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* [[CreepyGraveyard The Statue mission]] is arguably one of the scariest stages in the game. The [[GraveClouds sky is dark and overcast]], the music is deep and dreadful, and the level is filled with discarded and broken-down statues, monuments and sculptures, dedicated to Soviet history and Communism. It borders dangerously on SurrealHorror. This is to say nothing of Janus arriving with his henchmen all dressed in black, which looks eerily like a funeral procession. It doesn't help that this level is one that newer players can [[TheMaze get lost in thanks to the layout being rather confusing]].
** [[UrbanHellscape The Streets mission]] is no better, ESPECIALLY if you forgo the [[TankGoodness Tank]] for [[FragileSpeedster more speed]]. Much like Statue, Streets' stage is dark and dreary and [[TheMaze easy for new players to get lost in]], but unlike Statue (and also unlike any stage save for the higher difficulties of Silo), this one [[TimedMission has a time limit to it]], which can dial up the stress and strain on the player to a considerable degree, and there aren't any bright objects that are around to either act as landmarks or illuminate enemies through the [[FogOfWar fog]], which can cause the normally brightly-colored mooks to [[WallpaperCamoflauge blend in with the background]] [[ParanoiaFuel until it's too late]]. Worse, this is the only level in the game where you encounter [[DemonicSpiders enemies with]] [[StuffBlowingUp ''ROCKET LAUNCHERS'']], who can be a [[OhCrap nasty surprise]] if they send ([[MacrossMissileMassacre often multiple]]) rockets your way from seemingly nowhere, with the [[JumpScare very loud]] [[HellIsThatNoise sounds of the rockets being launched]] as the only warning to get out of the way before you get [[OneHitKill blown up]].

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* [[CreepyGraveyard [[CreepyCemetery The Statue mission]] is arguably one of the scariest stages in the game. The [[GraveClouds sky is dark and overcast]], the music is deep and dreadful, and the level is filled with discarded and broken-down statues, monuments and sculptures, dedicated to Soviet history and Communism. It borders dangerously on SurrealHorror. This is to say nothing of Janus arriving with his henchmen all dressed in black, which looks eerily like a funeral procession. It doesn't help that this level is one that newer players can [[TheMaze get lost in thanks to the layout being rather confusing]].
** [[UrbanHellscape The Streets mission]] is no better, ESPECIALLY if you forgo the [[TankGoodness Tank]] for [[FragileSpeedster more speed]]. Much like Statue, Streets' stage is dark and dreary and [[TheMaze easy for new players to get lost in]], but unlike Statue (and also unlike any stage save for the higher difficulties of Silo), this one [[TimedMission has a time limit to it]], which can dial up the stress and strain on the player to a considerable degree, and there aren't any bright objects that are around to either act as landmarks or illuminate enemies through the [[FogOfWar fog]], which can cause the normally brightly-colored mooks to [[WallpaperCamoflauge [[WallpaperCamouflage blend in with the background]] [[ParanoiaFuel until it's too late]]. Worse, this is the only level in the game where you encounter [[DemonicSpiders enemies with]] [[StuffBlowingUp ''ROCKET LAUNCHERS'']], ROCKET LAUNCHERS]], who can be a [[OhCrap nasty surprise]] if they send ([[MacrossMissileMassacre often multiple]]) rockets your way from seemingly nowhere, with the [[JumpScare very loud]] [[HellIsThatNoise sounds of the rockets being launched]] as the only warning to get out of the way before you get [[OneHitKill blown up]].

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* The Statue mission is arguably one of the scariest stages in the game. The sky is dark and overcast, the music is deep and dreadful, and the level is filled with discarded and broken-down statues, monuments and sculptures, dedicated to Soviet history and Communism. It borders dangerously on SurrealHorror. This is to say nothing of Janus arriving with his henchmen all dressed in black, which looks eerily like a funeral procession.

