Follow TV Tropes

Following

History VideoGame / DesperadosIII

Go To

OR

Added: 1886

Changed: 18295

Removed: 371

Is there an issue? Send a MessageReason:
None


The game is a prequel to the first, once again following John Cooper, with new faces to join the gang and different abilities. The Quick-Action feature returns under the name Showdown Mode, pausing the game in order to co-ordinate and chain multiple commands, allowing them to play out at the same time.

On September 2020, Mimimi developed a three-part DLC, ''Money for the Vultures''. Taking place three months after the base game, Rosie hires Cooper and the gang to retrieve Vincent Devitt's wealth.

to:

The Set in 1875, the game is a prequel to the first, ''VideoGame/DesperadosWantedDeadOrAlive'', once again following the gunslinger John Cooper, with some old and some new faces to join the joining his would-be gang and different abilities. of bounty hunters. The Quick-Action feature returns under the name Showdown Mode, optionally pausing the game in order to co-ordinate and chain multiple commands, allowing them to play out at the same time.

On September 2020, Mimimi developed a three-part DLC, ''Money for the Vultures''. Taking place three months after the base game, Rosie Baton Rouge’s sheriff’s wife, Rosie, hires Cooper and the gang to retrieve Vincent Devitt's [=DeVitt's=] wealth.



* TheAlcoholic: One of the targets in the second level, Marge, has a knack for whiskey, constantly ordering more as soon as she's finished. This is used against her by poisoning the supply barrel.
* AllMenArePerverts: Except the longcoats, all the men can be distracted by Kate. Although the extent varies: while Ponchos generally can be distracted by Kate's wiles, they are too professional to move from their posts. It doesn't work if Kate tries to distract a man who is talking with a woman.
* AngryGuardDog: Guard dogs appear as occasional mooks who function differently from human guards. Though they only have one small, primary viewcone, they are able to detect characters through bushes, walls, and other forms of cover even when crouching and are quick to attack if they spot you. Also, while being detected by one doesn't raise the alarm by itself, their barks will draw human enemies to the area to investigate, making it harder to remain hidden. They can also see through Kate's disguises.
* AntiHero: All the characters are this to varying extents. While they are fighting against an evil corrupt company, they have no compuction killing their enemies as shown during cutscenes. Depending on the player's actions they will either be [[Analysis/AntiHero Pragmatic Anti-Heroes]] (if the player tries to minimize the casualties among the mooks) or [[Analysis/AntiHero Unscrupulous Heroes]] (if they do not). Under the control of a merciless player who even kills civilians, they become straight {{Nominal Hero}}es.
* ArtificialStupidity: In the Las Piedras mission, the guards will sometimes stop on the tracks, while inspecting a body or searching for their friends, only to get themselves run over by the train. Then another guard may notice the dead body (which is counted as an accidental death, therefore doesn't trigger an alert). They will go investigate themselves, and also get run over by the train. (Their stupidity actually can even make your life harder if you're aiming for the No Casualties medal.)
* AscendedExtra: Rosie is a minor NPC [[spoiler:and antagonist]] of the Baton Rouge mission. She's the QuestGiver of the DLC missions and is more prominently featured.
* TheAtoner: It's implied that [[spoiler:the reason Hector is so loyal to Cooper is to atone for his role in Cooper's father's death.]]
* BadassLongcoat:

to:

* AddressingThePlayer: As a rule, the “Mission Failed” screen spells out just how the player managed to get a game over. However, during the Las Piedras mission, [[spoiler:interrupting Isabelle as she’s healing Cooper’s leg by knocking her out will result in a “Mission Failed” screen where Isabelle directly chastises the player.]] You even get an achievement for it.
* TheAlcoholic: One of the targets in the second level, mission, Wild Marge, has a knack for whiskey, constantly ordering more as soon as she's finished. This is can be used against her by poisoning the supply barrel.
* AllMenArePerverts: Except for the longcoats, Long Coats, all the men can be distracted by Kate. Although the extent varies: while Ponchos generally can be distracted seduced by Kate's wiles, they are far too professional to move from their posts. It doesn't work if Kate tries to distract lure away a man who is talking with a woman.
woman and/or a Poncho; they will hold their friend back.
* AndNowForSomeoneCompletelyDifferent: One of Baron’s Challenge levels lets you play as [[spoiler:Isabelle’s cat, Stella, as she sets out to rescue Doc.]]
* AngryGuardDog: Guard dogs Dogs appear as occasional mooks who that function differently from human guards. Though they only have one small, primary viewcone, view cone, they are able to detect characters through bushes, walls, and other forms of cover even when crouching and are quick to attack if they spot you. Also, while being detected by one doesn't raise the alarm by itself, their barks will draw human enemies to the area to investigate, making it harder to remain hidden. They can also see through Kate's disguises.
disguises.
* AntiHero: All the playable characters are this to varying extents. While they are fighting against an evil corrupt company, they have no compuction killing their enemies all of them are ready to kill without hesitation as shown during cutscenes. Depending on the player's actions they will either be [[Analysis/AntiHero Pragmatic Anti-Heroes]] (if the player tries to minimize the casualties among the mooks) or [[Analysis/AntiHero Unscrupulous Heroes]] (if they do not). Under the control of a merciless player who even kills civilians, they become straight {{Nominal Hero}}es.
* ArtificialStupidity: In the Las Piedras mission, the guards will sometimes stop on the tracks, tracks while inspecting a body or searching for their friends, only to get themselves run over by the train. Then another guard may notice the dead body (which -- which is counted as an accidental death, death and therefore doesn't trigger an alert). alert. They will go investigate themselves, themselves and also get run over by the train. (Their Their stupidity actually can even make your life harder if you're aiming for the No Casualties medal.)
badge but can save you time if you want the Kill Five Enemies with the Train badge.
* AscendedExtra: Rosie is a minor NPC [[spoiler:and character[[spoiler:and antagonist]] of the Baton Rouge mission. She's She becomes the QuestGiver of the DLC missions and is more prominently featured.
featured as Hector’s would-be lady friend.
* TheAtoner: It's implied that [[spoiler:the reason Hector is so loyal to Cooper is to atone for his role in Cooper's father's death.]]
* BadassLongcoat:
BadassLongcoat:



** Longcoats are a types of EliteMook. They can't be distracted, see through disguises, are resistant to gunfire (taking three shots to kill), and only Hector can kill one in melee unless they're stunned by a gunshot first.
** Doc returns with his signature black longcoat from the previous games, though he can't use it as a distraction this time.
* BalanceBuff: The abilities of the five playable characters have been somewhat reshuffled compared to their ''VideoGame/ShadowTacticsBladesOfTheShogun'' counterparts, some to a greater extent than others.
** Cooper effectively plays almost exactly like Hayato with the major change being given [[GunsAkimbo a second gun]].
** Doc is given melee options and his bag as a distraction and as a medical kit to rectify the CripplingOverspecialization that Takuma and snipers in the stealth RTS genre in general suffer from.
** Hector, as the equivalent to Mugen, is given the BearTrap and whistle ability from Yuki as well as a whiskey flask that heals only him. His shotgun is the nearest equivalent to Sword Wind, but targets in a cone as opposed to a circle and is limited by Hector's ammo supply.
** Kate plays almost exactly like Aiko only with pickpocketing skills and the inability to kill or bind mooks with her melee.
** Isabelle's skillset is the furthest departure with her voodoo making up the bulk of her abilities along with an animal to distract enemies.
** Guns in general are much more useful due to a greater diversity in firearm types and availability of ammo.
** Shadow Mode's equivalent, Showdown Mode stops time entirely, as opposed to slowing it down, unless you're playing on the hardest difficulty.
* BearTrap: Hector has a giant trap with huge and sharp teeth in his arsenal. The teeth cause trapped enemies to bleed out after some time, making it more of a lethal tool than conventional trap.
* BigBad: Vincent [=DeVitt=], the boss of the [=DeVitt=] Company, is behind all the schemes of the corrupt railroad company. He's a NonActionBigBad though, relying on Frank to do his dirty work.
* BigGood: Marshall Wayne, who has been investigating [=DeVitt=] for a while. Rescuing him is Isabelle's main motivation for much of the plot, and when you do so he gives you your penultimate mission.
* BlackTieInfiltration: The Casa [=DeVitt=] mission, for half your team. Cooper and Kate impersonate guests of [=DeVitt=]'s party.

to:

** Longcoats Doc returns with his signature black coat from the previous games, though this time it’s trimmed with purple instead of burgundy-red and he can't use it as a distraction.
** Long Coats
are a types of this game’s EliteMook. They can't be distracted, see through disguises, are resistant to gunfire (taking three shots to kill), and only Hector can kill one in melee unless they're stunned by a gunshot gunshot, Doc’s gas vial, or Isabelle’s ''Connect'' first.
** Doc returns with his signature black longcoat from the previous games, though he can't use it as a distraction this time.
* BalanceBuff: The abilities of the five playable characters have been somewhat reshuffled compared to their ''VideoGame/ShadowTacticsBladesOfTheShogun'' counterparts, some to a greater extent than others.
others.
** Cooper effectively plays almost exactly like Hayato with the major change being given [[GunsAkimbo a second gun]].
gun]].
** Doc is given melee options and his bag as a distraction and as a medical kit to rectify the CripplingOverspecialization that Takuma and snipers in the stealth RTS genre Stealth RTT genre, in general general, suffer from.
from.
** Hector, as the equivalent to Mugen, is given the BearTrap and whistle ability from Yuki as well as a whiskey flask that heals only him. His shotgun is the nearest equivalent to Sword Wind, but targets in a cone as opposed to a circle and is limited by Hector's ammo supply.
supply.
** Kate plays almost exactly like Aiko only with pickpocketing skills and the inability to kill or bind mooks with her melee.
melee.
** Isabelle's skillset is the furthest departure with her voodoo making up the bulk of her abilities along with an animal to distract enemies.
enemies.
** Guns in general are much more useful due to a greater diversity in firearm types and availability of ammo.
ammo.
** Shadow Mode's equivalent, Showdown Mode stops time entirely, as opposed to slowing it down, unless you're playing on the hardest difficulty.
difficulty.
* BearTrap: Hector has a giant trap with huge and huge, sharp teeth in his arsenal. The teeth cause trapped enemies to bleed out after some time, making it more of a lethal tool than a conventional immobilizing trap.
* BigBad: Vincent [=DeVitt=], the boss of the [=DeVitt=] Company, is behind all the schemes of the corrupt railroad company. Cooper and Co.'s woes. He's a NonActionBigBad though, relying on Frank and his cronies to do his dirty work.
* BigGood: Marshall Wayne, Wayne who has been investigating [=DeVitt=] for a while. Rescuing him is Isabelle's main motivation for much of the plot, and when you do so he gives you your penultimate mission.
* BlackTieInfiltration: The Casa [=DeVitt=] mission, mission for half of your team. team and where Cooper and Kate impersonate guests of [=DeVitt=]'s party.



