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* RemovingTheHeadOrDestroyingTheBrain: Zombies can't be killed by normal damage, and you need to either decapitate them or destroy their bodies with explosives.

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* RemovingTheHeadOrDestroyingTheBrain: Zombies can't be killed by normal damage, and you need to either decapitate them or destroy their bodies with explosives. Averted with the skeleton warriors in the medieval levels; they can survive being decapitated and will continue fighting as though nothing had happened.
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** Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, etc), missing music and bullet impact decals, and possibly scripting bugs that potentially prevent it from being completable (i.e. the first boss drops their key too close to the killwall fan, the walls in the trap room on Level 10 close too fast, etc).

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** Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, etc), missing music and bullet impact decals, and possibly scripting bugs that potentially prevent it from being completable (i.e. the first boss drops their key too close to the killwall fan, the walls many wall traps close faster than they should which forces you to take heavy damage (a big problem in the trap room on Level 10 close too fast, 3rd episode), etc).



* HitboxDissonance: The hitboxes on everything are a lot fatter than they should be. Projectile weapons such as the sawblade launcher or crossbow will often get caught on corners instead of passing through, and if an enemy pins you against a wall you'll likely be immobilized even though it looks like you should be able to slide around them.

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* HitboxDissonance: The hitboxes on everything are a lot fatter than they should be. Projectile weapons such as the sawblade launcher or crossbow will often get caught on corners instead of passing through, through (this can really screw you if a grenade detonates in your face when you're trying to fire it around a corner), and if an enemy pins you against a wall you'll likely be immobilized even though it looks like you should be able to slide around them.them. Panzerchasm has more standard hitboxes so these problems don't crop up.
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** Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, etc), missing music, and possibly scripting bugs that potentially prevent it from being completable (i.e. the first boss drops their key too close to the killwall fan).

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** Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, etc), missing music, music and bullet impact decals, and possibly scripting bugs that potentially prevent it from being completable (i.e. the first boss drops their key too close to the killwall fan).fan, the walls in the trap room on Level 10 close too fast, etc).

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* NintendoHard: The first episode is of fairly standard difficulty, but the difficulty ramps up pretty steeply around the time you reach the 3rd episode. This is also around the time the game starts frequently throwing dirty tricks at you, such as instant death traps and TeleportingKeycardSquad.



* ShortRangeShotgun: The super shotgun fits this bill.

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* ShortRangeShotgun: The super shotgun fits this bill.bill, though due to the game's tight, claustrophobic environments, you'll almost never engage enemies outside the shotgun's effective range.
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* DeadlyRotaryFan: How the first boss is dealt with.

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* DeadlyRotaryFan: How the first boss is dealt with. Another one appears in one of the final levels, it'll suck in passing enemies and you if you're not careful.
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* {{BFG}}: It has one in the form of the Mega Destroyer, a grenade launcher-like weapon that evaporizes non-boss enemies in a flash.

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* {{BFG}}: It has one in the form of the Mega Destroyer, a grenade launcher-like weapon that evaporizes non-boss enemies in a flash.flash with a single direct hit. The splash damage is only average to above-average, though, so it's more for quickly deleting a single enemy rather than for clearing out an entire room with one shot.
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* TeleportingKeycardSquad: Perhaps one of the harshest examples ever. From Level 9 onward one nasty trick the game likes to play is to teleport a group of enemies right on top of you after you flip a switch or pick up a keycard. Their fat hitboxes prevent you from moving while they maul you to death; the only escape is to have enough armor to survive while you equip a high hitstun weapon like the minigun or crossbow and blast your way out.


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* UnintentionallyUnwinnable: The final boss of the bonus levels, the High Priest Bonifaciy, can only be defeated by reflecting his attack back at him with the reflector powerup. The reflector powerup runs out after a short period of time and is found a good distance away from the boss lair. If it runs out before you can make your way back to the boss the level becomes unwinnable; hope you have a save file from before you picked it up.
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* LizardFolk: The Timestriker aliens you finally face in episode 4 seem to be this.

