History Main / HardReset

11th Feb '13 8:11:03 AM AbstractIndigo
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* ''Fanfic/HardReset'': The WesternAnimation/MyLittlePonyFriendshipIsMagic fan fiction.

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* ''Fanfic/HardReset'': ''[[FanFic/EakinsHardReset Hard Reset]]'': The WesternAnimation/MyLittlePonyFriendshipIsMagic fan fiction.
6th Feb '13 6:48:27 PM AbstractIndigo
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[[redirect:VideoGame/HardReset]]

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[[redirect:VideoGame/HardReset]]If you're seeing this, something about Hard Reset sent you here. Hopefully you can figure out which one you want!

* ''VideoGame/HardReset'': The 2011 First Person Shooter.
* ''Fanfic/HardReset'': The WesternAnimation/MyLittlePonyFriendshipIsMagic fan fiction.
1st Mar '12 5:16:00 AM EarlOfSandvich
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[[quoteright:255:http://static.tvtropes.org/pmwiki/pub/images/HardReset_200_header_3568.jpg]]

->''"Just don't go postal, Fletcher."''
-->-- [[http://www.youtube.com/watch?v=_CvnzAJCE9Q Hard Reset trailer]]. He [[KillEmAll probably won't listen]].

Hard Reset is a PC-exclusive FirstPersonShooter from developer Flying Wild Hog, released on September 13, 2011. The game is a modern take on classic shooters, emphasizing old-school elements such as [[HealThyself health pickups]], carrying lots of guns at once (well, [[SwissArmyWeapon sort of]]), and fast-paced action and movement.

The game takes place in the year 2436. Humanity has been nearly wiped out by [[AIIsACrapshoot rogue robots]], and the last safe haven of humanity, the city of Bezoar, has been breached. The player assumes the role of Maj. Fletcher, of the city's [[LawEnforcementInc security corporation]], CLN.

The demo and full game are currently available on {{Steam}}.

