History Main / SensorSuspense

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."

to:

** ''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''.

to:

* ''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.

to:

* ''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."

to:

* ''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}}''.

to:

* ''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!"

to:

* ''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.

to:

* ''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.

to:

* 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.

to:

* ''FatalFrame'' ''VideoGame/FatalFrame'' -- Whenever hunting for hidden ghosts, or whenever dealing with ghosts that like to pop up behind you or hide.
4th Mar '16 6:26:12 AM Morgenthaler
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* ''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 ''TwelveAngryMen''.

to:

* ''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 ''TwelveAngryMen''.''Film/TwelveAngryMen''.
7th Dec '15 4:47:06 PM eroock
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Added DiffLines:

* Used extensively in ''Film/HollowMan'', when the crew tries to locate invisible Caine via heat sensors.
19th Nov '15 6:54:04 PM Sharlee
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Added DiffLines:

* In ''Film/DeepRising'', the ''Argonautica'''s sonar operator counts down the distance between the cruise ship and the rapidly-oncoming whatever-it-is that's rushing towards it from below.
27th Sep '15 2:15:19 PM ayjazz
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* ''[[VideoGame/{{Half-Life2}} Half Life 2: Episode 2]]'' in the Final for the silo, the car lights up as Strider attack from every point.

to:

* ''[[VideoGame/{{Half-Life2}} Half Life 2: Episode 2]]'' in 2]]''
** One scene has you defending a comatose Alyx against antlions with a two other resistance members. The sensors are repurposed traffic lights that light up for the volume of ant lions incoming. The end of the scene has all of them light up as much as they can, forcing the player, the resistance, and a few other Vortiguants that came to help to fend them off.
** In
the Final for the silo, the car lights up as Strider attack from every point.
12th Aug '15 8:17:09 AM Anddrix
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* In ''[[Film/TheHungerGamesMockingjay The Hunger Games: Mockingjay Part 1]]'', during the bombing of District 13, President Coin and her staff watch the radar to know what's going on on the surface, while the bunker rocks from each missile hit.

to:

* In ''[[Film/TheHungerGamesMockingjay The Hunger Games: Mockingjay Part 1]]'', ''Film/TheHungerGamesMockingjayPart1'', during the bombing of District 13, President Coin and her staff watch the radar to know what's going on on the surface, while the bunker rocks from each missile hit.
10th Jul '15 4:46:17 PM nombretomado
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* ''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:

* ''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."
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http://tvtropes.org/pmwiki/article_history.php?article=Main.SensorSuspense