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* LizardFolk: The Timestriker aliens you finally face in episode 4 seem to be this.halfway between lizard and insect.
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* HitboxDissonance: The hitboxes on everything are a lot fatter than they should be. Projectile weapons such as the sawblade launcher or crossbow will often get caught on corners instead of passing through, and if an enemy pins you against a wall you'll likely be immobilized even though it looks like you should be able to slide around them.
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* GreenAndMean: Most of the mutated enemies have greenish skin.

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** Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, etc), missing music, and possibly scripting bugs that potentially prevent it from being completable (first the first boss drops their key too close to the killwall fan).

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** Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, etc), missing music, and possibly scripting bugs that potentially prevent it from being completable (first (i.e. the first boss drops their key too close to the killwall fan).



* HalfHumanHybrid: Lionmen that show up in the Egyptian levels.

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* HalfHumanHybrid: Lionmen that show up in the Egyptian levels. The bonus levels introduce wolfmen of a similar nature.



* KaizoTrap: After the second boss dies, the ceiling starts to collapse, which will instantly kill you if you don't quickly run immediately for the level exit.



* RemovingTheHeadOrDestroyingTheBrain: Zombies can't be killed by normal damage, and you need to either decapitate them or destroy their bodies with explosives.



* SmashMook: Most large humanoid enemies have some form of ranged attack as well as melee (Gross, the ogre, can throw stones, the Executioner can throw his axe, etc), but the Lionmen are limited to charging you and clobbering you with their maces.

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* SmashMook: Most large humanoid enemies have some form of ranged attack as well as their primary melee (Gross, the ogre, can throw stones, the Executioner can throw his axe, etc), but the Lionmen and Vikings are limited to charging you and clobbering you with their maces.maces and axes.
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** Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, etc), missing music, and possibly scripting bugs that potentially prevent it from being completable.

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** Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, etc), missing music, and possibly scripting bugs that potentially prevent it from being completable.completable (first the first boss drops their key too close to the killwall fan).
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* LizardFolk: The Timestriker aliens you finally face in episode 4 seem to be this.
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* SmashMook: Most large humanoid enemies have some form of ranged attack as well as melee (Gross, the ogre, can throw stones, the Executioner can throw his axe, etc), but the Lionmen are limited to charging you and clobbering you with their maces.
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* ContinuingIsPainful: Similar to most other FirstPersonShooter games of the time period, dying in a level would reset you back to the beginning of the level, except you lose all your weapons, ammo, and armor and have to make do with your starting weapon. Hope you've got a save game you can load from.
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* ExactWords: When confronting the second boss, the game tells you to "Destroy the Sphinx completely!". [[spoiler: The boss monster that bursts out of the Sphinx isn't the Sphinx. You need to obliterate the remains of the Sphinx to defeat the boss.]]
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** ''Chasm Portable'' is a compilation of modifications to the original ''Chasm'' to get it to run as smoothly as possible on modern systems via Dosbox. It's most notable for being put together by David Szymanski, the creator of ''VideoGame/{{Dusk}}''.

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* GameMod: Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior, missing music, and possibly scripting bugs that prevent it from being completable.

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* GameMod: GameMod:
**
Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as incorrect enemy A.I. behavior, behavior (i.e. simplified movement on most enemies, zombies are vulnerable to normal damage, etc), missing music, and possibly scripting bugs that potentially prevent it from being completable.completable.
** In 2021, a new fan-made campaign consisting of 4 maps, titled ''Cursed Land'', was released, playable on either the original ''Chasm'' or ''Panzerchasm''.
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* BoomHeadshot: Decapitation is possible through the game's dismemberment system. This is at least neccersary to take down the zombies (although explosives would suffice to).

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* BoomHeadshot: Decapitation is possible through the game's dismemberment system. This is at least neccersary necessary to take down the zombies (although explosives would suffice to).too).



* GameMod: Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as slightly incorrect enemy A.I. behavior, missing music, and possibly scripting bugs that prevent it from being completable.

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* GameMod: Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as slightly incorrect enemy A.I. behavior, missing music, and possibly scripting bugs that prevent it from being completable.
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* BrownNotes: The zombies can harm you from afar by ''yelling at you''.