----
!! This game provides examples of:
* ActionBomb: The ''Savage'', a beachball-sized sphere-on-legs that basically charges at you and explodes.
* AIIsACrapshoot: At least two cases, with a probable third in the making.
* AntiHero: Fletcher isn't exactly a nice person. Somewhere around II to III on the SlidingScaleOfAntiHeroes.
* ApocalypseHow: Class 1. To elaborate, humanity created an AI that went rogue. At first it looked like they had the upper hand, but now they're bottled up inside Bezoar City.
* ArtisticLicensePhysics: A very large license. A particularly obvious example is probably... using the Shotgun SecondaryFire on a charging Gorilla will make it freeze, completely cancelling any momentum it might have had. Doesn't stop them from completing a ShockwaveStomp though.
* BeehiveBarrier: The Electric Mortar's Stasis Field makes a spherical BeehiveBarrier which freezes enemies caught inside it. They're still vulnerable to your attacks, though.
* BottomlessMagazines: Though you don't have infinite ammo, you never have to reload.
** Semi-infinite. If you run down your ammo enough it starts to regenerate on its own much like your shields, but it only charges back up to 100 (out of 200 or 240 if ammo cap is upgraded) and is slow enough to make it ineffective in a hard fight.
* BrainUploading: The Sanctuary is a network containing billions of digitized human consciousnesses. Of course, it's the machines' primary objective.
** [[spoiler:Fletcher can also upload the brains of other people into his own head to learn what they know, amongst other things; exactly what is never specified. He drinks heavily - either to suppress identity crisis issues or because it weighs so heavily on his conscience.]]
* CityNoir: Bezoar City is a ''vast'', towering CityNoir. When we say ''towering'', we damn well mean it too; at certain points the wind whistles by fast enough to suggest you are a very... ''appreciable'' distance from the ground that you most definitely can't see. Yet, when you look up? ''There's still a lot more city to go''.
* {{Combos}}: Using your weapons and their various modes in tandem with each other and the environment is ''key'' to quickly wiping out the resident {{Smash Mook}}s or a ZergRush quickly and efficiently.
* CyberPunk: With a large portion of UsedFuture too.
* DeflectorShields: Fletcher possesses a Personal Shield that, like ''{{Unreal}}'', partially reduces incoming damage but loses effectiveness as it depletes. It requires a few seconds of you not taking damage before it starts recharging itself. It can be upgraded to recharge faster, reduce the delay before recharging, and increase maximum capacity.
* [[ElectronicEyes Electronic Eye]]: Fletcher has a metal implant [[EyepatchOfPower covering his left eye]].
* EnemyScan: A passive function of the [=NRG=] Weapon's Seeker mode reveals the name and health of the currently targeted enemy, plus some delightfully useless charts that are [[RuleOfCool just there to look cool]].
* ExcusePlot: It seems like the story for this game was added very late in the development process, although the comic panels it's told in are nice. You see, nanites were somehow put into a statue, and they're trying to... get to an abandoned hospital? Yeah.
* ExplodingBarrels: Plenty of them, and, considering how many secret areas they open up, you'll be shooting lots of them.
** Not just barrels, either. Fletcher can wreck all manner of blue (electrical) or orange (explosive) terrain items to get an edge on his opponents, creating temporary area denial effects with [[ShockAndAwe streams of electricity]], or simply [[StuffBlowingUp blowing up everything nearby]].
* MadScientist: Professor Percival Novak.
** [[spoiler:He made the Interior AI, and is responsible for the 'condition' that Fletcher suffers from... which could well be a XanatosGambit or XanatosSpeedChess ploy.]]
* NewGamePlus: Ex Mode. Beat the game once, start over again on any difficulty with all the stuff you had before! Very useful for higher difficulties, where your ability to fight effectively is reliant on the weapon modes you have at your disposal.
* OnlyInItForTheMoney: Fletcher claims this is his only reason for working for the CLN.
* {{Overheating}}: Whilst the standard [=CLN=] Firearm can't overheat in the ''usual'' sense of this trope, prolonged firing does cause it heat up, as a rather nice touch.
* PowerUp: Health and Ammo, plus [=NANO=]. Health is green, [=CLN=] ammo is red, [=NRG=] ammo is blue, and [=NANO=] is orange. Pick up enough [=NANO=] and you can buy a permanent upgrade for your weapons and kit at an Upgrade Terminal. You also get a varying amount of [=NANO=] for every kill depending on the enemy.
* PrecisionFStrike: From the trailer, Fletcher's response to his MissionControl when he is initially denied a request for backup.
--->'''Fletcher:''' For fuck's sake, are you blind?! At least seven dead, no visual contact with the enemy...
* SmashMook: Gorillas. They love {{Knockback}}, and they have two attacks: either they charge at you like a bull, or they use a ShockwaveStomp.
* SwissArmyGun: You carry two weapons: a ballistic weapon, and an energy weapon. Each of these can be upgraded to use up to five separate modes of operation, and each of those modes has a standard mode, and can be upgraded to have a new SecondaryFire mode.
** The [=CLN=] Firearm modes are;
*** Standard [[MoreDakka assault rifle]] with scope option.
*** [[ShortRangeShotgun Double-barrelled shotgun]] that can fire a dozen 'darts' which [[StandardStatusEffects paralyze enemies]].
*** GrenadeLauncher that can fire special grenades that generate a gravity field, holding enemies and objects in place.
*** [[StickyBomb Mine Launcher]] that can be upgraded to allow remote detonation.
*** [[{{BFG}} Rocket Launcher]] with [[LaserSight Laser Guidance]] and [[RecursiveAmmo cluster munition]] upgrades.
** The [[AWorldwidePunomenon N.R.G.]] Weapon modes are;
*** [[MoreDakka Rapid-fire]] EnergyBall gun with a ChargedAttack mode.
*** [[LightningGun Lightning stream]] with short-range EMP shockwave, for [[StandardStatusEffects paralyzing, again]].
*** Electrical GrenadeLauncher that generates an area-denial field, with special grenades that can freeze enemies inside a stasis field.
*** [[SniperRifle Railgun]] that ignores cover and can be upgraded to see through walls.
*** Seeking energy bolts that home in on targets and fly around or simply pass through cover and other obstacles.
* UniversalAmmunition: Each of your two weapons has its own type of ammo, but that ammo can be used for any of its firing modes, be it assault rifle, shotgun, EMP flechettes, grenades...
* WreakingHavok: As the game incorporates Havok, this should hardly be a surprise. Barrels will fly everywhere, as will bodies and debris.
* ZergRush: Expect to be positively swarmed by enemies later on.

to:

[[quoteright:255:http://static.tvtropes.org/pmwiki/pub/images/HardReset_200_header_3568.jpg]]

->''"Just don't go postal, Fletcher."''
-->-- [[http://www.youtube.com/watch?v=_CvnzAJCE9Q Hard Reset trailer]]. He [[KillEmAll probably won't listen]].