** Hector is a big, strong, and loud brawler who enjoys a good fight and a good whisky.

to:

** Hector is a big, strong, and loud brawler who enjoys lives for a good fight and a good whisky.



* BoundAndGagged: One of the core game mechanics for those aiming for non-lethal runs: The heroes can knock out their enemies, but the unconscious mooks will wake up after a while. However, the characters (save for Kate) have the ability to tie up unconscious [=NPCs=] to prevent them from moving after they were knocked out (while presumably gagging them as well, even though the game doesn't say it, given the sound clips that play during the animation). There's actually even a gameplay reward for doing so: Tied up enemies can be used to lure other mooks, as they will come to free the prisoner if they see them ''before'' raising the alarm, which can be used to set up an ambush. It even works on longcoats and ponchos, who are otherwise immune to most of the other tactics to make them leave their post.
* BreatherEpisode: The Baton Rouge mission is a lot more light-hearted that the previous ones. First, there is its premise: The gang got plastered the previous night and creatively ransacked the town during the night. You never witness the actual event, only its aftermath. Which includes dressing up a scarecrow with a dress, and a piano and a bull somehow getting on roofs. The mission itself is peppered with humorous touches, mostly coming from the comments made by the not-so-bright citizens out for your heads, most of them believing that some satanic or swamp witchery is at work. You're even actively encouraged to not kill anyone, since the game leaves you with no lethal weapon.
* BulletTime: The game slows down when a character is in an enemy viewcone, giving the player precious moments to react.
* CallForward:
** During the first DLC mission, Kate explains that Cooper is late because he was working on a bank job with Sam Williams. When Doc notes that he's never heard of Sam, Kate responds that they may one day cross paths.
** Kate is established to be pretty new to poker, but in the first DLC mission, it's noted that she's improving her skills significantly. By the time of the original game, she's become a professional gambler.
* ChangedMyMindKid: [[spoiler:[=McCoy=] leaves the group after Cooper screws everything up by trying to kill Frank alone and gets them all captured and sent to the Company's gold mines. The next two missions are done without him. However, he chooses to come back and arrives just in time to save them from [=DeVitt=] after the latter managed to grab Hector's shotgun and was about to kill them.]]
* ChineseLaunderer: In Baton Rouge there is Sam Wong's Laundry, fitting to the game's [[TheWildWest Wild West]] setting.
* ClownCarBase: Barracks can send waves of reinforcements from a relatively small building. These are limited in number and can be viewed by hovering the cursor over the building's bell.
* ColdSniper: [=McCoy=] is the sniper of the group and by far the most emotionlessly businesslike; for most of the game he is OnlyInItForTheMoney.
* ColorCodedCharacters: Much like ''VideoGame/ShadowTacticsBladesOfTheShogun'', characters are strongly identified with a color to make their actions easier to identify in the heat of action. Cooper is blue, [=McCoy=] is purple, Hector is orange-brown, Kate is pink, Isabelle is green. This extends to the objects they are interacting with. Enemies tend to be associated with red.
* ConflictBall: Cooper firmly grabs hold of it during the end of Act 2. [[spoiler: Having finally cornered Frank, Cooper wants to go fight him alone. Kate and Hector both wisely protest, and Cooper responds by ''shooting Hector in the hip'', crippling him for the remainder of the mission and forcing Kate to look after him. Cooper then heads in to fight Frank, loses the duel, and gets his friends captured.]]
* CorruptPolitician: Mayor Higgins is on the [=DeVitt=] Company's payroll and sold Kate's ranch to them behind her back.
* CosmeticAward: Completing a stage once will reveal a number of medals that can be earned. Difficulty ranges from manageable to completely insane, but there's no gameplay rewards attached to them.
* CutenessProximity: Isabelle's cat, Stella, can be used as a distraction. Normal guards can't resist petting it when it's near them.
* DarkestHour: The end of the second act of the game. [[spoiler:When all five characters are captured and shipped off to be worked to death in the [=DeVitt=] gold mines.]]

to:

* BoundAndGagged: One of the core game mechanics for those aiming for non-lethal runs: The heroes runs. All of the playable characters can knock out their enemies, but the unconscious mooks will wake up after a while. However, the characters (save for (sans Kate) have the ability to tie up unconscious [=NPCs=] to prevent them from moving after they were knocked out (while presumably gagging them as well, even though the game doesn't say it, given the sound clips that play during the animation). There's actually even a gameplay reward for doing so: Tied up tied-up enemies can be used to lure other mooks, as they will come to free the prisoner if they see them ''before'' raising the alarm, which can be used to set up an ambush. It even works on longcoats Long Coats and ponchos, Ponchos who are otherwise immune to most of the other tactics to make them leave their post.
* BreatherEpisode: The Baton Rouge mission is a lot more light-hearted that lighthearted than all of the previous ones. First, there is its premise: The the gang got plastered the previous night and creatively ransacked the entire town during the night. You never witness the actual event, only its aftermath. Which aftermath which includes dressing up a scarecrow with in a dress, and a piano and a bull somehow getting on roofs. onto the roof of a saloon, Hector sleeping with the sheriff’s wife, and [=McCoy=] getting horse-kicked across the face. The mission itself is peppered with humorous touches, mostly coming from the comments made by the not-so-bright citizens out for your heads, with most of them believing that some satanic or the swamp witchery is at work. witches or Satan himself had come to their town. You're even actively encouraged to not to kill anyone, anyone since the game leaves you with no lethal weapon.
* BulletTime: The game slows down when a your character is in an enemy viewcone, enemy’s plain sight, giving the player precious moments to react.
* CallForward:
** During
react — unless you’re playing on the first DLC mission, Kate explains that Cooper Desperado difficulty where detection is late because he was working on a bank job with Sam Williams. When Doc notes that he's never heard of Sam, Kate responds that they may nigh-instant.
* CallForward:
** At
one day cross paths.point, [=McCoy=] mentions discovering his knock-out gas in a swamp near a small town called Jennings. Come ''[=WDoA=]'', and the people of Jennings try to hang him.
** In Baton Rouge, Kate is established to be pretty new to poker, but in the first DLC mission, it's noted notes that she's improving a poker tournament will be happening there soon and ponders the possibility of participating. When John laughs her skills significantly. By the time of the original game, she's become off, Kate fires back, saying that she’d already beaten him once. Kate does indeed compete in a professional gambler.tournament some six years later.
*** Kate is shown to be pretty new to poker, but in the first DLC mission, she says that she's been improving her skills greatly. By the time of the original game, she's become a professional gambler and cardsharp.
** During the first DLC mission, Kate explains that Cooper is late because he was working on a bank job with Samuel Williams. When Doc notes that he's never heard of this Sam, Kate responds that John will -- eventually -- introduce Sam to him. The two first meet in ''[=WDoA=]''.
** The entire third DLC mission takes place in Pablo Sanchez’s fortress of Eagle’s Nest -- only without Sanchez himself, naturally. Hector even references someone called Diego who’s been sizing up the fort for his son.
* ChangedMyMindKid: [[spoiler:[=McCoy=] leaves the group after Cooper screws everything up by trying to kill challenge Frank alone and gets them all getting the gang captured and sent to the Company's gold mines. The next two missions are done without him. However, he chooses to come back and arrives just in time to save them from [=DeVitt=] after the latter managed manages to grab wrestle Hector's shotgun sawed-off from him and was about to kill them.them all. It’s later confirmed that Doc knew where to look for the gang as he’d consulted Marshall Wayne beforehand.]]
* ChineseLaunderer: In Baton Rouge Rouge, there is Sam Wong's Laundry, fitting to the game's [[TheWildWest Wild West]] TheWildWest setting.
* ClownCarBase: Barracks can send waves of reinforcements from a relatively small building. These are limited in number and can be viewed by hovering the cursor over the building's bell.
alarm bell.
* ColdSniper: Just like in all other ''Desperados'' games, [=McCoy=] is the sniper of the group and by far the most emotionlessly emotionally distant and the most businesslike; for most of the game he is OnlyInItForTheMoney.
* ColorCodedCharacters: Much like ''VideoGame/ShadowTacticsBladesOfTheShogun'', characters are strongly identified with a color to make their actions easier to identify in the heat of action. Cooper is blue, teal, [=McCoy=] is purple, Hector is orange-brown, Kate is pink, peach, Isabelle is dark green. This extends to the objects they are interacting with. Enemies tend to be associated with red.
red, civilians with pale yellow, and friendly [=NPCs=] with bright green.
* ConflictBall: Cooper firmly grabs hold of it during at the end of Act 2. [[spoiler: Having Chapter II. [[spoiler:Having finally cornered Frank, Cooper wants to go fight challenge him to a duel alone. Kate and Hector both wisely protest, and Cooper responds by ''shooting Hector in the hip'', shoulder'', crippling him for the remainder of the mission and forcing Kate to look after him. Cooper then heads in in, loses to fight Frank, loses the duel, and gets himself and his friends captured.]]
]] Justified in that he’s been [[spoiler:obsessed with Frank for the better part of a decade and has been cheated of revenge several times already.]]
* CorruptPolitician: Flagstone’s Mayor Higgins is on the [=DeVitt=] Company's payroll and sold Kate's ranch to them behind her back.
back. Kate is murderously displeased.
* CosmeticAward: Completing a stage once will reveal a number of medals badges that can be earned. Difficulty ranges from manageable fairly easy (e.g. “open all the cages” in the bayou mission) to completely insane, and clearly insane (e.g. “do not save” or “do not use a character’s entire kit” in that character vs. seven enemies scenario), but there's there are no gameplay rewards attached to them.
* CutenessProximity: Isabelle's cat, Stella, can be used as a distraction. Normal guards can't resist petting it her when it's she’s near them.
* DarkestHour: The end of the second act chapter of the game. [[spoiler:When game [[spoiler:when all five characters are captured and shipped off to be worked to death in the [=DeVitt=] gold mines.mines. The ensuing Las Piedras mission also qualifies as [=McCoy’s=] departure had punched a hole in the gang’s morale and Kate very nearly follows in his footsteps.]]



