History Main / SensorSuspense

29th Aug '16 2:10:00 PM Tallens
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* ''Series/BabylonFive'': An early episode has Ivanova chasing down a lone raider and destroying it, only for a dozen other raiders to suddenly appear on her screen. [[OffscreenMomentOfAwesome We don't see how that turns out]], just her back on the station being admonished for trashing her fighter.
27th Aug '16 11:53:46 AM Sark0TAG
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* ''VideoGame/UplinkHackerElite'', a spritual predecessor to DEFCON, had a program that would beep depending on how much time you'd have to hack into a target system before someone caught you in the act.

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* ''VideoGame/UplinkHackerElite'', ''VideoGame/{{Uplink}}'', a spritual predecessor to DEFCON, had a program that would beep depending on how much time you'd have to hack into a target system before someone caught you in the act.
27th Aug '16 11:53:17 AM Sark0TAG
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* ''VideoGame/UplinkHackerElite'', a spritual predecessor to DEFCON, had a program that would beep depending on how much time you'd have to hack into a target system before someone caught you in the act.
16th Aug '16 7:34:31 AM htuttle
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* ''VideoGame/{{X-Com}}'' series allow motion detectors. A good way to avoid becoming CannonFodder when facing alien weapons, but since you don't know whether the blip is from alien or civilian and on which floor, dealing with the results can be... interesting.

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* ''VideoGame/{{X-Com}}'' series allow ''VideoGame/XCOMUFODefense'' allows motion detectors. A good way to avoid becoming CannonFodder when facing alien weapons, but since you don't know whether the blip is from alien or civilian and on which floor, dealing with the results can be... interesting.
2nd Aug '16 3:51:50 AM Morgenthaler
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* ''SwordOfTheStars'' allows you to consult the sensor display in the tactical screen to keep track of BVR enemies, but you need upgrades to actually give orders from it. Somehow.
* ''{{X-Com}}'' series allow motion detectors. A good way to avoid becoming CannonFodder when facing alien weapons, but since you don't know whether the blip is from alien or civilian and on which floor, dealing with the results can be... interesting.
* In ''MechCommander 2'' certain active enemy units are shown as blips when out of your vision range but within sensor range. Sensors do not differentiate between individual types of units, only showing Vehicles, 'Mechs and Generic. The game does alert you to 'Mechs powering up in a rather melodramatic voice.

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* ''SwordOfTheStars'' ''VideoGame/SwordOfTheStars'' allows you to consult the sensor display in the tactical screen to keep track of BVR enemies, but you need upgrades to actually give orders from it. Somehow.
* ''{{X-Com}}'' ''VideoGame/{{X-Com}}'' series allow motion detectors. A good way to avoid becoming CannonFodder when facing alien weapons, but since you don't know whether the blip is from alien or civilian and on which floor, dealing with the results can be... interesting.
* In ''MechCommander ''VideoGame/MechCommander 2'' certain active enemy units are shown as blips when out of your vision range but within sensor range. Sensors do not differentiate between individual types of units, only showing Vehicles, 'Mechs and Generic. The game does alert you to 'Mechs powering up in a rather melodramatic voice.
17th Jul '16 4:44:20 AM Sharlee
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Naturally, this trope has some overlap with BombersOnTheScreen and EnemyDetectingRadar.

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Naturally, this trope has some overlap with BombersOnTheScreen and EnemyDetectingRadar.
EnemyDetectingRadar. Contrast TheCrocIsTicking, a technology-free method of building comparable suspense.
24th Jun '16 2:01:31 PM DarkHunter
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* ''VideoGame/FatalFrame'': The player characters' SixthSense is represented by a filament that glows blue when a ghost is nearby... or orange if the ghost is hostile. The glow increases and decreases based on how close the ghost is and whether or not you're facing them.

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* ''VideoGame/FatalFrame'': The player characters' SixthSense [[SupernaturalSensitivity paranormal sixth sense]] is represented by a filament that glows blue when a ghost is nearby... or orange if the ghost is hostile. The glow increases and decreases based on how close the ghost is and whether or not you're facing them.
24th Jun '16 2:00:28 PM DarkHunter
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* ''Anime/HanaukyoMaidTai La Verite'' -- Episode 10. Multiple intruders are detected, and a [[TheBigBoard giant screen]] in the security maid's HQ shows their position as they move through the mansion.

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* ''Anime/HanaukyoMaidTai La Verite'' -- Verite'': Episode 10. Multiple intruders are detected, and a [[TheBigBoard giant screen]] in the security maid's HQ shows their position as they move through the mansion.



