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''Blade Runner'' was the first real-time 3D adventure game, utilising voxels rather than polygon-based renderers. It was well-received by critics, receiving an aggregate score of 76.78% on [=GameRankings=].
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''Blade Runner'' was the first real-time 3D adventure game, utilising game and cleverly used voxels rather than polygon-based renderers. It was well-received by critics, critics for its compelling story and exploration of the ''Blade Runner'' universe, receiving an aggregate score of 76.78% on [=GameRankings=].
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* TakeThat: In the firing range, Deckard is shown to have a far lower score than anyone else on the scoreboard. Deckard's score is 10, whereas the next-lowest score is 23.
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* ArcWords: "Is that... me?"
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* ArcWords: "Is that... me?""That can't be me!"
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''{{VideoGame/Blade Runner}}'' is a 1997 point-and-click AdventureGame developed by WestwoodStudios for the PC and published by Virgin Interactive. It is a rare example of a VideoGame [[TheProblemWithLicensedGames based on a movie]] which elects to develop an unrelated plot in parallel with that of the movie, rather than attempt to replicate the movie's plot. The game follows the story of Ray [=McCoy=], a Blade Runner, who works at the same precinct as Rick Deckard, the protagonist of the ''BladeRunner'' movie.
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* TheNicknamer: Crystal does this to Ray, always calling him "Slim".
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* RidiculouslyHumanRobots: The Replicants. Some of them also believe that they're human.
* Robosexual: Possibly. In some of the endings. And even then, it's still not entirely clear or certain.
* SceneryPorn: Oh God, yes.
* Robosexual: Possibly. In some of the endings. And even then, it's still not entirely clear or certain.
* SceneryPorn: Oh God, yes.
* SmartPeoplePlayChess: Sebastian and Tyrell.
* SmugSnake: Gaff.
* SmugSnake: Gaff.
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* WhatTheHellPlayer: Killing a character without confirming whether or not they are a replicant leads to Ray giving a short monologue about it, filled with philosophical and occasionally ominous/foreboding undertones.
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* TurnedAgainstTheirMasters: The Replicants, of course.
* WhatMeasureIsANonHuman: A persistent theme throughout the game, made even more chilling by some of the VK results that come out as inconclusive.
* WhatTheHellHero: Killing Bullet Bob makes Ray wonder about this aloud; for even if Bob were a Replicant, he was a pretty fun and benign one.
* WhatTheHellPlayer: Killing a character without confirming whether or not they are a replicant leads to Ray giving a short monologue about it, filled with philosophical and occasionally ominous/forebodingundertones.undertones.
* ZettaiRyouiki: Lucy Devlin, with her black skirt.
* WhatMeasureIsANonHuman: A persistent theme throughout the game, made even more chilling by some of the VK results that come out as inconclusive.
* WhatTheHellHero: Killing Bullet Bob makes Ray wonder about this aloud; for even if Bob were a Replicant, he was a pretty fun and benign one.
* WhatTheHellPlayer: Killing a character without confirming whether or not they are a replicant leads to Ray giving a short monologue about it, filled with philosophical and occasionally ominous/foreboding
* ZettaiRyouiki: Lucy Devlin, with her black skirt.
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* FantasticAesop: Like the film, making poignant points about human nature and understanding.
* FantasticRacism: "Skin-job", and "Synthetic", to name a couple of slurs.
* FinalSpeech: Can be invoked by many prominent characters, such as Crystal Steele or Runciter.
* TheFutureIsNoir: Just like the film.
* FantasticRacism: "Skin-job", and "Synthetic", to name a couple of slurs.
* FinalSpeech: Can be invoked by many prominent characters, such as Crystal Steele or Runciter.
* TheFutureIsNoir: Just like the film.
* HandCannon: Crystal's gun, and yours, too, with a certain ammo upgrade.
* HauntedHouse: The Bradbury Hotel - along with some of its decorations - can be downright ''creepy''.
