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--> -- '''Jim Card'''

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--> -- -->-- '''Jim Card'''
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Bloodline is a Czech horror action/quest released in June 2005 by Zima Soft. The story is set in late 1960s and focuses on Jim Card, a former patient of a seemingly abandoned mental hospital [[WhereTheHellIsSpringfield in the middle of nowhere]] as he [[AbandonedHospitalAwakening awakens with a severe amnesia]] and discovers he's [[TheUndead not quite alone there.]] The gameplay combines elements of FPS and quest, having players to solve puzzles as they progress towards revealing what really happened in the hospital.

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Bloodline is a Czech horror action/quest game released in June 2005 by Zima Soft. The story is set in late 1960s and focuses on Jim Card, a former patient of a seemingly abandoned mental hospital [[WhereTheHellIsSpringfield in the middle of nowhere]] as he [[AbandonedHospitalAwakening awakens with a severe amnesia]] and discovers he's [[TheUndead not quite alone there.]] The gameplay combines elements of FPS and quest, having players to solve puzzles as they progress towards revealing what really happened in the hospital.
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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/bloodline.jpg]]
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Misaimed Realism is now YMMV. Moved to the YMMV page.


* MisaimedRealism: One stumping moment is after Jim unlocks the door to the gravedigger's house. Trying to use the door has Jim saying "It's just to turn the doorknob, and I'm in". The non-obvious action is to actually point the cursor at the doorknob and use ''it'' instead of the door itself. This is the only time something in this fashion happens to in-game doors.
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* AbsurdlyIneffectiveBarricade: Jim sets up a container with a pile of burning clothes after he leaves the dissecting room. This trope is downplayed since Jim can easily pass the container, which leaves a good portion of the way unblocked, however, it might actually be effective holding out lesser monsters who seem unable to climb a half-foot tall step.


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* MisaimedRealism: One stumping moment is after Jim unlocks the door to the gravedigger's house. Trying to use the door has Jim saying "It's just to turn the doorknob, and I'm in". The non-obvious action is to actually point the cursor at the doorknob and use ''it'' instead of the door itself. This is the only time something in this fashion happens to in-game doors.
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Moved YMMV tropes to the dedicated YMMV page.


* FridgeBrilliance: One may wonder why Jim quite apparently perceives Dr. Brown as a [[MagnificentBastard magnificent bastard]] even though the doctor is not very successful at accomplishing his goal or even just maintaining his composure, while Jim easily survives every death trap Dr. Brown sets up. Then remember how Jim ended up in the hospital in the first place: intense paranoia indeed would make him likely to jump to extreme conclusions.
* GameBreaker: Almost every monster with only melee attacks will be successfully frozen in place if the player figures to jump on any object higher than ground level. After that, the monster won't even attempt to get out of your line of sight when shot. The entirety of the game can be completed without a single heal if this bug is used.



* {{Narm}}: A lot. Some examples also double as [[NarmCharm narm charm]].
** "A numb corpse. There's a screwdriver in his hand." Somewhat [[MemeticMutation memetic]] among the tiny community there is. Jim says this when examining the first corpse he encounters.
** ''"The screwdriver has broken."'' Oh, the [[DullSurprise delivery.]]



* SpecialEffectFailure: Jim's lack of jumping and crouching animations can be spotted on the very first level, in the ''only'' mirror present in the game.
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* FridgeBrilliance: One may wonder why Jim quite apparently perceives Dr. Brown as a [MagnificentBastard magnificent bastard] even though the doctor is not very successful at accomplishing his goal or even just maintaining his composure, while Jim easily survives every death trap Dr. Brown sets up. Then remember how Jim ended up in the hospital in the first place: intense paranoia indeed would make him likely to jump to extreme conclusions.

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* FridgeBrilliance: One may wonder why Jim quite apparently perceives Dr. Brown as a [MagnificentBastard [[MagnificentBastard magnificent bastard] bastard]] even though the doctor is not very successful at accomplishing his goal or even just maintaining his composure, while Jim easily survives every death trap Dr. Brown sets up. Then remember how Jim ended up in the hospital in the first place: intense paranoia indeed would make him likely to jump to extreme conclusions.
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* FridgeBrilliance: One may wonder why Jim quite apparently perceives Dr. Brown as a [MagnificentBastard magnificent bastard] even though the doctor is not very successful at accomplishing his goal or even just maintaining his composure, while Jim easily survives every death trap Dr. Brown sets up. Then remember how Jim ended up in the hospital in the first place: intense paranoia indeed would make him likely to jump to extreme conclusions.

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** The complete lack of jumping animation for Jim, as can be discovered on the very first level by looking at what may be the only mirror in the whole game.


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* SpecialEffectFailure: Jim's lack of jumping and crouching animations can be spotted on the very first level, in the ''only'' mirror present in the game.
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Another trope.

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* RedHerringTwist: Early in the game Jim will get into a garage with a working ambulance car, and claim that he could drive off after opening the garage door. Doing that involves several actions, which ultimately result in garage door staying closed no matter what the player does, forcing him to continue their way through the hospital.
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* BerserkButton: Refuse to give the amulet back to Dr. Brown to break his innocent demeanor.
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Just adding tropes at this point.

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* {{Determinator}}: Jim Card. Even upon tearing through many horrible monsters - and a few [[MoonLogicPuzzle horrible puzzles]], for that matter - he still seeks to bring the guilty ones to justice rather than simply leave the horror behind, as indicated in his conversations with Brown and Robertson.