** ''Anime/MacrossDoYouRememberLove'' -- The scene where Hikaru watches the radar blips representing his squadron's missiles approaching the radar blips representing enemies while his heart is pounding loudly.
** ''Anime/MacrossFrontier'' -- When unmanned probes are first launched to examine the Vajra threat, all that is visible is a 3D display of their progress, followed by their symbols suddenly stopping and changing to say "LOST."

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** ''Anime/MacrossDoYouRememberLove'' -- ''Anime/MacrossDoYouRememberLove'': The scene where Hikaru watches the radar blips representing his squadron's missiles approaching the radar blips representing enemies while his heart is pounding loudly.
** ''Anime/MacrossFrontier'' -- ''Anime/MacrossFrontier'': When unmanned probes are first launched to examine the Vajra threat, all that is visible is a 3D display of their progress, followed by their symbols suddenly stopping and changing to say "LOST."



* ''Film/FailSafe'' -- The story is largely told via humongous radar displays in the American war room and the generals' reactions to what they see on it. Aside from a few stock clips of fighter jets, which don't last 60 seconds combined, all of the action is set on the radar screen. It shares directors with ''Film/TwelveAngryMen''.

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* ''Film/FailSafe'' -- ''Film/FailSafe'': The story is largely told via humongous radar displays in the American war room and the generals' reactions to what they see on it. Aside from a few stock clips of fighter jets, which don't last 60 seconds combined, all of the action is set on the radar screen. It shares directors with ''Film/TwelveAngryMen''.



* ''Film/GalaxyQuest'' -- PlayedForLaughs

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* ''Film/GalaxyQuest'' -- ''Film/GalaxyQuest'': PlayedForLaughs



* ''Film/{{Predator 2}}'' -- While the capture team is in the warehouse, the support team outside keeps track of the team and the Predator inside the warehouse using symbols on a screen. The suspense increases when the creature's movements indicate it can see the capture team and is about to attack them.

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* ''Film/{{Predator 2}}'' -- 2}}'': While the capture team is in the warehouse, the support team outside keeps track of the team and the Predator inside the warehouse using symbols on a screen. The suspense increases when the creature's movements indicate it can see the capture team and is about to attack them.



* ''Series/{{Battlestar Galactica|2003}}'' -- "We've got multiple DRADIS contacts!"

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* ''Series/{{Battlestar Galactica|2003}}'' -- Galactica|2003}}'': "We've got multiple DRADIS contacts!"



* ''Theatre/ReturnToTheForbiddenPlanet'' -- The cast wonder whether they have detected one or two things approaching their crashed spaceship. This leads to the line, "Two beeps, or not two beeps? That is the question."

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* ''Theatre/ReturnToTheForbiddenPlanet'' -- ''Theatre/ReturnToTheForbiddenPlanet'': The cast wonder whether they have detected one or two things approaching their crashed spaceship. This leads to the line, "Two beeps, or not two beeps? That is the question."



* ''VideoGame/AlienSwarm'' -- Intentionally, as one of its many {{Shout Out}}s to ''Film/{{Aliens}}''.

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* ''VideoGame/AlienSwarm'' -- ''VideoGame/AlienSwarm'': Intentionally, as one of its many {{Shout Out}}s to ''Film/{{Aliens}}''.



* ''VideoGame/{{DEFCON}}'' -- The only hint of what might be really happening is the occasional sound of a woman crying.
* ''VideoGame/{{Defender}}'' -- The scanner was just a display of colored squares. But seeing humanoid abductions -- and the [[EarthShatteringKaboom high price of failing to prevent them]] -- brings on the SensorSuspense bigtime. The UrExample among video games.
* ''VideoGame/FatalFrame'' -- Whenever hunting for hidden ghosts, or whenever dealing with ghosts that like to pop up behind you or hide.
* ''VideoGame/FreeSpace'' -- "Multiple incoming jump signatures, hostile configuration!"

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* ''VideoGame/{{DEFCON}}'' -- ''VideoGame/{{DEFCON}}'': The only hint of what might be really happening is the occasional sound of a woman crying.
* ''VideoGame/{{Defender}}'' -- ''VideoGame/{{Defender}}'': The scanner was just a display of colored squares. But seeing humanoid abductions -- and the [[EarthShatteringKaboom high price of failing to prevent them]] -- brings on the SensorSuspense bigtime. The UrExample among video games.
* ''VideoGame/FatalFrame'' -- Whenever hunting for hidden ghosts, or whenever dealing with ghosts ''VideoGame/FatalFrame'': The player characters' SixthSense is represented by a filament that like to pop up behind you glows blue when a ghost is nearby... or hide.
orange if the ghost is hostile. The glow increases and decreases based on how close the ghost is and whether or not you're facing them.
* ''VideoGame/FreeSpace'' -- ''VideoGame/FreeSpace'': "Multiple incoming jump signatures, hostile configuration!"