* HauntedHouse: The Bradbury Hotel - along with some of its decorations - can be downright ''creepy''.
* ImpostorExposingTest: The Voight-Kampff test. It even uses some of the same questions from the film.
* TheIngenue: Lucy Devlin is very much this, making her an unwitting pawn in someone else's plan.
* TheIngenue: Lucy Devlin is very much this, making her an unwitting pawn in someone else's plan.
* LackOfEmpathy: One of the Replicantss distinctive features; along with a planned obsolescence scheme.
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* LockedDoor: Thankfully not too frequent, but there is the occasional locked door.
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* LockedDoor: Thankfully not too frequent, but there is the occasional locked door.door.
* MegaCorp: The Tyrell Corp.
* MercyKill: This is an option with Runciter, later on in the game.
* MegaCorp: The Tyrell Corp.
* MercyKill: This is an option with Runciter, later on in the game.
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* RealIsBrown: Owing more to elements of FilmNoir in this case.
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* RealIsBrown: Owing more PrivateEyeMonologue: Ray gives one of these in the opening sequence.
* PunchClockHero: Ray [=McCoy=].
* RealityHasNoSubtitles: It doesn't matter whether people are talking toelements of FilmNoir you in this case.English or not. You don't get subtitles. Deal with it.
* PunchClockHero: Ray [=McCoy=].
* RealityHasNoSubtitles: It doesn't matter whether people are talking to
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* EarthThatUsedToBeBetter: Like the film.
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* ShoutOut: Many characters erroneously refer to Ray as "Roy". [[Film/BladeRunner Guess why.]]
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* DeadlyEuphemism: "Retire" instead of "execution".
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* DefectiveDetective: Ray often seems a bit dim, and is undeniably impressionable.
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* DoAndroidsDream: Like the film.
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* EarnYourHappyEnding: Sometimes. But not every ending.
* EnhanceButton: The esper machine, like the one Deckard uses in the film, is capable of enhancing still photos and ''even changing the viewing angle''. Still photos do not work that way.
* EnhanceButton: The esper machine, like the one Deckard uses in the film, is capable of enhancing still photos and ''even changing the viewing angle''. Still photos do not work that way.
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* AdvertOverloadedFuture: Much like the film, the game also features many, many adverts and billboards.
* AmbiguouslyHuman: Replicants, naturally. [[spoiler:And [=McCoy's=] status is hotly debated throughout the second and third acts.]]
* ArcWords: "Is that... me?"
* ArtificialHuman: Replicants. [[spoiler:And possibly [=McCoy=].]]
* ArcWords: "Is that... me?"
* ArtificialHuman: Replicants. [[spoiler:And possibly [=McCoy=].]]
* BittersweetEnding: Some of the endings are this.
* CityNoir: Well, it ''is'' set in the same city as the film.
* TheComputerShallTauntYou: Many irate witnesses will take jabs at your character.
* CrapsackWorld: Like the film.
* CityNoir: Well, it ''is'' set in the same city as the film.
* TheComputerShallTauntYou: Many irate witnesses will take jabs at your character.
* CrapsackWorld: Like the film.
* CultureChopSuey: Chinatown serves sushi.
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* TheComputerShallTauntYou: Many irate witnesses will take jabs at your character.
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* TheComputerShallTauntYou: Many irate witnesses will take jabs at your character.CyberPunk: Like the film.
* CyberpunkWithAChanceOfRain: [[PunctuatedForEmphasis Like. The. Film.]]
* CyberpunkWithAChanceOfRain: [[PunctuatedForEmphasis Like. The. Film.]]
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''Blade Runner'' was the first real-time 3D adventure game, utilising voxels rather than polygon-based renderers. It was well-received by critics, receiving an aggregate score of 76.78% on GameRankings.
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''Blade Runner'' was the first real-time 3D adventure game, utilising voxels rather than polygon-based renderers. It was well-received by critics, receiving an aggregate score of 76.78% on GameRankings.
[=GameRankings=].
