History VideoGame / Black

25th May '16 2:38:26 AM erforce
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''Black'' is a FirstPersonShooter released on the Playstation 2 and Xbox in 2006. It was made by Creator/CriterionGames, who also developed the ''{{Burnout}}'' series. Black follows the story of Sergeant First Class Jack Keller, an black ops soldier being interrogated about a terrorist organization known as 'Seventh Wave'. The in-game missions begin four days before the interrogation and soon revolve around Jack searching for William Lenox, the new leader of the Seventh Wave, across a variety of locations in Chechnya.

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''Black'' is a FirstPersonShooter released on the Playstation 2 and Xbox in 2006. It was made by Creator/CriterionGames, who also developed the ''{{Burnout}}'' ''VideoGame/{{Burnout}}'' series. Black follows the story of Sergeant First Class Jack Keller, an black ops soldier being interrogated about a terrorist organization known as 'Seventh Wave'. The in-game missions begin four days before the interrogation and soon revolve around Jack searching for William Lenox, the new leader of the Seventh Wave, across a variety of locations in Chechnya.



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13th Nov '15 3:59:39 PM jormis29
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http://static.tvtropes.org/pmwiki/pub/images/Black_Ps2_2_2197.jpg

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http://static.[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/Black_Ps2_2_2197.jpg
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6th Jan '15 4:11:21 PM MauiWowie
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* BangBangBang: Deliberately used. The guns are all sampled from films such as ''DieHard''.

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* BangBangBang: Deliberately used. The guns are all sampled from films such as ''DieHard''.''Film/DieHard'' and amped to increase the bass and punchiness.
11th Nov '14 3:27:06 AM REV6Pilot
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* RegeneratingHealth: To a minor extent. If your health is at only one bar, the screen will flash black and white with a fast thumping heartbeat sound. Take cover and wait for about ten seconds and the meter rises back up to two bars, the monochrome flashes fade, and the heartbeat calms down a tad.



* UnreliableNarrator: The intensity of the game is a reflection of Keller's recollection of combat under intense psychological pressure - both in the battlefield and in the interrogation room. So the winding levels, seeming endlessly respawning enemies that take a ''lot'' of damage to kill, ambushes, useless/missing squadmates that randomly drop in and out with no mention of where they went, labyrinthine level design, etc. are just how Keller recalls each mission, not how it actually was. This also explains the disjointed, almost non-existent story, as that doesn't matter to Keller as much as the accomplishing the mission does.

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* UnreliableNarrator: The intensity of the game is a reflection of Keller's recollection of combat under intense psychological pressure - both in the battlefield and in the interrogation room. So the winding levels, seeming endlessly respawning enemies that take a ''lot'' of damage to kill, ambushes, useless/missing squadmates that randomly drop in and out with no mention of where they went, labyrinthine level design, etc. are just how Keller recalls each mission, not how it actually was. This also explains the disjointed, in-level story being so disjointed and almost non-existent story, non-existent, as that the fine print doesn't matter to Keller as much as the accomplishing the mission does.



* WalkItOff: If your health is very low the screen will flash black and white with a thumping heartbeat sound. The player has to take cover and wait for their health to go back up slightly.
15th May '14 12:39:04 AM darkrage6
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Black received good to lukewarm reviews for its explosive action, detailed guns and impressive technology, even picking up awards for its sound design. However, there was no multiplayer and only a short singleplayer campaign, leaving many people to feel that there was little content to the game.

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Black received good to lukewarm reviews for its explosive action, detailed guns and impressive technology, even picking up awards for its sound design. However, there was no multiplayer and only a short singleplayer campaign, leaving many people to feel that there was little content to the game.\n
6th Mar '14 6:48:25 AM AckSed
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*BangBangBang: Deliberately used. The guns are all sampled from films such as ''DieHard''.
22nd Feb '14 9:11:47 PM REV6Pilot
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* CheckPointStarvation: There's always one after a point of no return (normally an InsurmountableWaistHighFence you can jump over to proceed). Problem is, there are between two and five of those for every mission, and starting from the second one, those are ''[[MarathonLevel very]]'' [[[[MarathonLevel large]]. The second-to-last leg of the final level alone is more than twenty minutes of pure gunfighting.

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* CheckPointStarvation: There's always one after a point of no return (normally an InsurmountableWaistHighFence you can jump over to proceed). Problem is, there are between two and five of those for every mission, and starting from the second one, those are ''[[MarathonLevel very]]'' [[[[MarathonLevel [[MarathonLevel large]]. The second-to-last leg of the final level alone is more than twenty minutes of pure gunfighting.
28th Dec '13 7:17:36 PM skbc1p4res
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* ShoutOut: One of the game's locations is based on the shower room from ''Film/TheRock''. Many of the game's gun sound effects were sampled from other movies and TV series too, such as ''Film/DieHard'', ''Series/TwentyFour'', and ''Film/TrueLies''.
23rd Sep '13 2:45:00 AM Joylock
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* ExcusePlot: The developers admit the plot was added at the very last minute, after all the levels had already been made. The plot is certainly there, although it's completely divorced from the gameplay and in-mission design.
12th Sep '13 5:57:00 PM Folamh3
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* GameplayAndStorySegregation: While the pre-mission cinematics weave a rather complicated, Creator/TomClancy-esque plot rife with character interaction, gameplay is all about tossing bullets left and right and blowing shit up, sometimes with your squadmates watching or helping a little bit. In fact, the game didn't even ''have'' a story for most of development - cutscenes, dialogue etc., were a last-minute addition. This is why, for example, most of the important characters like MacCarver, Solomon, Valencio [[spoiler:and Lennox]] only appear in cutscenes.

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* GameplayAndStorySegregation: While the pre-mission cinematics weave a rather complicated, Creator/TomClancy-esque plot rife with character interaction, gameplay is all about tossing bullets left and right and blowing shit up, sometimes with your squadmates watching or helping a little bit. In fact, the game didn't even ''have'' a story for most of development - cutscenes, dialogue etc., were a last-minute addition. This is why, for example, most of the important characters like MacCarver, [=MacCarver=], Solomon, Valencio [[spoiler:and Lennox]] only appear in cutscenes.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Black