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* [[CreepyGraveyard The Statue mission mission]] is arguably one of the scariest stages in the game. The [[GraveClouds sky is dark and overcast, overcast]], the music is deep and dreadful, and the level is filled with discarded and broken-down statues, monuments and sculptures, dedicated to Soviet history and Communism. It borders dangerously on SurrealHorror. This is to say nothing of Janus arriving with his henchmen all dressed in black, which looks eerily like a funeral procession. It doesn't help that this level is one that newer players can [[TheMaze get lost in thanks to the layout being rather confusing]].
** [[UrbanHellscape The Streets mission]] is no better, ESPECIALLY if you forgo the [[TankGoodness Tank]] for [[FragileSpeedster more speed]]. Much like Statue, Streets' stage is dark and dreary and [[TheMaze easy for new players to get lost in]], but unlike Statue (and also unlike any stage save for the higher difficulties of Silo), this one [[TimedMission has a time limit to it]], which can dial up the stress and strain on the player to a considerable degree, and there aren't any bright objects that are around to either act as landmarks or illuminate enemies through the [[FogOfWar fog]], which can cause the normally brightly-colored mooks to [[WallpaperCamoflauge blend in with the background]] [[ParanoiaFuel until it's too late]]. Worse, this is the only level in the game where you encounter [[DemonicSpiders enemies with]] [[StuffBlowingUp ''ROCKET LAUNCHERS'']], who can be a [[OhCrap nasty surprise]] if they send ([[MacrossMissileMassacre often multiple]]) rockets your way from seemingly nowhere, with the [[JumpScare very loud]] [[HellIsThatNoise sounds of the rockets being launched]] as the only warning to get out of the way before you get [[OneHitKill blown up]].
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* As far as music goes, "[[https://youtu.be/x6hsdWGF0no Cradle]]" is '''''stressful'''''. The very fast paced and intense nature of the song, the synth riff that sounds like the type of music that you'd heard if the world was seconds away from ending, the underlying piano riff, and the fact that it repeats so often during the mission truly hammers in its urgent nature. And then near the end of the mission, there's a jarring JumpScare in the form of an abrupt switch to "[[https://youtu.be/fK2M3UzmW2M Cradle X]]", which can only properly be described as the musical equivalent of swallowing an ice cube too fast. If "Cradle" wasn't already giving you anxiety, "Cradle X" certainly will.
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* In the Facility stage, if you destroy the gas barrels or shoot the bottling room tanks and then stick around, you can see the fumes slowly turn into an ominous green mist. If you have the invincibility cheat turned on, you can watch as the mist turns so bright and thick that the room turns into ''Franchise/SilentHill''.

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* In the Facility stage, if you destroy the gas barrels or shoot the bottling room tanks and then stick around, you can see the fumes slowly turn into an ominous green mist. If you have the invincibility cheat turned on, on (so that the gas doesn't kill you), you can watch as the mist turns so bright and thick that the room turns into ''Franchise/SilentHill''.
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Replacing a broken link


* When Bond is captured at the end of the second Surface stage, a ScareChord plays that would be right at home in a [[https://youtu.be/duUOZgeDe3k horror movie]].

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* When Bond is captured at the end of the second Surface stage, a ScareChord plays that would be right at home in a [[https://youtu.be/duUOZgeDe3k [[https://www.youtube.com/watch?v=X79QM5m6Sd0 horror movie]].

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'''[[Administrivia/SpoilersOff Per wiki policy]], all spoilers below are unmarked. Proceed at your own risk! Administrivia/YouHaveBeenWarned.'''
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** One of your primary objectives in the Egyptian stage is to "Defeat Baron Samedi?"[[note]]Note the question mark. We didn't put that, that's how it actually reads in the game.[[/note]] Once you do defeat him (for the ''third'' time), [[spoiler:the mission ends with a cutscene showing Bond confidently walking out of the temple...''[[TheEndOrIsIt followed by Samedi running far behind him]]''. It then fades to black before fading into a final shot of Samedi laughing. How is he doing this when he should be lying lifeless somewhere...because you defeated him?]]