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* AskAStupidQuestion: This gem from the first area:
--> '''Ray''': Hmm, a piece of chrome.\\
'''Cop''': From a car?\\
'''Ray''': [[SarcasmMode No, I think it's horse chrome]].
--> '''Ray''': Hmm, a piece of chrome.\\
'''Cop''': From a car?\\
'''Ray''': [[SarcasmMode No, I think it's horse chrome]].
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-> Ray: Hmm, a piece of chrome.
-> Cop: From a car?
-> Ray: No, I think it's horse chrome.
-> Cop: From a car?
-> Ray: No, I think it's horse chrome.
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* DeadpanSnarker: Many characters, sometimes even your own.
-> Ray: Hmm, a piece of chrome.
-> Cop: From a car?
-> Ray: No, I think it's horse chrome.
-> Ray: Hmm, a piece of chrome.
-> Cop: From a car?
-> Ray: No, I think it's horse chrome.
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* NPCScheduling: NPCs important to the plot move around and complete their objectives in real time.
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* NPCScheduling: NPCs [=NPCs=] important to the plot move around and complete their objectives in real time.
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* RefugeInAudacity: A comedian takes the opportunity to publicly mock you onstage. ''While you're on stage with him.''
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* ActionGirl: Crystal Steel, who carries a ''shotgun'' rather than a pistol as her sidearm.
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* ActionGirl: Crystal Steel, Steele, who carries a ''shotgun'' rather than a pistol as her sidearm.
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* ActioGirl: Crystal Steel, who carries a ''shotgun'' rather than a pistol as her sidearm.
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* ActioGirl: ActionGirl: Crystal Steel, who carries a ''shotgun'' rather than a pistol as her sidearm.
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''{{VideoGame/Blade Runner}}'' was a 1997 point-and-click AdventureGame developed by WestwoodStudios for the PC and published by Virgin Interactive. It is a rare example of a videogame based on a movie which elects to develop an unrelated plot in parallel with that of the movie, rather than attempt to replicate the movie's plot. The game follows the story of Ray McCoy, a Blade Runner, who works at the same precinct as Rick Deckard, the protagonist of the ''BladeRunner'' movie.
''Blade Runner'' was the first real-time 3D adventure game, utilising voxels rather than polygon-based renderers.
''Blade Runner'' was the first real-time 3D adventure game, utilising voxels rather than polygon-based renderers.
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''{{VideoGame/Blade Runner}}'' was is a 1997 point-and-click AdventureGame developed by WestwoodStudios for the PC and published by Virgin Interactive. It is a rare example of a videogame VideoGame [[TheProblemWithLicensedGames based on a movie movie]] which elects to develop an unrelated plot in parallel with that of the movie, rather than attempt to replicate the movie's plot. The game follows the story of Ray McCoy, [=McCoy=], a Blade Runner, who works at the same precinct as Rick Deckard, the protagonist of the ''BladeRunner'' movie.
''Blade Runner'' was the first real-time 3D adventure game, utilising voxels rather than polygon-basedrenderers.
renderers. It was well-received by critics, receiving an aggregate score of 76.78% on GameRankings.
''Blade Runner'' was the first real-time 3D adventure game, utilising voxels rather than polygon-based
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* AlreadyDoneForYou: Frequently, witnesses were complain that they were already interviewed by another cop.
* {{Backtracking}}: It's an adventure game. Go figure.
* {{Backtracking}}: It's an adventure game. Go figure.
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* AlreadyDoneForYou: Frequently, Frequently; many witnesses were complain that they were already interviewed by another cop.
* {{Backtracking}}: It's anadventure game.AdventureGame. Go figure.
* {{Backtracking}}: It's an
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* DialogDuringGameplay: Talking to people is required to advance the plot.
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* DialogDuringGameplay: [[TalkToEveryone Talking to people people]] is required to advance the plot.
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* WhatTheHellPlayer: Killing a character without confirming whether or not they are a replicant leads to Ray giving a short monologue about it, filled with philosophical and occasionally lamenting undertones.