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* BrownNotes: BrownNote: The zombies can harm you from afar by ''yelling at you''.
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* BrownNotes: The zombies can harm you from afar by ''yelling at you''.


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** The FinalBoss loosely resembles [[VideoGame/{{Quake}} Shub Niggurath]].
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* DroneOfDread: A ghastly one can be heard at the medieval cemetery.

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* DeadlyRotaryFan: How the first boss is dealt with.



* GDI: The hint on how you should negotiate with the first boss[[note]]hide for a while[[/note]] appears 2 seconds before you're treated to a face-full of him. Too late for you to actually get out of his sight before he spots you. Once he does, there's no way of avoiding him in the cramped arena to survive long enoug for the escape path to open. SaveScumming is literally mandatory here since even after getting the hint it'll take you several failed attempts to figure out where can you hide safely.

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* GDI: GuideDangIt: The hint on how you should negotiate with the first boss[[note]]hide for a while[[/note]] appears 2 seconds before you're treated to a face-full of him. Too late short of a time for you to actually get out of his sight before he spots you. Once he does, there's no way of avoiding him in the cramped arena to survive long enoug for the escape path to open. SaveScumming is literally mandatory here since even after getting the hint it'll take you several failed attempts to figure out where can you hide safely.



* TurbineBlender: How the first boss is dealt with.
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* AnachronismStew: Considering the [[ExcusePlot game's premise]] it was inevitable.


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* ExcusePlot: The story of the game goes like this: Time-travelling aliens from the future attacked us. Kill them all and save mankind. Howgh.


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* {{Expy}}: More like a blatant copy of VideoGame/QuakeII's Super Shotgun.


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* GDI: The hint on how you should negotiate with the first boss[[note]]hide for a while[[/note]] appears 2 seconds before you're treated to a face-full of him. Too late for you to actually get out of his sight before he spots you. Once he does, there's no way of avoiding him in the cramped arena to survive long enoug for the escape path to open. SaveScumming is literally mandatory here since even after getting the hint it'll take you several failed attempts to figure out where can you hide safely.


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* TurbineBlender: How the first boss is dealt with.


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* WeaponsKitchenSink: The weapons definitely don't come from the same era. The weirdest one is probably the energetic(?) crossbow.
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Not to be confused with the 2018 Metroidvania simply named ''VideoGame/{{Chasm}}'', nor with the ''VideoGame/DoomII'' level named ''The Chasm''.


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* ShapedLikeItself: The game's title, considering a Chasm is a Rift.
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* StandardFPSGuns: The game's roster of weapons features a double-barreled pump-action shotgun, a chaingun-like weapon, a rapid bladed projectile weapon, an energy crossbow, a rocket propelled grenade launcher, land mines and a room-cleaning grenade launched dubbed [[{{BFG}} the Mega Destroyer]]. Melee weapons are absent, and a low-powered rifle is present in place of an expected pistol.
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* GameMod: Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as less versatile enemy A.I., missing music, and possibly scripting bugs that prevent it from being completable.

to:

* GameMod: Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as less versatile slightly incorrect enemy A.I., behavior, missing music, and possibly scripting bugs that prevent it from being completable.
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* SetAMookToKillAMook: Similar to ''VideoGame/{{Quake}}'', the game has monster infighting, with enemies attacking each other if they accidentally damage each other.
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* GameMod: Panzerchasm is an in-development source port of ''Chasm'', allowing it to be run on modern systems with modern hardware acceleration. Unfortunately, it hasn't been updated in years and in its current state is more of a proof-of-concept, with various inaccuracies such as less versatile enemy A.I., missing music, and possibly scripting bugs that prevent it from being completable.
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[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/chsmtrart.png]]
[[caption-width-right:320:Lionmen and hoodmen and rocket launchers and zombies, oh my.]]