** Cooper lampshades that the coins he uses to distract enemies are fakes. This is likely to ease players' worries about Cooper throwing away valuable currency.
** In Isabelle's intro mission, If you try to rescue Doc using someone mind-controlled by Isabelle, he'll kill them, and Isabelle will comment that he probably needs to see a friendly face rather than an enemy.



** In Isabelle's intro mission, if you try to rescue Doc using a goon mind-controlled by Isabelle, he'll kill them, and Isabelle will comment that he in all likelihood needs to see a friendly face rather than an enemy. A puppet can still save all other characters.



** Isabelle can put characters that are already under your control under ''her'' Mind Control to frankly entertaining results as all of the characters -- and Doc in particular -- will have distinct reactions to it.
** Isabelle's [[{{synchronization}} Connect]] has a ton of secret synergies that a clever player can utilize. For instance, the game states that Hector's personal healing item (a flask of moonshine called "The Good Stuff") is too strong for anyone else to use. If you Connect Hector to a guard and have him take a swig, the connected guard instantly passes out. Another example includes using Connect on one live mook and one tied-up one, then disposing the latter into a body of water (a building won't work as it doesn't kill), which will drown the other mook even if they're on land. This even plays a special drowning animation.
** For the O'Hara Ranch mission Hector and Doc bet on who will get the most kills. They'll keep track of this by counting each one out loud, and they'll keep counting up to a hundred which, normally, is not possible to achieve as there are only 85 enemies on the entire map. If you cheat and keep spawning foes for them to slaughter, as soon as one of them gets to a hundred, they'll stop counting and, depending on who won, will have a unique exchange.

to:

** Isabelle can put characters that are already under your the player’s control under ''her'' Mind Control to frankly entertaining results as all of the characters -- Doc and Doc Hector in particular -- will have distinct reactions to it.
** Isabelle's [[{{synchronization}} Connect]] ''Connect'' has a ton of secret synergies that a clever player can utilize. For instance, the game states that Hector's personal healing item (a flask of moonshine whiskey called "The "the Good Stuff") is too strong for anyone else to use. If you Connect connect Hector to a guard and have him take a swig, the connected guard instantly passes out. Another example includes using Connect ''Connect'' on one live mook and one tied-up one, then disposing chucking the latter into a body of water (a building won't work as it doesn't kill), which will drown the other mook even if they're on land. This even plays a special drowning animation.
animation.
** For In the O'Hara Ranch mission Hector and Doc bet on who will get the most kills. They'll keep track of this their progress by counting each one out loud, loud and they'll keep counting up to a hundred which, normally, is not possible to achieve as there are only 85 enemies on the entire map. If you cheat and keep spawning foes mooks for them to slaughter, as soon as one of them gets to a hundred, they'll stop counting and, depending on who won, will have a unique exchange.



* DifficultyLevels: Beginner, Normal, Hard, and [[HarderThanHard Desperado]]. Somewhat uniquely to the tactical stealth genre, changing the difficulty also changes the enemy mob setups in the level.
* TheDogWasTheMastermind: In one of the challenge maps, you are tasked with taking out four gang leaders. One is a chicken called El Pollo Mateo. The chicken's description says, "The chicken is behind it all. Put an end to its schemes."

to:

* DifficultyLevels: Beginner, Normal, Hard, and [[HarderThanHard Desperado]]. Somewhat uniquely to the tactical stealth genre, changing Raising the difficulty also changes the enemy mob types and setups in the level.
level. Desperado also disables the pause feature of the Showdown Mode.
* TheDogWasTheMastermind: In one of the challenge Baron’s Challenge maps, you are tasked with taking out four gang leaders. One is a chicken called El Pollo Mateo. The chicken's description says, "The chicken is behind it all. Put an end to its schemes."



* DragonTheirFeet: [[spoiler:Frank quits [=DeVitt=]'s employ just before the heroes carry on their plan to capture the latter. Therefore, after [=DeVitt=] is defeated, there's a final mission in which the heroes have to get to Frank who has returned to his old hideout.]]
* EasyLevelTrick: Casa [=DeVitt=], the penultimate mission, has our heroes infiltrate [=DeVitt=]'s heavily guarded villa during a gala full of people to try and kidnap him. The initial plan was for the group to cause a distraction, either using fireworks or a fancy contraption in the backyard to distract people away from the main plaza, leaving [=DeVitt=] alone with a few guards. This requires elaborate cooperation between the four characters to systematically elliminate [=DeVitt=]'s men stealthy until they are clear to proceed with the plan. [[spoiler:Or you can just elliminate a few guards on the balcony and get Isabelle up there then have her mind control [=DeVitt=] once he walks into range, before getting him out of the guards' views, knock him out, tie him up, and carry him to the wagon before bringing the rest of the group there, finishing the mission. Kate and Cooper don't even have to do anything at all besides reuniting with the others. In fact, there are even two medals that can be earned by not using any of Kate and Cooper's skills and have Isabelle mind-controlled [=DeVitt=].]]
* EliteMooks: The Longcoats are the only enemies that can't be killed in one hit (except by [[TheBigGuy Hector]]). They can't be distracted by conventional means and also see through Kate's disguise.
* EnemyChatter: Enemies close to each other will have a chat if the player camera pans to them. Some enemies and civilians need to have a character to close in order to eavesdrop, and these conversations often unlock hints.
* EqualOpportunityEvil:
** The various gangs of bandits recruit women among their ranks.
** The [=DeVitt=] Company seems to have no problem hiring women or black people as their muscle.
* EvenEvilHasStandards: Frank ends up having enough of [[RichJerk DeVitt]] [[spoiler:and quits his job as his top enforcer at the start of the next to last mission]].
* EveryoneHasStandards: The heroes of the game [[AntiHero don't always distinguish themselves by their moral sense]], but their idle comments during some missions make clear that [[SlaveryIsASpecialKindOfEvil they all loathe slavery]].
* EvilInc: For the general public, the [=DeVitt=] Company is a respectable railroad company. Behind the scenes, the company practices slavery by using legal loopholes to bypass its ban, kidnaps people to use them as slaves, and uses violence to take the lands it wants.
* FireForgedFriends: How Cooper meets all of his companions. [[spoiler: He saves Doc during a train robbery. He runs into Kate during a wedding heist. Isabelle saves him during a riverboat shootout. And Hector spared his life as a kid when Frank ordered him executed.]]
* {{Foreshadowing}}: The citizens of Baton Rouge mention several times 'swamp witches' and 'swamp witchery'. The next mission introduces Isabelle, who can use voodoo abilities.
* FreudianExcuse: Implied with [=DeVitt=], if he is telling the truth during his ramblings to his guards after his party is ruined. Apparently, as soon as he was old enough, his father threw him out of the house in the streets with only his clothes and a dime, and let him fend for himself.
* GameplayAndStorySegregation: In the third mission, Cooper's and Hector's objective is to kill the local leaders of the [=DeVitt=] company. However, due to how its engine works, the game will also count them 'dead' even if they were only knocked out, trussed up, and hidden somewhere (for instance in one of the closets of the brothel for Wild Marge).
* GenderIsNoObject: The [=DeVitt=] Company employs plenty of gunwomen in addition to gunmen. This isn't purely cosmetic either; Female mooks are immune to Kate's [[ShowSomeLeg distraction techniques]] and will also dissuade their male colleagues if Kate tries to distract them if they're nearby.
* GoodIsNotNice: The protagonists fight with gangs of bandits and the corrupt [=DeVitt=] company, but they are also jaded people who are not above using lethal means to get rid of the enemy mooks. They will also rough up civilians if they can't avoid it, such as knocking out someone so that Kate can steal her clothes to disguise herself.
* GunsAkimbo: Cooper carries two revolvers, which lets him take down two enemies at once. Interestingly, he carries two different models of revolver; His signature Remington from previous games and a Colt Navy.
* HealThyself: Hector carries a flask of The Good Stuff, a swig of which will completely restore his HP. The tooltip says it's too strong for the other characters, unlike [=McCoy=], who can use his medical skills on anyone, himself included.
* HeelFaceTurn: [[spoiler:Hector, in the backstory, used to work for Frank. He switched sides when Frank asked him to kill Cooper, who was just a child at the time.]]

to:

* DragonTheirFeet: [[spoiler:Frank quits [=DeVitt=]'s employ just before the heroes carry on out their plan to capture the latter. Therefore, after [=DeVitt=] is defeated, subdued and shipped off, there's a final mission in which the heroes have go to get to confront Frank who has returned to his old hideout.hideout in Mexico.]]
* EasyLevelTrick: EasyLevelTrick:
** The New Orleans mission where the gang looks for Marshall Wayne involves going over three different locations with a fine-tooth comb for evidence. Any of the three informants can hold the incriminating letter and the game randomly determines it every time you play it. Every informant is surrounded by hordes of bodyguards and civilians who will call for the guards if they witness you using any of your skills, so ordinarily, you’re required to slowly and methodically chip away at the guards before you can approach the informant. Or you can simply get [=McCoy=] into position, get him to snipe the informant, then waltz in with the disguised Kate, and pluck the letter off the guy’s still-warm body. [[spoiler:And the fact a chunk of the second part of this mission where the gang makes their way to [=DeVitt’s=] storage yard can be skipped by taking a shortcut near Café Chez Manu is sure make one’s life much easier.]]
**
Casa [=DeVitt=], the penultimate mission, has our heroes infiltrate [=DeVitt=]'s heavily guarded well-guarded villa during a gala full of people to try and kidnap him. The initial plan was for the group to cause a distraction, either using fireworks or a fancy contraption in the backyard to distract people away from the main plaza, leaving [=DeVitt=] alone with a few guards. This requires elaborate cooperation between the four characters to systematically elliminate eliminate [=DeVitt=]'s men stealthy stealthily until they are clear to can proceed with the plan. [[spoiler:Or you can just elliminate eliminate a few guards on the balcony and get Isabelle up there then have her mind control [=DeVitt=] once he walks wanders into range, before getting him out of the guards' views, knock knocking him out, tie him up, and carry carrying him to the wagon before bringing the rest of the group there, extraction wagon, finishing the mission. Kate and Cooper don't even have to do anything at all besides reuniting with the others. In fact, there are even two medals badges that can be earned by not using any of Kate and Cooper's skills and have having Isabelle mind-controlled Mind Control [=DeVitt=].]]
]]
* EliteMooks: The Longcoats Long Coats are the only enemies that can't be killed in one hit (except by [[TheBigGuy Hector]]).Hector in melee). They can't be distracted by conventional means and also see through Kate's disguise.
* EnemyChatter: Enemies close to each other will have a chat if the player camera pans to them. Some enemies and civilians need to have a character to close in order to eavesdrop, and these These conversations often unlock hints.
will occasionally provide hints and/or deepen the lore.
* EqualOpportunityEvil:
** The various gangs of bandits recruit women among their ranks.
**
EqualOpportunityEvil: The [=DeVitt=] Company seems to have has no problem hiring women or and black people as their muscle.
* EvenEvilHasStandards: Frank ends up having enough of [[RichJerk DeVitt]] [[spoiler:and quits [=DeVitt=] smuggles slaves and while many goons under his job employ will enthusiastically “look after” them, the player will just as his top enforcer often encounter mooks that express their discomfort at the start of the next to last mission]].
notion.
* EveryoneHasStandards: The heroes of the game [[AntiHero don't always distinguish themselves by their moral sense]], sense, but their idle comments during some missions the bayou mission make it clear that [[SlaveryIsASpecialKindOfEvil they all loathe slavery]].
slavery.
* EvilInc: For In the general public, public eye, the [=DeVitt=] Company is a respectable if a tad ruthless railroad company. Behind the scenes, however, the company practices dabbles in slavery by using legal loopholes to bypass its ban, kidnaps people to use and works them as slaves, to death in the gold mines, and uses violence to take the lands it wants.
* FireForgedFriends: How Cooper meets and grows close to all of his companions. [[spoiler: He saves bails Doc out during a train robbery.robbery; Doc saves him right back. He runs into Kate during a wedding heist. Isabelle saves him during a riverboat shootout. And Hector spared [[spoiler:spared his life as a kid when after Frank ordered him executed.his execution.]]
* {{Foreshadowing}}: The citizens of Baton Rouge mention several times 'swamp witches' and 'swamp witchery'. witchcraft'. The next mission introduces Isabelle, Isabelle who can use voodoo abilities.
voodoo.
* FreudianExcuse: Implied with [=DeVitt=], [=DeVitt=] if he is telling the truth during his ramblings to his guards after his party is ruined. Apparently, as soon as he was old enough, his father threw him out of the house in the streets with only his clothes and a dime, and let him fend for himself.
* GameplayAndStorySegregation: In the third mission, Cooper's and Hector's objective is to kill the local leaders head representatives of the [=DeVitt=] company. Company. However, due to how its the engine works, the game will also count them 'dead' even if they were only knocked out, trussed up, and hidden somewhere (for instance in one of the closets of the brothel for Wild Marge).
* GenderIsNoObject: The [=DeVitt=] Company employs plenty of gunwomen in addition to gunmen. This isn't purely cosmetic either; Female female mooks are immune to Kate's [[ShowSomeLeg distraction techniques]] wiles and will also dissuade their male colleagues if Kate tries to distract lure them away if they're nearby.
nearby.
* GoodIsNotNice: The protagonists fight with gangs of face off against bandits and the corrupt [=DeVitt=] company, Company, but they are also jaded people who are not above using lethal means to get rid of ridding the enemy mooks.world of their foes. They will also rough up civilians if they can't avoid it, such as knocking out someone so that Kate can steal her clothes to disguise herself.
* GunsAkimbo: Cooper carries two revolvers, revolvers which lets let him take down two enemies at once. Interestingly, he carries two different models of revolver; His models: his signature Remington New Model Army from previous games and a Colt Navy.
1851 Navy.
* HealThyself: Hector carries a flask of The the Good Stuff, a swig of which will completely restore his HP. The tooltip says it's too strong for the other characters, everyone else unlike [=McCoy=], [=McCoy=] and Isabelle who both can use his their medical skills on anyone, himself themselves included.
* HeelFaceTurn: [[spoiler:Hector, in the backstory, used to work for Frank. He switched sides when Frank asked him to kill Cooper, Cooper who was just a child at the time.]]



* HopelessBossFight: When Cooper confronts Frank in New Orleans, the player is given control to allow for one action only: Drawing Cooper's Colt Navy revolver. Unfortunately, Frank is quicker on the draw and shoots Cooper in the leg, which puts him out of action for a while.
* HypocriticalHumor:
** Hector chastises Cooper for resorting to poisoning, arguing that a killer should look at their victim in the eye. This is coming from a man frequently using a giant bear trap (which he named) to kill others, as Cooper points out.
-->'''Hector''': I don't know, amigo. You kill a man you look him in the eye.
-->'''Cooper''': Like when you use that giant bear trap of yours?
-->'''Hector''': Hey, leave Bianca out of this.
** One of the enemy thugs eulogizing Bill in the same mission.
-->'''Gunman''': Bill ... was a good man. Never hurt a fly. Beat his wife like there was no tomorrow, but who doesn't, eh? You rest in peace there, Bill.
* ICallHerVera:

to:

* HopelessBossFight: When [[spoiler:When Cooper confronts Frank in the New Orleans, Orleans docks, the player is given control to allow for one action only: Drawing drawing Cooper's Colt Navy revolver. Unfortunately, Frank is quicker on the draw and shoots Cooper in the leg, leg which puts him out of action for a while.
while.]]
* HypocriticalHumor:
HypocriticalHumor:
** Hector chastises Cooper for resorting to poisoning, poisoning a vat with whiskey, arguing that a killer should look at their victim in the eye. This is coming from a man frequently using a giant bear trap (which he named) to kill others, others as Cooper points out.
-->'''Hector''': -->'''Hector:''' I don't know, amigo. You kill a man you look him in the eye.
-->'''Cooper''':
eye.\\
'''Cooper:'''
Like when you use that giant bear trap of yours?
-->'''Hector''':
yours?\\
'''Hector:'''
Hey, leave Bianca out of this.
this!
** One of the enemy thugs eulogizing Bill delivering a brief eulogy to another deceased mook in the same mission.
-->'''Gunman''': Bill ...-->'''Gunman:''' Bill... was a good man. Never hurt a fly. Beat his wife like there was no tomorrow, but who doesn't, eh? You rest in peace there, Bill.
* ICallHerVera: ICallHerVera:



* InstantDeathStab: Cooper uses a Bowie knife to quietly take out targets. Seeing as this is a stealth game, the targets die instantly with minimal noise.
* InstantReplay: New to the series, a post-game map replays your routes and actions at high speed. It also tracks your kills and knock outs, saves, loads, and which abilities you used.
* InterfaceSpoiler: Right from the first mission in the game, when you hit the 'pause' button and see the control scheme, you can already see locators for the controls to execute Showdown Mode with [=McCoy=], Hector, Kate, and Isabelle, well before any of them have debuted in the story.
* ItsPersonalWithTheDragon: [=DeVitt=] is the main instigator of all the evil actions of the Company, but Cooper's true beef is with his top enforcer Frank, [[spoiler:a retired outlaw responsible for the death of his father]].
* JustifiedTutorial: The prologue level featuring a young Cooper assisting his father hunting down a bounty has Cooper's father instruct him in all the tricks of the trade and, by extension, the player regarding the basic gameplay mechanics.
* LastLousyPoint: There's an achievement for killing or incapacitating all 31 of the [=NPCs=] named after Mimimi developers. Made worse by the lack of in-game progress tracking specifying which ones you've already eliminated, as well as some [=NPCs=] having names but not being considered part of the achievement.
* LeaveNoWitnesses: One of the Baron's challenges and a few mission achievements require this.
* LittleUselessGun: Kate's Derringer is an aversion. While it has a shorter range than other guns, it's still just as lethal as other guns and is quieter than Cooper's revolvers.
* MakeItLookLikeAnAccident: Environmental kills won't cause surviving enemies to sound the alarm. While they will scour the area in a panic, they won't call reinforcements or fail any "remain undetected" objectives. Bizarrely, this even applies to accidental deaths copied using Isabelle's [[{{Synchronization}} Link]] ability, meaning that a guard who suddenly gets crushed to death by ''nothing'' in the middle of an open field will still be treated as an accident by anyone who sees it happen.
* MuggedForDisguise: Kate can disguise herself as a civilian and walk in plain sight in restricted areas, with only the elite guards and the dogs being able to recognize her as an impostor, but it often involves stealing the clothes from another woman after knocking her out.
* NGOSuperpower: Officially, the [=DeVitt=] Company is a railroad company. However, its massive wealth allows it to maintain a small private army of guards and to have several gangs of criminals working for it. It's powerful enough to control a city such as Flagstone and to put New Orleans on complete lockdown.

to:

* InstantDeathStab: Cooper uses a Bowie knife to quietly take out targets. Seeing as this is a stealth game, the targets die instantly fast with minimal noise.
* InstantReplay: New to the series, a post-game map replays your routes and actions at high x32 speed. It also tracks your kills and knock outs, knockouts, saves, loads, and which abilities you used.
* InterfaceSpoiler: Right from the first mission in the game, game when you hit the 'pause' button and see the control scheme, you can already see locators for the controls to execute Showdown Mode with [=McCoy=], Hector, Kate, and Isabelle, well before any of them have debuted in the story.
* ItsPersonalWithTheDragon: Vincent [=DeVitt=] is the main instigator of all the evil actions of the Company, antagonistic force, but Cooper's true beef is with his top enforcer enforcer, Frank, [[spoiler:a retired outlaw responsible for the death of his father]].
* JustifiedTutorial: The prologue level featuring features a young Cooper fourteen-year-old John assisting his father hunting father, James, in tracking down a bounty has Cooper's father instruct bounty. James instructs him in all the tricks and tools of the trade and, by extension, the player regarding the basic gameplay mechanics.
mechanics.
* LastLousyPoint: There's an achievement for killing or incapacitating all 31 of the [=NPCs=] named after Mimimi developers. Made worse by the lack of in-game progress tracking specifying which ones you've already eliminated, as well as some [=NPCs=] having names but not being considered part of the achievement.
achievement.
* LeaveNoWitnesses: One of the Baron's challenges and a few mission achievements require this.
badges ask you to murder absolutely everyone on a map (excluding civilians and guards residing in their barracks).
* LittleUselessGun: Kate's Derringer is an aversion. While it has a shorter the shortest range than of all other guns, guns at your disposal, it's still just as lethal as other guns and is a lot quieter than Cooper's revolvers.
revolvers or Hector’s sawed-off.
* MakeItLookLikeAnAccident: Environmental kills won't cause surviving enemies to sound the alarm. While they will scour the area in a panic, they won't call reinforcements or fail any "remain undetected" “remain undetected” objectives. Bizarrely, this even applies to accidental deaths copied using Isabelle's [[{{Synchronization}} Link]] ability, ''Connect'', meaning that a guard who suddenly gets crushed to death by ''nothing'' in the middle of an open field will still be treated as an accident by anyone who sees it happen.
* MasterOfUnlocking: [=McCoy=], as always. He even boasts about being able to crack open Vincent [=DeVitt’s=] safe despite not even looking at what kind of lock he’ll be facing.
*
MuggedForDisguise: Kate can disguise herself as a civilian and walk in her enemies’ plain sight in restricted areas, sight, with only the elite guards Long Coats and the dogs being able to recognize her as an impostor, but it often always involves stealing the clothes from of another woman after knocking her out.
* NGOSuperpower: Officially, the [=DeVitt=] Company is a railroad company. However, its massive wealth stemming from its gold mine and slave trade allows it to maintain a small private army of guards and to have several gangs of criminals working for it. It's powerful enough to control a city such as Flagstone and to put New Orleans on complete lockdown.



* NoGearLevel: Baton Rouge, somewhat. Your characters have no weapons but retain utility items. [[spoiler: [=DeVitt=] Goldmine]] can also be played this way for an achievement. One of the challenge levels also takes away every method of harming or incapacitating enemies directly. Downplayed in Casa [=DeVitt=]. Cooper has to do without his revolvers, but retains all his other abilities, including his knife.
* NonActionBigBad: Due to being, in Cooper's words, a "rich asshole", Mr. [=DeVitt=] relies on Frank and all his guards to do the fighting for him. [[spoiler:Though he's not as weak as he appears, as he was able to get the drop on Hector and steal his weapon, and knows how to use a shotgun.]]
* NoSell: Female mooks are immune to Kate's charms. The one possible case where they might work occurs before Kate joins the party.
* OnlyAFleshWound:

to:

* NoGearLevel: Baton Rouge, somewhat. Your characters have no weapons but retain utility items. their distraction skills. [[spoiler: [=DeVitt=] Goldmine]] can also be played this way for an achievement. One a badge. Several of the challenge Baron’s Challenge levels also takes take away every method of harming or incapacitating enemies directly. Downplayed in Casa [=DeVitt=]. Cooper has to do without his revolvers, revolvers but retains all his other abilities, including his knife.
knife.
* NonActionBigBad: Due to being, in Cooper's words, a "rich asshole", Mr. Vincent [=DeVitt=] relies on Frank and all his guards to do the fighting for him. [[spoiler:Though he's not as weak as he appears, as he was able to get the drop on Hector and steal his weapon, and knows how to use a shotgun.]]
* NoSell: NoSell:
**
Female mooks are immune to Kate's charms. The one possible case where they might work occurs before Kate joins the party.charms and Long Coats will spot and identify her on a moment's notice.
** Using Kate to try and distract [=DeVitt=] himself during his gala party will result in Vincent recognizing her and sounding the alarm.
** Downplayed with Long Coats and [=McCoy’s=] gas flasks. Normally, the gas knocks everyone, including your party members, out cold. Long Coats are immune because of their bandanas, but the gas will still weaken them, allowing any one of your characters to melee them.
* OnlyAFleshWound: OnlyAFleshWound:



** Averted with Kate's uncle who gets hit in the shoulder by a gatling gun but claims 'It looks worse than it is'. [[spoiler:He quickly collapses and dies from bloodloss.]]

to:

** Averted with Kate's uncle who gets hit in the shoulder by a gatling gun bullet but claims 'It ‘it looks worse than it is'. [[spoiler:He is.’ He quickly collapses and dies from bloodloss.]]the blood loss.



* PurelyAestheticGender: Subverted. At first, it seems like female {{Mook}}s are just there for the sake of it, but there's actually a gameplay mechanic behind it: Kate's [[ShowSomeLeg distraction techniques]] [[IgnoreTheFanservice won't work on them]].

to:

* PurelyAestheticGender: Subverted. At first, it seems like female {{Mook}}s mooks are just there for the sake of it, but there's actually a gameplay mechanic behind it: Kate's [[ShowSomeLeg distraction techniques]] [[IgnoreTheFanservice techniques won't work on them]]. them.



* RealTimeWithPause: Showdown Mode pauses the game (except on the highest difficulty, where it simply slows time down) to allow the player to line up actions from several characters at once. [[spoiler: This mechanic is vital during the game's final confrontation.]]
* ReplayValue: Some of the game badges are mutually exclusive (e.g. in the "Until Death Do Us Part" one badge is earned by ''not'' using the Gatling gun and another is earned by killing at least 15 enemies with it), making it mandatory to replay the mission if the player wishes to collect all the badges. Even when badges theoretically aren't exclusive, it's often way too impractical if not impossible to actually earn them all on a single gameplay; for example the speedrun badge is all but unobtainable unless the player forgoes the badges earned by ''not'' using a certain skill (as they limit considerably the strategic possibilities) or by doing a non essential action that requires a detour from the main quest.
* SacrificialLion: [[spoiler:Kate's uncle, a big boisterous Irishman capable of holding off an entire squad of goons with only Cooper and his niece by his side during the shoot-out at O'Hara Ranch, dies of bloodloss after getting hit by a gatling gun bullet.]]
* SaveScumming: Expected and encouraged by the game, to the point that you are reminded if you haven't saved in a while.

to:

* RealTimeWithPause: Showdown Mode pauses the game (except on the highest difficulty, where it simply slows time down) difficulty) to allow the player to line up actions from several characters at once. [[spoiler: This mechanic is vital during the [[spoiler:The game's final confrontation.confrontation cannot be won without it.]]
* ReplayValue: Some of the game badges are mutually exclusive (e.g. in the "Until Death Do Us Part" one badge is earned by ''not'' using the Gatling gun and another is earned by killing at least 15 enemies with it), making it mandatory to replay the mission if the player wishes to collect all the badges. Even when badges theoretically aren't exclusive, it's often way too impractical if not impossible to actually earn them all on a single gameplay; for example example, the speedrun badge is all but unobtainable unless the player forgoes the badges earned by ''not'' using a certain skill (as they limit considerably the strategic possibilities) or by doing a non essential non-essential action that requires a detour from the main quest.
* SacrificialLion: [[spoiler:Kate's Kate's uncle, a big boisterous Irishman capable of holding off an entire squad of goons with only Cooper and his niece by his side during the shoot-out shootout at the O'Hara Ranch, dies of bloodloss blood loss after getting hit by a gatling gun bullet.]]
bullet. His death motivates Kate all the way.
* SaveScumming: Expected and encouraged by the game, game to the point that you are reminded if you haven't saved in a while.while. The mechanic is so prominent, in fact, it’s ''the'' main highlight of ''Desperados III'' announcement trailer.



** Between Cooper and Kate, who are shown to take a liking to each other during their adventures. By the time of the second half of the game, Copper is for instance shown to be especially worried for her safety. [[spoiler:She kisses him just before the beginning of his climactic duel with Frank.]]
** Also, between [=McCoy=] and Isabelle, though it's more of a SlapSlapKiss tease. The two of them constantly argue, but [=McCoy=] keeps coming up with reasons to stick with her, which she subtly teases him for, and [[spoiler:when [=McCoy=] temporarily leaves the team, Isabelle constantly notes how useful it would be to have him around.]]

to:

** Between Cooper and Kate, Kate who are shown to take a liking to each other during their adventures. By the time of the second half of the game, Copper is for instance shown to be especially worried for her safety. [[spoiler:She kisses {{Big Damn Kiss}}es him just before the beginning of his climactic duel with Frank.]]
Frank]]. But seeing as these two are an OfficialCouple in all other ''Desperados'' games, it might come across as ForegoneConclusion.
** Also, between Between [=McCoy=] and Isabelle, though it's more of a SlapSlapKiss tease. BelligerentSexualTension flavor. The two of them constantly argue, bicker and make bets, but [=McCoy=] keeps coming up with reasons to stick with her, by her which she subtly teases him for, and [[spoiler:when [=McCoy=] he temporarily leaves the team, Isabelle constantly notes how useful it would be to have explicitly comments that she misses him]]… before calling him around.]]an idiot. Kate is very much aware of what’s happening between these two, and the “belligerent” part gets seemingly downplayed in the DLC.



* ShotgunsAreJustBetter: Hector's shotgun fires in a cone shaped arc, but anyone inside that cone is dead, allowing Hector to take out [[OneHitPolykill swathes of mooks]] with a single blast.
* ShoutOut:
** Between his name, his status of a retired outlaw working for a railroad company owner, and all the dialogues centered around him ultimately missing the good old days of the Far West before the railroad brought modernity to these lands, it's pretty clear that [[TheDragon Frank]] is a huge loving homage to... well, [[Film/OnceUponATimeInTheWest another Frank]]. Especially when you see Cooper's backstory and learn that [[spoiler:like the other Frank, this one forced the protagonist into a position where they were responsible for the death of a relative.]]
** One of Kate's lines refers to [[Series/{{Westworld}} a certain other western-themed series]]:
-->'''Kate''': These violent delights...
** Isabelle is a WitchDoctor using BloodMagic, so obviously she has [[WesternAnimation/ThePrincessAndTheFrog her own references]]:
-->'''Isabelle''': I've got friends on the other side...

to:

* ShotgunsAreJustBetter: Hector's shotgun fires in a cone shaped cone-shaped arc, but anyone inside that cone is dead, allowing Hector to take out [[OneHitPolykill swathes of mooks]] with a single blast.
blast.
* ShoutOut:
ShoutOut:
** Between his name, his status of as a retired outlaw working for a railroad company owner, and all the dialogues centered around him ultimately missing the good old days of the Far West before the railroad brought modernity to these lands, it's pretty clear that [[TheDragon Frank]] Frank is a huge loving homage to... to, well, [[Film/OnceUponATimeInTheWest another Frank]]. Especially when you see Cooper's backstory and learn that [[spoiler:like the other Frank, this one forced the protagonist into a position where they were responsible for the death of a relative.]]
** One of Kate's select lines refers to [[Series/{{Westworld}} a certain other western-themed series]]:
-->'''Kate''': -->'''Kate:''' These violent delights...
** Isabelle is a WitchDoctor using BloodMagic, voodoo, so obviously she has [[WesternAnimation/ThePrincessAndTheFrog her own references]]:
-->'''Isabelle''': -->'''Isabelle:''' I've got friends on the other side...side.