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** One of your primary objectives in the Egyptian stage is to "Defeat Baron Samedi?"[[note]]Note the question mark. We didn't put that, that's how it actually reads in the game.[[/note]] Once you do defeat him (for the ''third'' time), [[spoiler:the the mission ends with a cutscene showing Bond confidently walking out of the temple...''[[TheEndOrIsIt followed by Samedi running far behind him]]''. It then fades to black before fading into a final shot of Samedi laughing. How is he doing this when he should be lying lifeless somewhere...because you defeated him?]]him?
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* Most death animations are slightly comical due to being somewhat exaggerated, but killing a mook with a throat, gut, or groin shot results in an uncomfortably long and unpleasant animation making it clear that [[CruelAndUnusualDeath the poor mook is dying in utter agony]]. You can't even give them a MercyKill, either.

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* Most death animations are slightly comical due to being somewhat exaggerated, but killing a mook with a throat, gut, or groin shot sometimes results in an uncomfortably long and unpleasant animation making it clear that [[CruelAndUnusualDeath the poor mook is dying in utter agony]]. You can't even give them a MercyKill, either.
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None


* Most death animations are slightly comical due to being somewhat exaggerated, but killing a mook with a throat, gut, or groin shot results in an uncomfortably long and unpleasant animation making it clear that poor mook is dying in utter agony. You can't even give them a MercyKill, either.

to:

* Most death animations are slightly comical due to being somewhat exaggerated, but killing a mook with a throat, gut, or groin shot results in an uncomfortably long and unpleasant animation making it clear that [[CruelAndUnusualDeath the poor mook is dying in utter agony.agony]]. You can't even give them a MercyKill, either.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Most death animations are slightly comical due to being somewhat exaggerated, but killing a mook with a throat, gut, or groin shot results in an uncomfortably long and unpleasant animation making it clear that poor mook is dying in utter agony. You can't even give them a MercyKill, either.
Is there an issue? Send a MessageReason:
None


* The final showdown with Xenia in the Jungle mission: You're making your way through the ambient scenery (in the only stage in the game with no background music playing) when intense, dramatic music starts playing out of nowhere with Xenia running directly towards you armed with an RCP-90 and a grenade launcher.

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* The final showdown with Xenia in the Jungle mission: You're making your way through the ambient scenery (in the only stage in the game with no background music BackgroundMusic playing) when intense, dramatic music starts playing out of nowhere with Xenia running directly towards you armed with an RCP-90 and a grenade launcher.
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* Sometimes a mook might rapidly pop up out of nowhere and it might catch you off-guard. Also, a guard you might've missed or didn't see will start shooting you from behind when it's almost dead silent.
* Those damn '''drone guns''': rapid-fire mini-guns set to fire at you within a certain range that you may or may not see coming. They can be pretty hard to take down from a distance.

to:

* Sometimes a mook might rapidly pop pops up out of nowhere and it might can catch you off-guard. Also, a guard you might've missed or didn't see will start shooting you from behind when it's almost dead silent.
* Those damn '''drone guns''': rapid-fire mini-guns set to fire at you within a certain range that you may or may not see coming. They can also be pretty hard to take down from a distance.

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* The Statue mission is arguably one of the scariest stages in the game. The sky is dark and overcast, the music is deep and dreadful, and the level is filled with discarded and broken-down statues, monuments and sculptures, dedicated to Soviet history and Communism. It borders dangerously on SurrealHorror.

to:

* The Statue mission is arguably one of the scariest stages in the game. The sky is dark and overcast, the music is deep and dreadful, and the level is filled with discarded and broken-down statues, monuments and sculptures, dedicated to Soviet history and Communism. It borders dangerously on SurrealHorror. This is to say nothing of Janus arriving with his henchmen all dressed in black, which looks eerily like a funeral procession.


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* Just the fact that there are no maps, no checkpoints, and no ways to replenish health during a mission makes any twists during each level NightmareFuel. The aforementioned Statue is particularly bad for a first-time player as there are no obvious indicators of where to go, you're constantly being hounded by Russian soldiers with automatic weapons, and when Janus turns out, you're surrounded by mooks with automatic shotguns. It makes for a tense experience, to say the least.
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** You get a few not-so-subtle hints as to what becomes of prisoners there. Namely, several walls are pockmarked with numerous bullet holes and discolored from old, hastily-cleaned bloodstains, including the ones in both holding cells.
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* The Statue mission is arguably one of the scariest stages in the game. The sky is dark and overcast, the music is deep and dreadful, and the level is filled with unfinished statues, monuments and sculptures dedicated to Soviet history and Communism. It borders dangerously on SurrealHorror.

to:

* The Statue mission is arguably one of the scariest stages in the game. The sky is dark and overcast, the music is deep and dreadful, and the level is filled with unfinished discarded and broken-down statues, monuments and sculptures sculptures, dedicated to Soviet history and Communism. It borders dangerously on SurrealHorror.
Is there an issue? Send a MessageReason:
Added Statue level/Bunker II info.