Before they got to let us [[VideoGame/{{Carnivores}} Hunt Dinosaurs]] or [[VideoGame/CryostasisSleepOfReason explore frozen ships with an ability to alter the past]], the [[UkrainianMedia Ukraine]]-based Creator/ActionForms debuted into the PC gaming industry in 1997 with ''Chasm: The Rift'', a relatively little-known first-person shooter that is more than influenced by the likes of ''[[VideoGame/QuakeI Quake]]'', made in their own in-house engine. The game pits the player in the shoes of a marine trying to fend off the Timestrikers, mutants who invade the earth at few dozen time periods at once, providing an excuse to have levels based on four different time periods. The game is also an early case of a shooter with [[AnArmAndALeg a dismemberment system]] which allowed the player to blast off an enemy's limbs and in some cases even the head.

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!!'''This game provides examples of''':

* AnArmAndALeg: An early example of a shooter featuring a dismemberment system. Some enemy types can be rendered defenseless this way by taking off their weapon arms.
* AttractMode: Much like in first two ''VideoGame/{{Quake}}'' games, ''Chasm'' plays back a demo upon launch.
* BatOutOfHell: The boss of the medieval levels has this sort of look.
* {{BFG}}: It has one in the form of the Mega Destroyer, a grenade launcher-like weapon that evaporizes non-boss enemies in a flash.
* BoomHeadshot: Decapitation is possible through the game's dismemberment system. This is at least neccersary to take down the zombies (although explosives would suffice to).
* BoringButPractical: The super shotgun would serve you well for most of the game, helps that the ammo for it is plentiful.
* CoolVersusAwesome: You're a space marine blasting off vikings, zombies, executioners and others while traveling through variety of time periods.
* CreepyCemetery: One of the medieval levels has one, full of zombies.
* DarkFantasy: The medieval levels go for this sort of vibe.
* DeadlyDisc: The Bladegun weapon shoots out saw disks and is among one of the more reliable weapons to put the game's dismemberment system into play.
* DemBones: The medieval levels would pit you against skeleton warriors.
* DroppedABridgeOnHim: The human base gets under attack off-screen in middle of the last level of the present-day episode, with your commander ending up being among the casualties.
* TheExecutioner: The [[AnAxeToGrind Axe-wielding]] "Punishers" show up as enemies in egyptian and medieval levels.
* ExplodingBarrels: Present and accounted for in present-day levels.
* FullBoarAction: Werehogs show up as enemies in the medieval levels.
* GasMaskMooks: Your basic enemy in the first present-day episode consists of troopers wearing these, in rifle, rocket launcher and jetpack wearing varieties.
* GatlingGood: The vulcan cannon sports this sort of design.
* HalfHumanHybrid: Lionmen that show up in the Egyptian levels.
* HornyVikings: These show up as an enemy in the medieval levels.
* InvisibilityCloak: Such powerup is present. It does not nullify your sound and the enemies can still sense you if you'd get too close.
* LandMineGoesClick: Landmines are available as a weapon.
* LockAndKeyPuzzle: Few levels have different objectives but this usual fare is still present.
* LudicrousGibs: Wouldn't be a late 90s first person shooter without them.
* MinimalistCast: The game is barely more crowded than the usual Creator/IdSoftware fare of the time, adding the commander (who doesn't last for long) and his assistant briefing the marine in between levels to the pool of the marine himself and the monsters he fights.
* MisidentifiedWeapons: The so-called "grenader" works essentially as the Rocket Launcher, as it's projectiles are not affected by the gravity.
* MonsterClown: Well, sawblade-wielding Monster ''Jesters'', showing up in the medieval levels (and the game's boxart).
* PuzzleBoss: All of them require unorthodox methods of dispatching. The first boss has to be lured onto a ventilation fan and the third boss is weakened by the light coming from the sky.
* RangedEmergencyWeapon: The starting rifle which has [[BottomlessMagazines infinite ammo]].
* SaveScumming: Saving at any time is possible.
* SentryGun: These show up as enemies in the first episode.
* ShortRangeShotgun: The super shotgun fits this bill.
* TimeTravel: The theme of the game. You start up at industralized military base in present day, then pop up in Ancient Egypt, going through the medieval times until finally ending in the future in the Timestrikers' turf.
* AWinnerIsYou: Beating the final boss lends you a text crawl.
* WombLevel: A small section of a level, but the final boss is defeated by getting inside of it and destroying it's heart.

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