** With his longcoat and hat, him being an elite marksman, and his dour personality, [=McCoy=] brings to mind [[Film/ForAFewDollarsMore Colonel Mortimer]].

to:

** With his longcoat and hat, him being an elite marksman, and his dour personality, Just like in all other ''Desperados'' games, [=McCoy=] brings to mind is still a Creator/LeeVanCleef expy, taking vastly after both [[Film/ForAFewDollarsMore Colonel Mortimer]].Douglas Mortimer]] and [[Film/TheGoodTheBadAndTheUgly Angel Face]].



* SlaveryIsASpecialKindOfEvil: The [=DeVitt=] Company uses slaves, which it kidnaps with the help of criminal gangs on its payroll, and this specific action is shown to particularly disgust the main characters.
* StabTheScorpion: When Cooper and [=McCoy=] first meet, Cooper saves [=McCoy=] from a pair of thugs. [=McCoy=] returns the favor by aiming his gun at Cooper, prompting Cooper to respond with an annoyed "really?"... only for [=McCoy=] to fire and shoot the third thug creeping up behind him.
* StarterVillain: Big Ann, the leader of the gang attacking the train that Cooper is using to go to Flagstone, is the first antagonist of the game and isn't mentioned after her gang is defeated. She's also a LoneWolfBoss, as she doesn't have ties with the [=DeVitt=] company; in fact her actions even indirectly opposes the company as she's robbing one of their trains.

to:

* SlaveryIsASpecialKindOfEvil: The [=DeVitt=] Company uses slaves, slaves which it kidnaps “procures” with the help of criminal gangs on its payroll, and this specific action is shown to particularly disgust the main characters.
* StabTheScorpion: When Cooper and [=McCoy=] first meet, Cooper saves [=McCoy=] from a pair of thugs. [=McCoy=] returns the favor by aiming his gun at Cooper, prompting Cooper to respond with an annoyed "really?"... "really?" only for [=McCoy=] to fire and shoot the third thug creeping up behind him.
John.
* StarterVillain: Big Ann, the leader of the gang attacking the train that Cooper is using to go to Flagstone, is the first antagonist of the game and isn't mentioned after her gang is defeated. She's also a LoneWolfBoss, LoneWolfBoss as she doesn't have ties with the [=DeVitt=] company; in fact fact, her actions even indirectly opposes oppose the company as she's robbing one of their trains.



** Cooper will tell you a story about a fellow who lost his finger and, among other things, call you a jackass.

to:

** Cooper will tell you a story about a an overly inquisitive fellow who lost his finger and, among other things, call you a jackass. jackass.



** Hector will first laugh at being tickled, then start flirting with you before leaving you for, you guessed it, Bianca.
** Isabelle will use her Mind Control on you and compel you to wipe all of your save data.
* SuspiciouslySimilarSubstitute: Since this is a prequel, Sanchez and Mia (who the group only meets later in the timeline in VideoGame/{{Desperados}}) can't appear. Hector and Isabelle take their places as the hard-drinking Mexican BigGuy with a shotgun and SixthRanger with the TeamPet and darts that can make enemies attack each other, respectively.
* TheGuardsMustBeCrazy: Enemy AI is extremely predictable and easy to manipulate. Administrivia/TropesAreTools and this is to the game's favor, as exploiting this is the cornerstone of the gameplay. That said, the guards actually avert the worst aspects of this trope -- they'll notice if their buddies have disappeared and spend some time looking for them, for instance. New players to the game or genre may also be surprised at just how far the guards can see and what they will react to.

to:

** Hector will first laugh at being tickled, then start flirting with you (and assuming you’re Bianca) before leaving reassuring you for, you guessed it, Bianca.
that, no, he wouldn’t dare look at other women.
** Isabelle will use her Mind Control on you and compel you to wipe all of your save data.
data.
* SuspiciouslySimilarSubstitute: Since this is a prequel, Sanchez and Mia (who the group are met only meets later in the timeline in VideoGame/{{Desperados}}) ''VideoGame/DesperadosWantedDeadOrAlive'') can't appear. Hector and Isabelle take their places as the hard-drinking Mexican BigGuy with a shotgun and SixthRanger with the TeamPet and darts that can make enemies attack each other, respectively.
* TheGuardsMustBeCrazy: Enemy AI is extremely predictable and easy to manipulate. Administrivia/TropesAreTools and this is to the game's favor, favor as exploiting this is the cornerstone of the gameplay.a gameplay cornerstone. That said, the guards actually avert the worst aspects of this trope -- they'll notice if their buddies have disappeared and spend some time looking for them, for instance. New players to the game or genre may also be surprised at just how far the guards can see and what they will react to.



* TheyCallMeMrTibbs: Doc [=McCoy=] is quick to correct everyone that his correct title is Doctor whenever someone calls him Mister.

to:

* TheyCallMeMrTibbs: Doc [=McCoy=] is quick to correct everyone that his correct title is Doctor “Doctor” whenever someone calls him Mister. “Mister.”



* ThrowingYourSwordAlwaysWorks: Cooper carries a knife, which he can throw for silent ranged kills, and something he expresses great pride of when equipping it.
* TooDumbToLive:
** Mayor Higgins still tries to marry Kate [[spoiler:after having already sold the deed of her family's ranch behind her back]]. Somehow, he expects that this will have no repercussion on him. Frank rightfully points out that this is a stupid decision during their meeting.
** Magnus [=DeVitt=], the brother of Vincent [=DeVitt=] and antagonist of the second DLC mission, definitively is. It's one thing to gloat in a message that you hid your brother's money while revealing your identity. It's another to keep acting like a SmugSnake and to belittle the armed people who cornered you alone on the roof of your mansion in order to ask you about said money, after having probably neutralized and potentially killed a good chunk of your guards. [[spoiler:Killing him actually even gives an achievement.]]
* TruceZone: Sort of. You can freely move in the streets of Flagstone, New Orleans and the public-allowed parts of the [[spoiler:[=DeVitt=] Mansion (though only with Cooper and Kate who are posing as guests)]] without getting shot at, as long you are not caught doing anything suspicious. This also allows Kate to use her usually disguise-dependent abilities without said disguise.

to:

* ThrowingYourSwordAlwaysWorks: Cooper carries a knife, which he can throw for silent ranged kills, and something he expresses great pride of in when equipping it.
* TooDumbToLive:
TooDumbToLive:
** Mayor Higgins still tries to marry Kate [[spoiler:after after having already sold the deed of her family's ranch behind her back]]. back. Somehow, he expects that this will have no repercussion on repercussions for him. Frank rightfully points out that this is was a stupid decision during their meeting.
** Magnus [=DeVitt=], the brother of Vincent [=DeVitt=] and antagonist of the second DLC mission, definitively is. It's one thing to gloat in a message that you hid your brother's money while revealing your identity. It's another to keep acting like a SmugSnake and to belittle the armed people who cornered you alone on the roof of your mansion in order to ask you about said money, after having probably neutralized and potentially killed a good chunk of your guards. [[spoiler:Killing him actually even gives an achievement.a badge.]]
* TruceZone: Sort of. You can freely move in the streets of Flagstone, New Orleans Orleans, and the public-allowed parts of the [[spoiler:[=DeVitt=] Mansion (though only with Cooper and Kate who are posing as guests)]] without getting shot at, as long you are not caught doing anything suspicious. This also allows Kate to use her usually disguise-dependent abilities without said disguise.



* VideogameCaringPotential: The game allows for non-lethal attack options, but there's actually no penalty for killing enemies. And since the lethal actions are slightly more efficient and convenient as they don't need the characters to spend time tying up the enemies, players opting to defeat non-lethally as many enemies as possible only do it because they want to be merciful. Some of the mooks have dialogues that slightly humanize them or genuinely funny lines, making some people willing to incapacitate them non-lethally. It's even possible to finish some maps without killing a single soul, and there's actually a reward for doing it the New Orleans, Las Piedras and the final Devil's Canyon missions.[[note]]Though in that last case, the player has to kill Frank and you can kill his posse without losing the achievement. While it's possible to incapacitate most of them non-lethally by using [=McCoy=]'s gas and Isabel's link ability, it's hard to incapacitate all of them in one go without using Hector's shotgun.[[/note]]

to:

* VideogameCaringPotential: The game allows for non-lethal attack options, but there's actually no penalty for killing enemies. And since the lethal actions are slightly more efficient and convenient as they don't need the characters to spend time tying up the enemies, players opting to defeat non-lethally as many enemies as possible only do it because they want to be merciful. Some of the mooks have dialogues that slightly humanize them or genuinely funny lines, making some people willing to incapacitate them non-lethally. It's even possible to finish some maps without killing a single soul, and there's actually a reward for doing it in the New Orleans, Las Piedras Piedras, and the final Devil's Canyon missions.[[note]]Though in that last case, the player has to kill Frank and you can kill his posse without losing the achievement. While it's possible to incapacitate most of them non-lethally by using [=McCoy=]'s gas and Isabel's link ability, but it's hard to incapacitate all of them in one go without using Hector's shotgun.[[/note]] [[/note]]