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* The Statue mission is arguably one of the scariest stages in the game. The sky is dark and overcast, the music is deep and dreadful, and the level is filled with unfinished statues, monuments and sculptures dedicated to Soviet history and Communism. It borders dangerously on SurrealHorror.


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** Especially if you’re familiar with how the Soviet Union [[{{FateWorseThanDeath}} treated enemies of the state.]] [[{{ShmuckBait}} Just look up]] the Cheká or the Great Purge for examples. [[{{BrainBleach}} Actually, don’t.]]

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In the Facility stage, if you destroy the gas barrels or shoot the bottling room tanks and then stick around, you can see the fumes slowly turn into an ominous green mist. If you have the invincibility cheat turned on, you can watch as the mist turns so bright and thick that the room turns into Silent Hill.
The Game Over/death music, as well as the theme that subsequently plays during the cutscene of Bond dying; the latter could possibly count as a Jump Scare (for instance, if one has their television set's volume set to a very high level) as it also plays upon turning the game on.
When Bond is captured at the end of the second Surface stage, a Scare Chord plays that would be right at home in a horror movie.
Surface II itself. The music is ominous, the stage is quite dark with a blood-red sky (which gives it a resemblance to Hell), and the guards wear full face masks that look creepy in the low light.
Baron Samedi is back...and so is his Evil Laugh (now given a haunting echo).
One of your primary objectives in the Egyptian stage is to "Defeat Baron Samedi?"note Note the question mark. We didn't put that, that's how it actually reads in the game. Once you do defeat him (for the third time), the mission ends with a cutscene showing Bond confidently walking out of the temple...followed by Samedi running far behind him. It then fades to black before fading into a final shot of Samedi laughing. How is he doing this when he should be lying lifeless somewhere...because you defeated him?
On Silo, when you play on a higher difficulty you get a countdown for when the entire launch facility is set to explode. When you're down to thirty seconds, the music becomes much faster and more intense, and the game is essentially telling you to get out fast before you're incinerated with the rest of the works.
The final showdown with Xenia in the Jungle mission: You're making your way through the ambient scenery (in the only stage in the game with no background music playing) when intense, dramatic music starts playing out of nowhere with Xenia running directly towards you armed with an RCP-90 and a grenade launcher.
There's no shortage of creepy music in the game, but the music for Bunker II is especially ominous and dreading, reminding you that you are a prisoner deep within enemy territory and that the slightest misstep will be the end of you before you can escape.
Sometimes a mook might rapidly pop up out of nowhere and it might catch you off-guard. Also, a guard you might've missed or didn't see will start shooting you from behind when it's almost dead silent.
Those damn drone guns: rapid-fire mini-guns set to fire at you within a certain range that you may or may not see coming. They can be pretty hard to take down from a distance.

to:

* In the Facility stage, if you destroy the gas barrels or shoot the bottling room tanks and then stick around, you can see the fumes slowly turn into an ominous green mist. If you have the invincibility cheat turned on, you can watch as the mist turns so bright and thick that the room turns into Silent Hill.
''Franchise/SilentHill''.
*
The Game Over/death music, as well as the theme that subsequently plays during the cutscene of Bond dying; the latter could possibly count as a Jump Scare JumpScare (for instance, if one has their television set's volume set to a very high level) as it also plays upon turning the game on.
* When Bond is captured at the end of the second Surface stage, a Scare Chord ScareChord plays that would be right at home in a [[https://youtu.be/duUOZgeDe3k horror movie.
movie]].
*
Surface II itself. The music is ominous, the stage is quite dark with a blood-red sky (which gives it a resemblance to Hell), {{Hell}}), and the guards wear full face masks that look creepy in the low light.
* [[Film/LiveAndLetDie Baron Samedi Samedi]] is back...and so is his Evil Laugh EvilLaugh (now given a haunting echo).
** One of your primary objectives in the Egyptian stage is to "Defeat Baron Samedi?"note Note Samedi?"[[note]]Note the question mark. We didn't put that, that's how it actually reads in the game. [[/note]] Once you do defeat him (for the third ''third'' time), the [[spoiler:the mission ends with a cutscene showing Bond confidently walking out of the temple...''[[TheEndOrIsIt followed by Samedi running far behind him.him]]''. It then fades to black before fading into a final shot of Samedi laughing. How is he doing this when he should be lying lifeless somewhere...because you defeated him?
him?]]
*
On Silo, when you play on a higher difficulty you get a countdown for when the entire launch facility is set to explode. When you're down to thirty seconds, the music becomes much faster and more intense, and the game is essentially telling you to get out fast ''fast'' before you're incinerated with the rest of the works.
* The final showdown with Xenia in the Jungle mission: You're making your way through the ambient scenery (in the only stage in the game with no background music playing) when intense, dramatic music starts playing out of nowhere with Xenia running directly towards you armed with an RCP-90 and a grenade launcher.
* There's no shortage of creepy music in the game, but the music for Bunker II is especially ominous and dreading, reminding you that you are a prisoner deep within enemy territory and that the slightest misstep will be the end of you before you can escape.
escape.
*
Sometimes a mook might rapidly pop up out of nowhere and it might catch you off-guard. Also, a guard you might've missed or didn't see will start shooting you from behind when it's almost dead silent.
* Those damn drone guns: '''drone guns''': rapid-fire mini-guns set to fire at you within a certain range that you may or may not see coming. They can be pretty hard to take down from a distance.distance.
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Is there an issue? Send a MessageReason:
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Added DiffLines:

In the Facility stage, if you destroy the gas barrels or shoot the bottling room tanks and then stick around, you can see the fumes slowly turn into an ominous green mist. If you have the invincibility cheat turned on, you can watch as the mist turns so bright and thick that the room turns into Silent Hill.
The Game Over/death music, as well as the theme that subsequently plays during the cutscene of Bond dying; the latter could possibly count as a Jump Scare (for instance, if one has their television set's volume set to a very high level) as it also plays upon turning the game on.
When Bond is captured at the end of the second Surface stage, a Scare Chord plays that would be right at home in a horror movie.
Surface II itself. The music is ominous, the stage is quite dark with a blood-red sky (which gives it a resemblance to Hell), and the guards wear full face masks that look creepy in the low light.
Baron Samedi is back...and so is his Evil Laugh (now given a haunting echo).
One of your primary objectives in the Egyptian stage is to "Defeat Baron Samedi?"note Note the question mark. We didn't put that, that's how it actually reads in the game. Once you do defeat him (for the third time), the mission ends with a cutscene showing Bond confidently walking out of the temple...followed by Samedi running far behind him. It then fades to black before fading into a final shot of Samedi laughing. How is he doing this when he should be lying lifeless somewhere...because you defeated him?
On Silo, when you play on a higher difficulty you get a countdown for when the entire launch facility is set to explode. When you're down to thirty seconds, the music becomes much faster and more intense, and the game is essentially telling you to get out fast before you're incinerated with the rest of the works.
The final showdown with Xenia in the Jungle mission: You're making your way through the ambient scenery (in the only stage in the game with no background music playing) when intense, dramatic music starts playing out of nowhere with Xenia running directly towards you armed with an RCP-90 and a grenade launcher.
There's no shortage of creepy music in the game, but the music for Bunker II is especially ominous and dreading, reminding you that you are a prisoner deep within enemy territory and that the slightest misstep will be the end of you before you can escape.
Sometimes a mook might rapidly pop up out of nowhere and it might catch you off-guard. Also, a guard you might've missed or didn't see will start shooting you from behind when it's almost dead silent.
Those damn drone guns: rapid-fire mini-guns set to fire at you within a certain range that you may or may not see coming. They can be pretty hard to take down from a distance.

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