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* GameBreaker: Almost every monster with only melee attacks will be successfully frozen in place if the player figures to jump on any object higher than ground level. After that, the monster won't even attempt to get out of your line of sight when shot. The entirety of the game can be completed without a single heal if this bug is used.
* HospitalHottie: '''Averted.''' Have a look at Bloodline's nurses.


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* {{Narm}}: A lot. Some examples also double as [[NarmCharm narm charm]].
** The complete lack of jumping animation for Jim, as can be discovered on the very first level by looking at what may be the only mirror in the whole game.
** "A numb corpse. There's a screwdriver in his hand." Somewhat [[MemeticMutation memetic]] among the tiny community there is. Jim says this when examining the first corpse he encounters.
** ''"The screwdriver has broken."'' Oh, the [[DullSurprise delivery.]]
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* TheSixties: The game's setting. Specified so in the many notes players find, as well as indicated in wall posters, including "Psycho" [[{{Irony}} (right in the hospital, no less)]] and Elvis Presley.
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* LighthousePoint: One of the locations.


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* SecretUndergroundPassage: Several, namely in the lighthouse and in the gravedigger's house.

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* AmnesiacHero: The protagonist remembers "nothing at all" right after awakening. However, he's able to recall his name once he reads it aloud on the patients list.



* ChekhovsGun: The amulet from Dr. Brown's cabinet is found early in the game and doesn't bear any significance until the second-to-last level.

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* ChekhovsGun: The amulet from Dr. Brown's cabinet is found early in the game and doesn't bear any significance until the second-to-last level. Also applies to several items, since many of them come into play much later than they're picked up.
** Lampshaded by Jim, who, after using a seemingly worthless hair clip he picked up a minute ago, says "I told it would come in handy!"


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* VerbalTic: Jim's "It will come in handy" phrase.

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* ButThouMust: Played ridiculously in all of the dialogue. During the scenes players will be presented to choose a phrase to continue the conversation, except there's only ''one'' phrase at all, and often the player can't leave.



* DissonantSerenity: Dr. Brown during his first encounter with Jim, as a part of his [[ObliviousGuiltSlinging trying to guilt Jim into submission.]] Also see [[VillainousBreakdown Villainous Breakdown]] for when it's averted minutes after.



* INeedAFreakingDrink: Invoked by Jim [[spoiler: after he sees Dr. Robertson burnt alive.]]

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* ImprobableAimingSkills: Jim when wielding any gun except the shotgun. Exaggerated, since the hitscan for guns is so much laser-precise that it's actually difficult to hit a moving enemy, and it might take as little as a pixel of it on the line of shot for hit to count.
* INeedAFreakingDrink: Invoked by Jim [[spoiler: after he sees Dr. Robertson burnt alive.electrocuted.]]


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* VillainousBreakdown: Dr. Brown and Jim's first meeting. The moment Jim drops word of the amulet, Brown loses his composure quickly.
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* CutsceneIncompetence: A glaring one. After the obviously hostile and adverse first encounter with [[spoiler: Dr. Brown]], Jim won't even try to stop him from opening the zombie-filled lockers (which he threatened to do seconds ago), despite him being apparently weak and defenseless, walking very sluggishly right past Jim's shoulder.
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* OrWasItADream: [[spoiler: Played straight in the ending. Dr. Brown's ambiguous promise to take care of Jim makes it even more true.]]
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* INeedAFreakingDrink: Invoked by Jim [[spoiler: after he sees Dr. Robertson burnt alive.]]
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->''"Ignorance is light falling into oblivion in the world of darkness...\\
...Oblivion is sense amidst fog...\\
...Fog is the fear of unknown hiding in shadow...\\
...Fear is the pain which burns the soul...\\
...Pain is the death that screams from afar...\\
...Death is the line of blood, which dribbles out of the past, intertwines with the present and drags into the future...\\
...And nobody is in power to stop it..."''
--> -- '''Jim Card'''

Bloodline is a Czech horror action/quest released in June 2005 by Zima Soft. The story is set in late 1960s and focuses on Jim Card, a former patient of a seemingly abandoned mental hospital [[WhereTheHellIsSpringfield in the middle of nowhere]] as he [[AbandonedHospitalAwakening awakens with a severe amnesia]] and discovers he's [[TheUndead not quite alone there.]] The gameplay combines elements of FPS and quest, having players to solve puzzles as they progress towards revealing what really happened in the hospital.

The game did not earn much popularity after the release, part of the reason being [[NoBudget the conditions]] of the game's development, which in their turn affected the game's quality in a catastrophic way. As the result, it was berated by both professional reviewers and players, and sank into oblivion quickly.
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!!''Bloodline'' offers examples for tropes like:
* AbandonedHospital: The big first [[spoiler: and the last]] part of the game. It also serves as the game's plot device.
* ChekhovsGun: The amulet from Dr. Brown's cabinet is found early in the game and doesn't bear any significance until the second-to-last level.
* CrusadingLawyer: The reason [[spoiler: Jim got where he ended up.]]
* HyperspaceArsenal: In spite of being dressed in just a shirt with trousers, Jim carries a lot of weapons and items like it's nothing, even a ''large chest'' during one segment.
* SoundtrackDissonance: While usually averted with Bloodline's intense background music, it's notably played straight in the room with cremation ovens. An unreasonably soothing organ plays during the encounter with Dr. Robertson as well.
* ThinkingOutLoud: Jim, every time he collects a plot-relevant item or examines something.
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