** You can knock out an already unconscious NPC as many times as you want as long as they're not tied up.
** You can kill a NPC while they're already tied up and defenseless. There's even a reason you might want to do so, since you can use them to kill another NPC remotely using Isabelle's [[{{Synchronization}} Link]] ability.
** The mission in Baton Rouge only gives you non-lethal weapons, which means that killing the enemies requires more efforts than non-lethally taking them out. You can still find ways to do it, and there's even an achievement for killing enough of them. It's worth noting that this time you're not up against the [=DeVitt=] Company or a criminal gang, but against Baton Rouge's citizens who think that you ransacked their town and robbed the bank. And while shooting on sight is DisproportionateRetribution, they have legitimate grievances against the gang. Also, they seem to be acting more on misinformed stupidy than true malice.
** Some of their idle dialogues can be surprisingly good at humanizing the {{Mook}}s. Some of them will invite an other to play cards or to have a drink after their shift as part of their stock lines during a conversation. There are even instances of more elaborate dialogues humanizing them. For instance, in the Casa [=DeVitt=] Mission, it's painfully obvious that one of the longcoats (named Bill by the other characters) has a crush on one of the gunwomen of the estate and tries to ask her out every time he passes near her during his round, but CannotSpitItOut. You can still kill them if you want.

to:

** You can knock out an already unconscious NPC goon as many times as you want as long as they're not tied up.
** You can kill a NPC goon while they're already tied up and defenseless. There's even a reason you might want to do so, so since you can use them to kill another NPC remotely using Isabelle's [[{{Synchronization}} Link]] ability.
''Connect''.
** The mission in Baton Rouge only gives you non-lethal weapons, weapons which means that killing the enemies requires more efforts effort than non-lethally taking them out. You can still find ways to do it, and there's even an achievement a badge for killing enough of them. It's worth noting that this time you're not up against the [=DeVitt=] Company or a criminal gang, but against Baton Rouge's citizens who think that you ransacked their town and robbed the bank. And while shooting on sight is DisproportionateRetribution, they have legitimate grievances against the gang. Also, they seem to be acting more on misinformed stupidy stupidity than true malice.
** Some of their idle dialogues can be surprisingly good at humanizing the {{Mook}}s. mooks. Some of them will invite an other another to play cards or to have a drink after their shift as part of their stock lines during a conversation. There are even instances of more elaborate dialogues humanizing them. For instance, in the Casa [=DeVitt=] Mission, it's painfully obvious that one of the longcoats (named Long Coats, named Bill by the other characters) characters, has a crush on one of the gunwomen of the estate and tries to ask her out every time he passes near her during his round, but CannotSpitItOut. You can still kill them if you want.



** Isabelle can mind-control enemies into killing their allies, including people who are clearly close friends they were just in a conversation with.

to:

** Isabelle can mind-control Mind Control enemies into killing their allies, including people who are clearly close friends they were just in having a conversation with.



** Cooper carries a [[GunsAkimbo pair of revolvers]] that allow him to dispatch two enemies at once. He also uses a Bowie Knife for both close quarters and ranged silent kills.
** Doc uses a [[SniperPistol Buntline Special]] using [[HollywoodSilencer custom rounds]] for long ranged silent kills. He also has an array of [[DeadlyDoctor medical equipment]], such as a lethal syringe, chloroform, and swamp gas bombs that give him greater versatility than other snipers in the real time stealth tactical genre.
** Hector, as TheBigGuy, prefers larger weapons, such as his axe, [[ShotgunsAreJustBetter shotgun]], and [[BearTrap Bianca]].
** While Kate prefers to use her [[DistractedByTheSexy feminine wiles]], she still wields a Derringer, which is quieter than other firearms.
** While Isabelle's blow gun can't kill anyone directly, it does have the useful puppet and link abilities, making this a case of AbnormalAmmo. For direct kills, she does use a small sickle.
* WhatDidIDoLastNight: The Baton Rouge mission starts in the morning after a night of bank-robbery involving things like a piano and a bull somehow getting on roofs, improbable cannonfire ricochet aiming and suspicion of swamp witchery. On top of that, Hector slept with the sheriff's wife, and that alone makes the gang motivated to get out of dodge.
* WhatMeasureIsAMook:

to:

** Cooper carries a [[GunsAkimbo pair of revolvers]] revolvers that allow him to dispatch two enemies at once. He also uses a Bowie Knife for both close quarters close-quarters and ranged silent kills.
kills.
** Doc uses a [[SniperPistol Colt Buntline Special]] Special using [[HollywoodSilencer a custom rounds]] stock and rounds for long ranged silent long-ranged, nigh-silent kills. He also has an array of [[DeadlyDoctor medical equipment]], equipment, such as a lethal syringe, syringe with poison, chloroform, and swamp gas bombs that give him greater versatility than other snipers in the real time real-time stealth tactical genre.
genre.
** Hector, as TheBigGuy, prefers larger larger, noisier weapons, such as his axe, [[ShotgunsAreJustBetter shotgun]], sawed-off shotgun, and [[BearTrap Bianca]].
Bianca.
** While Kate prefers to use her [[DistractedByTheSexy feminine wiles]], wiles, she still wields a Derringer, which is quieter than other firearms.
firearms.
** While Isabelle's blow gun can't kill anyone directly, it does have the useful puppet and link abilities, making this a case of AbnormalAmmo. For direct melee kills, she does use a small sickle.
sickle.
* WhatDidIDoLastNight: The Baton Rouge mission starts in the morning after a night of bank-robbery involving things like a piano and a bull somehow getting on roofs, onto the roof of a local saloon, improbable cannonfire cannon fire ricochet aiming aiming, local militia mistaking [=McCoy=] for Satan, and suspicion of swamp witchery.witchcraft. On top of that, Hector slept with the sheriff's wife, and that alone makes the gang motivated to get out of dodge.
* WhatMeasureIsAMook: WhatMeasureIsAMook:



** The Casa [=DeVitt=]'s mission objectives forbids you to kill [[BigBad Vincent [=DeVitt=]]] as the Marshal wants him alive to be judged, or to kill any of the guests. The lives of the many guards of the estate are free game however. While most of them are implied to be criminals part of Frank's gang and other gangs of outlaws, Vincent [=DeVitt=] is arguably a much more evil human being than them. It's even possible that some of them are mere guards doing their jobs, with no ties with the Company's evil actions.
* WhatTheHellHero: The rest of the party reacts this way to [[spoiler:Cooper insisting on confronting Frank alone, shooting Hector, and getting everyone captured in the New Orleans Docks mission. Hector and Isabelle forgive him fairly quickly, but Doc and Kate continue to react this way for the next few missions.]]

to:

** The Casa [=DeVitt=]'s mission objectives objectively forbids you to kill [[BigBad Vincent [=DeVitt=]]] [=DeVitt=], as the Marshal Marshall wants him alive to be judged, judged or to kill any of the guests. The lives of the many guards of the estate are free game game, however. While most of them are implied to be criminals part of Frank's gang and other gangs of outlaws, Vincent [=DeVitt=] is arguably a much more evil human being than them. It's even possible that some of them are mere guards doing their jobs, with no ties with to the Company's evil actions.
Company.
* WhatTheHellHero: The rest of the party reacts this way to [[spoiler:Cooper insisting on confronting Frank alone, shooting Hector, and getting everyone captured in the New Orleans Docks mission. Hector and Isabelle forgive him fairly quickly, but Doc quits on the spot (albeit not permanently), and Kate continue to react this way for very nearly does the next few missions.same -- Hector convinces her to give Cooper another chance.]]



* WouldHurtAChild: Enemy mooks are willing to kill the fourteen year old Cooper during flashbacks.

to:

* WouldHurtAChild: Enemy mooks are willing to kill the fourteen year old fourteen-year-old Cooper during flashbacks. flashbacks.
Is there an issue? Send a MessageReason:
None


* ReplayValue: Some of the game badges are mutually exclusive (e.g. in the "Until Death Do Us Part" one badge is earned by''not'' using the Gatling gun and another is earned by killing at least 15 enemies with it), making it mandatory to replay the mission if the player wishes to collect all the badges. Even when badges theoretically aren't exclusive, it's often way too impractical if not impossible to actually earn them all on a single gameplay; for example the speedrun badge is all but unobtainable unless the player forgoes the badges earned by ''not'' using a certain skill (as they limit considerably the strategic possibilities) or by doing a non essential action that requires a detour from the main quest.

to:

* ReplayValue: Some of the game badges are mutually exclusive (e.g. in the "Until Death Do Us Part" one badge is earned by''not'' by ''not'' using the Gatling gun and another is earned by killing at least 15 enemies with it), making it mandatory to replay the mission if the player wishes to collect all the badges. Even when badges theoretically aren't exclusive, it's often way too impractical if not impossible to actually earn them all on a single gameplay; for example the speedrun badge is all but unobtainable unless the player forgoes the badges earned by ''not'' using a certain skill (as they limit considerably the strategic possibilities) or by doing a non essential action that requires a detour from the main quest.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ReplayValue: Some of the game badges are mutually exclusive (e.g. in the "Until Death Do Us Part" one badge is earned by''not'' using the Gatling gun and another is earned by killing at least 15 enemies with it), making it mandatory to replay the mission if the player wishes to collect all the badges. Even when badges theoretically aren't exclusive, it's often way too impractical if not impossible to actually earn them all on a single gameplay; for example the speedrun badge is all but unobtainable unless the player forgoes the badges earned by ''not'' using a certain skill (as they limit considerably the strategic possibilities) or by doing a non essential action that requires a detour from the main quest.
Is there an issue? Send a MessageReason:
None


* WouldHurtaChild: Enemy mooks are willing to kill the fourteen year old Cooper during flashbacks.

to:

* WouldHurtaChild: WouldHurtAChild: Enemy mooks are willing to kill the fourteen year old Cooper during flashbacks.
Is there an issue? Send a MessageReason:
Removing outdated Five Man Band tree


* FiveManBand
** TheHero: John Cooper, who is generally the leader and the main focus of the plot.
** TheLancer and TheBigGuy: Hector Mendoza, Cooper's closest friend; he can take more damage than everyone else, carry two bodies at a running speed, and is the only one who can physically match [[EliteMook Longcoats]] one-on-one.
** TheSmartGuy: Doc [=McCoy=], who, in addition to being a doctor, tends to come up with the group's more complex plans.
** TheChick: Kate O'Hara, the only one with only no lethal options except her gun, whose skillset focuses on seduction and distraction.
** SixthRanger: Isabelle Moreau, who joins significantly later than everyone else and who brings a GenreShift by using actual magic in a setting that had been realistic up until then.
** TeamPet: Stella, Isabelle's cat.