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* WhatTheHellPlayer: Killing a character without confirming whether or not they are a replicant leads to Ray giving a short monologue about it, filled with philosophical and occasionally lamenting ominous/foreboding undertones.
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* PlayerPunch: There are a few of these throughout the game.
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* LadyMondegreen: Many characters refer to Ray as "Roy".
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* JourneyToFindOneself
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* JourneyToFindOneselfJourneyToFindOneself: Some of the endings feature characters doing this.
* KickTheDog: That cute dog of yours? Don't expect it to live to see a new day.
* KickTheDog: That cute dog of yours? Don't expect it to live to see a new day.
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* NPCScheduling: NPCs important to the plot move around and complete their objectives in real time.
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* NPCScheduling: NPCs important to the plot move around and complete their objectives in real time. time.
* OnlyIdiotsMayPass: You still have to go through most of the same conversations, no matter how many times you've played the game.
* PausedInterrupt: This can result in laughable scenarios, where a character is interrupted mid-sentence, by another character simply ''starting to walk towards them'', waiting until they're next to them to begin speaking. Although, you'll be grateful for this if the guy you were talking to has a gun trained on you.
* PlayerPunch: There are a few of these throughout the game.
* OnlyIdiotsMayPass: You still have to go through most of the same conversations, no matter how many times you've played the game.
* PausedInterrupt: This can result in laughable scenarios, where a character is interrupted mid-sentence, by another character simply ''starting to walk towards them'', waiting until they're next to them to begin speaking. Although, you'll be grateful for this if the guy you were talking to has a gun trained on you.
* PlayerPunch: There are a few of these throughout the game.
* RealIsBrown: Owing more to elements of FilmNoir in this case.
* ShopliftAndDie: A slight variant. Just try pulling out your gun too often in Bullet Bob's store.
* StupidityIsTheOnlyOption: Only once or twice, thankfully.
* SubtitlesAreSuperfluous: No subtitles are used in this game.
* StupidityIsTheOnlyOption: Only once or twice, thankfully.
* SubtitlesAreSuperfluous: No subtitles are used in this game.
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*
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* DialogDuringGameplay: Talking to people is required to advance the plot.
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* ExpositionBreak: Generally takes the form of fairly brief narrations by Ray upon entering an area for the first time.
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* HitScan: Guns in general.
* ICantReachIt: Just try examining an object from across a chasm. Go on, try.
* IFoughtTheLawAndTheLawWon: Good luck not getting arrested at some point.
* JourneyToFindOneself
* ICantReachIt: Just try examining an object from across a chasm. Go on, try.
* IFoughtTheLawAndTheLawWon: Good luck not getting arrested at some point.
* JourneyToFindOneself
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* LateToTheTragedy: An investigator is you.
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* NowWhereWasIGoingAgain: Well, it ''is'' an adventure game.
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* Action Girl: Crystal Steel, who carries a ''shotgun'' rather than a pistol as her sidearm.
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* Action Girl: ActioGirl: Crystal Steel, who carries a ''shotgun'' rather than a pistol as her sidearm.
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* CriticalExistenceFailure: The player, and every single person you get to shoot at.
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* {{Backtracking}}: It's an adventure game. Go figure.
* CriticalExistenceFailure: The player, and every single person you get to shootat. at.
* {{Cutscene}}: Usually at major plot points.
* TheComputerShallTauntYou: Many irate witnesses will take jabs at your character.
* CriticalExistenceFailure: The player, and every single person you get to shoot
* {{Cutscene}}: Usually at major plot points.
* TheComputerShallTauntYou: Many irate witnesses will take jabs at your character.
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* AlreadyDoneForYou: Frequently, witnesses were complain that they were already interviewed by another cop.
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* LadyMondegreen: Many characters refer to Ray as "Roy".
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* NonCombatantImmunity: You always have a gun, and even when you can't use it, such as while climbing down ladders, enemies will refrain from shooting at you. Until the very second you climb off of the ladder. Still, it's the thought that counts.
