blind when their light person ran too far ahead and left them behind.

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[[folder:RealLife]]
[[folder:Real Life]]
* A common trope in many haunted mazes to prevent guests from seeing the entire room and allowing the actors to hide in darkness.
**
darkness. An interesting example was used by Universal Orlando's Theatre/HalloweenHorrorNights, where Terror Mines in 2005 and Film/ThePeopleUnderTheStairs: Under Construction in 2006 had very little lighting (yes, even compared to other houses) and instead handed out helmet lights to every 5th person to light the way; the lights would strobe, change color, or simply turn off when tripped by sensors throughout the house. Unfortunately, this meant that 4/5 of the guests would often be left blind when their light person ran too far ahead and left them behind.



11th Feb '17 11:11:00 AM Morgenthaler
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* ''VideoGame/JamesBondEverythingOrNothing'' has several parts where you're required to use Thermographic Vision in order to see. Needless to say, darkened areas are often absolute ''hornets' nests'', so it's a good idea to switch on BEFORE heading in. Also note: Q-Spiders don't have thermo-vision.

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* ''VideoGame/JamesBondEverythingOrNothing'' ''VideoGame/EverythingOrNothing'' has several parts where you're required to use Thermographic Vision in order to see. Needless to say, darkened areas are often absolute ''hornets' nests'', so it's a good idea to switch on BEFORE heading in. Also note: Q-Spiders don't have thermo-vision.
1st Feb '17 4:24:37 AM Jubileus57
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* The abyss levels in ''[[VideoGame/FeedingFrenzy Feeding Frenzy: Shipwreck Showdown]]'' are pitch black. Thankfully, the playable character in these is an anglerfish which can light the area surrounding it. It can gobble down [[BioluminescenceIsCool bioluminescent plancton]] to intensify the light emitted by its esca.
18th Jan '17 5:49:21 AM REV6Pilot
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* In ''VideoGame/MetroLastLight'', most places where [[ElectromagneticGhosts an anomaly known as the Darkness]] is present. It disables Artyom's headlamp and NightVisionGoggles, forcing him to either a) use his lighter's flame to illuminate the way and possibly light up torches and candles along the path, or b) if he has a gun with a night vision scope, navigate while aiming the gun, a slow walk with a restricted field of view. Either option slows down gameplay and creates tension, a fully intentional effect on the developers' part.
16th Jan '17 9:58:54 AM REV6Pilot
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* VideoGame/FirstEncounterAssaultRecon'' tends to overlap its blackout basements with BigBoosHaunt. Impressive when the games are paranormal NightmareFuel most of the time.

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* VideoGame/FirstEncounterAssaultRecon'' ''VideoGame/FirstEncounterAssaultRecon'' tends to overlap its blackout basements with BigBoosHaunt. Impressive when the games are paranormal NightmareFuel most of the time.
14th Oct '16 6:08:29 AM REV6Pilot
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** ''VideoGame/{{Heretic}}'', being based on an updated version of the ''Doom'' engine, used this quite a bit too. Torches replaced the Light Amplification Visor, and you were generally assured to find one on any level which had very dark parts.

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** ''VideoGame/{{Heretic}}'', being based on an updated version of the ''Doom'' engine, used this quite a bit too. Torches [[NuclearCandle Torches]] replaced the Light Amplification Visor, and you were generally assured to find one on any level which had very dark parts.
14th Oct '16 6:07:01 AM REV6Pilot
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* ''VideoGame/ResidentEvil5'' has the pitch-black mine tunnels in Chapter 2-2, where one character has to carry a lantern, and just like in ''Doom 3'', they can't hold both it and a weapon at the same time.

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* ''VideoGame/ResidentEvil5'' has the pitch-black mine tunnels in Chapter 2-2, where one character has to carry a lantern, very bulky searchlight, and just like in ''Doom 3'', they can't hold both it and a weapon at the same time.
13th Oct '16 1:33:18 PM REV6Pilot
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* One paranormal sequence in ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R. 2]]'' in the Wade Elementary school does this. The terrifying variant of this trope.

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* VideoGame/FirstEncounterAssaultRecon'' tends to overlap its blackout basements with BigBoosHaunt. Impressive when the games are paranormal NightmareFuel most of the time.
** The abandoned section of the Old Underground Metro Area, a location explored in ''Perseus Mandate'', is a section of Fairport that was buried in an earthquake and left abandoned, with the new Fairport being built on top of it. Lighting is very sparse, with only a few scattered strings of connected lamps providing lighting that work more for mood than anything. Many times, your only source of light will be your own [[TenSecondFlashlight ten-second headlamp]], even in combat. [[ParanoiaFuel Against almost invisible enemies that can only be clearly seen with your light on]].
**
One paranormal sequence in ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R. 2]]'' 2]]'', in the Wade Elementary school school, does this. The terrifying variant of this trope.this.
13th Aug '16 3:01:03 PM UmbrellasWereAwesome
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* The level "High Charity" in ''VideoGame/{{Halo 2}}'' has several parts where it is nearly pitch black, the only illumination being provided by dim, red emergency lights and your own TenSecondFlashlight. And there's Flood everywhere, shrieking in the darkness.
** Ditto for the Library in ''VideoGame/HaloCombatEvolved''.

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* ''Franchise/{{Halo}}'':
**
The level "High Charity" in ''VideoGame/{{Halo 2}}'' has several parts where it is nearly pitch black, the only illumination being provided by dim, red emergency lights and your own TenSecondFlashlight. And there's Flood everywhere, shrieking in the darkness.
** Ditto for the Library "The Library" in ''VideoGame/HaloCombatEvolved''.
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