* ''VideoGame/{{Homeworld}}'' -- Playing the game entirely in sensor mode is like this.
* ''Franchise/MetalGear'' series -- You will be looking at the radar minimap quite often, and you will most definitely notice when one of the blip's vision cones turns yellow.
* ''Franchise/SilentHill'' -- The radio starts playing static as dark things draw near. ''VideoGame/SilentHill4'' instead uses this to indicate that the room is haunted.
* ''VideoGame/StarcraftII'' -- The sensor tower, when first introduced in a gameplay demonstration, was used for this effect.

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* ''VideoGame/{{Homeworld}}'' -- ''VideoGame/{{Homeworld}}'': Playing the game entirely in sensor mode is like this.
* ''Franchise/MetalGear'' series -- series: You will be looking at the radar minimap quite often, and you will most definitely notice when one of the blip's vision cones turns yellow.
* ''Franchise/SilentHill'' -- ''Franchise/SilentHill'': The radio starts playing static as dark things draw near. ''VideoGame/SilentHill4'' instead uses this to indicate that the room is haunted.
* ''VideoGame/StarcraftII'' -- ''VideoGame/StarcraftII'': The sensor tower, when first introduced in a gameplay demonstration, was used for this effect.



* In ''VideoGame/MassEffect3'', the planet-scanning minigame gains shades of this -- you have to scan for special objectives in contested systems, but too many probes and the Reapers will see through your StealthInSpace.

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* In ''VideoGame/MassEffect3'', the planet-scanning minigame gains shades of this -- this, as you have to scan for special objectives in contested systems, but too many probes and the Reapers will see through your StealthInSpace.
7th Jun '16 3:07:21 PM UmbrellasWereAwesome
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* ''Anime/MacrossDoYouRememberLove'' -- The scene where Hikaru watches the radar blips representing his squadron's missiles approaching the radar blips representing enemies while his heart is pounding loudly.
* ''Anime/MacrossFrontier'' -- When unmanned probes are first launched to examine the Vajra threat, all that is visible is a 3D display of their progress, followed by their symbols suddenly stopping and changing to say "LOST."

to:

* ''Anime/{{Macross}}'':
**
''Anime/MacrossDoYouRememberLove'' -- The scene where Hikaru watches the radar blips representing his squadron's missiles approaching the radar blips representing enemies while his heart is pounding loudly.
* ** ''Anime/MacrossFrontier'' -- When unmanned probes are first launched to examine the Vajra threat, all that is visible is a 3D display of their progress, followed by their symbols suddenly stopping and changing to say "LOST."
25th Mar '16 1:34:00 PM Morgenthaler
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* ''[[CommandAndConquerTiberium Command & Conquer: Tiberian Sun]]'' had the Mobile Radar Array which, when deployed, could track enemies hidden by FogOfWar, as well as Stealth and Subterranean units. The suspense part can even come into play with subterranean units, in that you can't tell whether what is about to pop up is a Flamethrower-tank or an APC loaded up with Cyborgs intent on murder.
* ''[[CommandAndConquerRedAlert Command & Conquer: Red Alert 2]]'' had an interesting example in the Psychic Sensor. It had a fixed range, but could detect any unit that had the intent (orders) to go into that range.
* ''{{DEFCON}}'' -- The only hint of what might be really happening is the occasional sound of a woman crying.

to:

* ''[[CommandAndConquerTiberium Command & Conquer: Tiberian Sun]]'' ''VideoGame/CommandAndConquerTiberianSun'' had the Mobile Radar Array which, when deployed, could track enemies hidden by FogOfWar, as well as Stealth and Subterranean units. The suspense part can even come into play with subterranean units, in that you can't tell whether what is about to pop up is a Flamethrower-tank or an APC loaded up with Cyborgs intent on murder.
* ''[[CommandAndConquerRedAlert Command & Conquer: Red Alert 2]]'' ''VideoGame/CommandAndConquerRedAlert2'' had an interesting example in the Psychic Sensor. It had a fixed range, but could detect any unit that had the intent (orders) to go into that range.
* ''{{DEFCON}}'' ''VideoGame/{{DEFCON}}'' -- The only hint of what might be really happening is the occasional sound of a woman crying.



* ''FatalFrame'' -- Whenever hunting for hidden ghosts, or whenever dealing with ghosts that like to pop up behind you or hide.

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* ''FatalFrame'' ''VideoGame/FatalFrame'' -- Whenever hunting for hidden ghosts, or whenever dealing with ghosts that like to pop up behind you or hide.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.SensorSuspense