Hard Reset is a PC-exclusive FirstPersonShooter from developer Flying Wild Hog, released on September 13, 2011. The game is a modern take on classic shooters, emphasizing old-school elements such as [[HealThyself health pickups]], carrying lots of guns at once (well, [[SwissArmyWeapon sort of]]), and fast-paced action and movement.

The game takes place in the year 2436. Humanity has been nearly wiped out by [[AIIsACrapshoot rogue robots]], and the last safe haven of humanity, the city of Bezoar, has been breached. The player assumes the role of Maj. Fletcher, of the city's [[LawEnforcementInc security corporation]], CLN.

The demo and full game are currently available on {{Steam}}.

----
!! This game provides examples of:
* ActionBomb: The ''Savage'', a beachball-sized sphere-on-legs that basically charges at you and explodes.
* AIIsACrapshoot: At least two cases, with a probable third in the making.
* AntiHero: Fletcher isn't exactly a nice person. Somewhere around II to III on the SlidingScaleOfAntiHeroes.
* ApocalypseHow: Class 1. To elaborate, humanity created an AI that went rogue. At first it looked like they had the upper hand, but now they're bottled up inside Bezoar City.
* ArtisticLicensePhysics: A very large license. A particularly obvious example is probably... using the Shotgun SecondaryFire on a charging Gorilla will make it freeze, completely cancelling any momentum it might have had. Doesn't stop them from completing a ShockwaveStomp though.
* BeehiveBarrier: The Electric Mortar's Stasis Field makes a spherical BeehiveBarrier which freezes enemies caught inside it. They're still vulnerable to your attacks, though.
* BottomlessMagazines: Though you don't have infinite ammo, you never have to reload.
** Semi-infinite. If you run down your ammo enough it starts to regenerate on its own much like your shields, but it only charges back up to 100 (out of 200 or 240 if ammo cap is upgraded) and is slow enough to make it ineffective in a hard fight.
* BrainUploading: The Sanctuary is a network containing billions of digitized human consciousnesses. Of course, it's the machines' primary objective.
** [[spoiler:Fletcher can also upload the brains of other people into his own head to learn what they know, amongst other things; exactly what is never specified. He drinks heavily - either to suppress identity crisis issues or because it weighs so heavily on his conscience.]]
* CityNoir: Bezoar City is a ''vast'', towering CityNoir. When we say ''towering'', we damn well mean it too; at certain points the wind whistles by fast enough to suggest you are a very... ''appreciable'' distance from the ground that you most definitely can't see. Yet, when you look up? ''There's still a lot more city to go''.
* {{Combos}}: Using your weapons and their various modes in tandem with each other and the environment is ''key'' to quickly wiping out the resident {{Smash Mook}}s or a ZergRush quickly and efficiently.
* CyberPunk: With a large portion of UsedFuture too.
* DeflectorShields: Fletcher possesses a Personal Shield that, like ''{{Unreal}}'', partially reduces incoming damage but loses effectiveness as it depletes. It requires a few seconds of you not taking damage before it starts recharging itself. It can be upgraded to recharge faster, reduce the delay before recharging, and increase maximum capacity.
* [[ElectronicEyes Electronic Eye]]: Fletcher has a metal implant [[EyepatchOfPower covering his left eye]].
* EnemyScan: A passive function of the [=NRG=] Weapon's Seeker mode reveals the name and health of the currently targeted enemy, plus some delightfully useless charts that are [[RuleOfCool just there to look cool]].
* ExcusePlot: It seems like the story for this game was added very late in the development process, although the comic panels it's told in are nice. You see, nanites were somehow put into a statue, and they're trying to... get to an abandoned hospital? Yeah.
* ExplodingBarrels: Plenty of them, and, considering how many secret areas they open up, you'll be shooting lots of them.