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* PointOfNoReturn: These pop up especially often during the third act.
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* CriticalExistenceFailure: The player, and every single person you get to shoot at.
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* GameplayAutomation: You have the option of allowing the game to automatically choose what questions your character will ask.
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* LevelGoal: Once you've completed the important plot points in a chapter, you can go to sleep. Or be abducted.
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* LockedDoor: Thankfully not too frequent, but there is the occasional locked door.
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* NPCScheduling: NPCs important to the plot move around and complete their objectives in real time.
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[[quoteright:336:http://static.tvtropes.org/pmwiki/pub/images/bladerunnergame_7605.jpg]]
[[caption-width-right:336:Original Box Art]]
[[caption-width-right:336:Original Box Art]]
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''{{VideoGame/Blade Runner}}'' was the first real-time 3D adventure game, utilising voxels rather than polygon-based renderers.
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*
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* Action Girl: Crystal Steel, who carries a ''shotgun'' rather than a pistol as her sidearm.
* DialogueTree: Whenever talking to people.
* DownerEnding: Some of the endings are this.
* FixedCamera: Each area's camera is fixed.
* GoingThroughTheMotions: You'll see Ray wave his hands around more than an air traffic controller.
* LoadingScreen: In 1997? [[SarcasmMode No, how can it be?]]
* MultipleEndings: There are ''thirteen'' different endings. What's more, it's not possible to get all of them from a single playthrough, as some of the variables involved are calculated when a new game is started.
* ScriptedEvent: Several chase sequences and ticking-bomb scenarios.
* TalkToEveryone: Well, you ''are'' a detective.
*
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Blade Runner was a 1997 point-and-click AdventureGame developed by WestwoodStudios for the PC and published by Virgin Interactive. It is a rare example of a videogame based on a movie which elects to develop an unrelated plot in parallel with that of the movie, rather than attempt to replicate the movie's plot. The game follows the story of Ray McCoy, a Blade Runner, who works at the same precinct as Rick Deckard, the protagonist of the BladeRunner movie.
{{VideoGame/Blade Runner}} was the first real-time 3D adventure game, utilising voxels rather than polygon-based renderers.
{{VideoGame/Blade Runner}} was the first real-time 3D adventure game, utilising voxels rather than polygon-based renderers.
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!!''Blade Runner'' provides examples of:
*
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{{VideoGame/BladeRunner}} was the first real-time 3D adventure game, utilising voxels rather than polygon-based renderers.
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->''"Tiger, tiger, burning bright; in the forest of the night."''
Not to be confused with [[BladeRunner the 1982 film]] or the 1985 game for the Commodore 64, ZX Spectrum and Amstrad CPC.
Blade Runner was a 1997 point-and-click AdventureGame developed by WestwoodStudios for the PC and published by Virgin Interactive. It is a rare example of a videogame based on a movie which elects to develop an unrelated plot in parallel with that of the movie, rather than attempt to replicate the movie's plot. The game follows the story of Ray McCoy, a Blade Runner, who works at the same precinct as Rick Deckard, the protagonist of the BladeRunner movie.
{{VideoGame/BladeRunner}} was the first real-time 3D adventure game, utilising voxels rather than polygon-based renderers.
Not to be confused with [[BladeRunner the 1982 film]] or the 1985 game for the Commodore 64, ZX Spectrum and Amstrad CPC.
Blade Runner was a 1997 point-and-click AdventureGame developed by WestwoodStudios for the PC and published by Virgin Interactive. It is a rare example of a videogame based on a movie which elects to develop an unrelated plot in parallel with that of the movie, rather than attempt to replicate the movie's plot. The game follows the story of Ray McCoy, a Blade Runner, who works at the same precinct as Rick Deckard, the protagonist of the BladeRunner movie.
{{VideoGame/BladeRunner}} was the first real-time 3D adventure game, utilising voxels rather than polygon-based renderers.