** Not just barrels, either. Fletcher can wreck all manner of blue (electrical) or orange (explosive) terrain items to get an edge on his opponents, creating temporary area denial effects with [[ShockAndAwe streams of electricity]], or simply [[StuffBlowingUp blowing up everything nearby]].
* MadScientist: Professor Percival Novak.
** [[spoiler:He made the Interior AI, and is responsible for the 'condition' that Fletcher suffers from... which could well be a XanatosGambit or XanatosSpeedChess ploy.]]
* NewGamePlus: Ex Mode. Beat the game once, start over again on any difficulty with all the stuff you had before! Very useful for higher difficulties, where your ability to fight effectively is reliant on the weapon modes you have at your disposal.
* OnlyInItForTheMoney: Fletcher claims this is his only reason for working for the CLN.
* {{Overheating}}: Whilst the standard [=CLN=] Firearm can't overheat in the ''usual'' sense of this trope, prolonged firing does cause it heat up, as a rather nice touch.
* PowerUp: Health and Ammo, plus [=NANO=]. Health is green, [=CLN=] ammo is red, [=NRG=] ammo is blue, and [=NANO=] is orange. Pick up enough [=NANO=] and you can buy a permanent upgrade for your weapons and kit at an Upgrade Terminal. You also get a varying amount of [=NANO=] for every kill depending on the enemy.
* PrecisionFStrike: From the trailer, Fletcher's response to his MissionControl when he is initially denied a request for backup.
--->'''Fletcher:''' For fuck's sake, are you blind?! At least seven dead, no visual contact with the enemy...
* SmashMook: Gorillas. They love {{Knockback}}, and they have two attacks: either they charge at you like a bull, or they use a ShockwaveStomp.
* SwissArmyGun: You carry two weapons: a ballistic weapon, and an energy weapon. Each of these can be upgraded to use up to five separate modes of operation, and each of those modes has a standard mode, and can be upgraded to have a new SecondaryFire mode.
** The [=CLN=] Firearm modes are;
*** Standard [[MoreDakka assault rifle]] with scope option.
*** [[ShortRangeShotgun Double-barrelled shotgun]] that can fire a dozen 'darts' which [[StandardStatusEffects paralyze enemies]].
*** GrenadeLauncher that can fire special grenades that generate a gravity field, holding enemies and objects in place.
*** [[StickyBomb Mine Launcher]] that can be upgraded to allow remote detonation.
*** [[{{BFG}} Rocket Launcher]] with [[LaserSight Laser Guidance]] and [[RecursiveAmmo cluster munition]] upgrades.
** The [[AWorldwidePunomenon N.R.G.]] Weapon modes are;
*** [[MoreDakka Rapid-fire]] EnergyBall gun with a ChargedAttack mode.
*** [[LightningGun Lightning stream]] with short-range EMP shockwave, for [[StandardStatusEffects paralyzing, again]].
*** Electrical GrenadeLauncher that generates an area-denial field, with special grenades that can freeze enemies inside a stasis field.
*** [[SniperRifle Railgun]] that ignores cover and can be upgraded to see through walls.
*** Seeking energy bolts that home in on targets and fly around or simply pass through cover and other obstacles.
* UniversalAmmunition: Each of your two weapons has its own type of ammo, but that ammo can be used for any of its firing modes, be it assault rifle, shotgun, EMP flechettes, grenades...
* WreakingHavok: As the game incorporates Havok, this should hardly be a surprise. Barrels will fly everywhere, as will bodies and debris.
* ZergRush: Expect to be positively swarmed by enemies later on.
[[redirect:VideoGame/HardReset]]
12th Oct '11 8:42:10 PM Cyberpunk1989
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* ExcusePlot: It seems like the story for this game was added very late in the development process, although the comic panels it's told in are nice. You see, nanites were somehow put into a statue, and they're trying to... get to an abandon hospital? Yeah.

to:

* ExcusePlot: It seems like the story for this game was added very late in the development process, although the comic panels it's told in are nice. You see, nanites were somehow put into a statue, and they're trying to... get to an abandon abandoned hospital? Yeah.
This list shows the last 4 events of 4. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.HardReset