Added: 434

Changed: 103

Is there an issue? Send a MessageReason:
None


** If the player manages to trigger the alarm while your gang’s bantering between themselves, they will immediately fall silent and continue their conversation from the point where they left off once the coast is clear.



** Isabelle can put characters that are already under your control under ''her'' Mind Control to frankly entertaining results as all of the characters -- and Doc in particular -- will have distinct reactions to it.



** During the O'Hara Ranch mission where Hector and Doc bet on who will get the most kills, both will count out loud each murder they commit. And they'll keep counting up to a hundred... which, normally, is not possible to accomplish as there are only 85 enemies on the entire map. If you cheat and keep spawning foes for them to slaughter, as soon as one of them gets to a hundred, they'll stop counting and, depending on who won, will have a unique exchange.

to:

** During For the O'Hara Ranch mission where Hector and Doc bet on who will get the most kills, both will count out loud kills. They'll keep track of this by counting each murder they commit. And one out loud, and they'll keep counting up to a hundred... hundred which, normally, is not possible to accomplish achieve as there are only 85 enemies on the entire map. If you cheat and keep spawning foes for them to slaughter, as soon as one of them gets to a hundred, they'll stop counting and, depending on who won, will have a unique exchange.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* StopPokingMe: All five playable characters will have a [[TheFourthWallWillNotProtectYou violently visceral]] reaction if you repeatedly click on them.
** Cooper will tell you a story about a fellow who lost his finger and, among other things, call you a jackass.
** [=McCoy=] will "do inventory" i.e. detail just how many different quick-acting and extremely deadly poisons he has in his bag before inviting you to choose one.
** Kate will recite a little verse about her past suitors and how awful all of them were before directly comparing you to one.
** Hector will first laugh at being tickled, then start flirting with you before leaving you for, you guessed it, Bianca.
** Isabelle will use her Mind Control on you and compel you to wipe all of your save data.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** During the O'Hara Ranch mission where Hector and Doc bet on who will get the most kills, both will count out loud each murder they commit. And they'll keep counting up to a hundred... which, normally, is not possible to accomplish as there are only 85 enemies on the entire map. If you cheat and keep spawning foes for them to slaughter, as soon as one of them gets to a hundred, they'll stop counting and, depending on who won, will have a unique exchange.
---> '''Hector:''' ''(if he got to a hundred first)'' Hah! One-hundred. How many you got, Doc?\\
'''[=McCoy=]:''' I think we're done counting. You've made your point.\\
'''Hector:''' Come now, Doc. I'm always here for a rematch.

---> '''[=McCoy=]:''' ''(if he got to a hundred first)'' That makes a hundred. What's your tally?\\
'''Hector:''' Uh...think I lost count. Let's say it's a draw.\\
'''[=McCoy=]:''' That sounds more like capitulating, Mr. Hector.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* WouldHurtaChild: Enemy mooks are willing to kill the fourteen year old Cooper during flashbacks.
Is there an issue? Send a MessageReason:
added Chinese Launderer and The Wild West

Added DiffLines:

* ChineseLaunderer: In Baton Rouge there is Sam Wong's Laundry, fitting to the game's [[TheWildWest Wild West]] setting.


Added DiffLines:

* TheWildWest: The setting of the game, and it includes many of the Wild West tropes.
Is there an issue? Send a MessageReason:
added The Dog Was The Mastermind

Added DiffLines:

* TheDogWasTheMastermind: In one of the challenge maps, you are tasked with taking out four gang leaders. One is a chicken called El Pollo Mateo. The chicken's description says, "The chicken is behind it all. Put an end to its schemes."
Is there an issue? Send a MessageReason:
None


* BoundAndGagged: One of the core game mechanics for those aiming for non-lethal runs: the heroes can knock out their enemies, but they will wake up after a while. However, the characters (save for Kate) have the ability to tie up unconscious [=NPCs=] to prevent them from moving after they were knocked out (while presumably gagging them as well, even though the game doesn't say it, given the sound clips that play during the animation). There's actually even a gameplay reward for doing so: tied up enemies can be used to lure other mooks, as they will come to free the prisoner if they see them, which can be used to set up an ambush. It even works on longcoats and ponchos, who are otherwise immune to most of the other tactics to make them leave their post.

to:

* BoundAndGagged: One of the core game mechanics for those aiming for non-lethal runs: the The heroes can knock out their enemies, but they the unconscious mooks will wake up after a while. However, the characters (save for Kate) have the ability to tie up unconscious [=NPCs=] to prevent them from moving after they were knocked out (while presumably gagging them as well, even though the game doesn't say it, given the sound clips that play during the animation). There's actually even a gameplay reward for doing so: tied Tied up enemies can be used to lure other mooks, as they will come to free the prisoner if they see them, them ''before'' raising the alarm, which can be used to set up an ambush. It even works on longcoats and ponchos, who are otherwise immune to most of the other tactics to make them leave their post.
Is there an issue? Send a MessageReason:
added Instant Death Stab

Added DiffLines:

* InstantDeathStab: Cooper uses a Bowie knife to quietly take out targets. Seeing as this is a stealth game, the targets die instantly with minimal noise.
Is there an issue? Send a MessageReason:
None


* PacifistRun: Aside from the tutorial, most missions can be be completed just using distractions and non-lethal takedowns; if a mission asks you to eliminate a target, tying them up and hiding their body will be enough to complete the objective. Some missions (such as New Orleans) give a medal for finishing them without killing anyone. There's no explicit encouragement or acknowledgment for playing this way more generally, however, and characters will still kill during cutscenes.

to:

* PacifistRun: Aside from the tutorial, most missions can be be completed just using distractions and non-lethal takedowns; if a mission asks you to eliminate a target, tying them up and hiding their body will be enough to complete the objective. Some missions (such as New Orleans) give a medal for finishing them without killing anyone. There's no explicit encouragement or acknowledgment for playing this way more generally, however, and characters will still kill during cutscenes.
Is there an issue? Send a MessageReason:
None


* PacifistRun: Some missions (such as New Orleans) give a medal for finishing them without killing anyone.

to:

* PacifistRun: Aside from the tutorial, most missions can be be completed just using distractions and non-lethal takedowns; if a mission asks you to eliminate a target, tying them up and hiding their body will be enough to complete the objective. Some missions (such as New Orleans) give a medal for finishing them without killing anyone.anyone. There's no explicit encouragement or acknowledgment for playing this way more generally, however, and characters will still kill during cutscenes.
Tabs MOD

Removed: 300

Is there an issue? Send a MessageReason:
Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* KillEmAll: Some of the Baron's Challenges involve this with certain conditions attached. For example, "For A Few Bullets More" gives you Cooper, Doc, Hector, and Kate with the objective of killing eighty people using only guns (though the kills will still count if they get run over by the train).
Is there an issue? Send a MessageReason:
TRS deemed def-only now


* {{Speedrun}}: Each mission has an achievement for finishing under a certain time limit. Note that the clock is not reset by game loads.

Changed: 17

Removed: 134

Is there an issue? Send a MessageReason:
An Axe To Grind is no longer a trope


* AnAxeToGrind: Hector can use his hunting axe to execute enemies swiftly. It's big enough to take down [[EliteMooks Longcoats]], too.



** Hector, as TheBigGuy, prefers larger weapons, such as his [[AnAxeToGrind axe]], [[ShotgunsAreJustBetter shotgun]], and [[BearTrap Bianca]].

to:

** Hector, as TheBigGuy, prefers larger weapons, such as his [[AnAxeToGrind axe]], axe, [[ShotgunsAreJustBetter shotgun]], and [[BearTrap Bianca]].
Is there an issue? Send a MessageReason:
None


* WeaponOfChoice: Each of the main cast has a variety of weapons and tools at their disposal:

to:

* WeaponOfChoice: WeaponBasedCharacterization: Each of the main cast has a variety of weapons and tools at their disposal:
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EveryoneHasStandards: The heroes of the game [[AntiHero don't always distinguish themselves by their moral sense]], but their idle comments during some missions make clear that [[SlaveryIsASpecialKindOfEvil they all loathe slavery]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CutenessProximity: Isabelle's cat, Stella, can be used as a distraction. Normal guards can't resist petting it when it's near them.


Added DiffLines:

** With his longcoat and hat, him being an elite marksman, and his dour personality, [=McCoy=] brings to mind [[Film/ForAFewDollarsMore Colonel Mortimer]].
Is there an issue? Send a MessageReason:
Added an entry(s) to the list


* InterfaceSpoiler: Right from the first mission in the game, when you hit the 'pause' button and see the control scheme, you can already see locators for the controls to execute Showdown Mode with McCoy, Hector, Kate, and Isabelle, well before any of them have debuted in the story.

to:

* InterfaceSpoiler: Right from the first mission in the game, when you hit the 'pause' button and see the control scheme, you can already see locators for the controls to execute Showdown Mode with McCoy, [=McCoy=], Hector, Kate, and Isabelle, well before any of them have debuted in the story.
Is there an issue? Send a MessageReason:
Added an entry(s) to the list

Added DiffLines:

* InterfaceSpoiler: Right from the first mission in the game, when you hit the 'pause' button and see the control scheme, you can already see locators for the controls to execute Showdown Mode with McCoy, Hector, Kate, and Isabelle, well before any of them have debuted in the story.
Is there an issue? Send a MessageReason:
Dewicked trope


** Cooper carries a [[GunsAkimbo pair of revolvers]] that allow him to dispatch two enemies at once. He also uses [[KnifeNut a Bowie Knife]] for both close quarters and ranged silent kills.

to:

** Cooper carries a [[GunsAkimbo pair of revolvers]] that allow him to dispatch two enemies at once. He also uses [[KnifeNut a Bowie Knife]] Knife for both close quarters and ranged silent kills.

Added: 160

Removed: 140

Is there an issue? Send a MessageReason:
None


* KnifeNut: Cooper carries a knife, which he can throw for silent ranged kills, and something he expresses great pride of when equipping it.


Added DiffLines:

* ThrowingYourSwordAlwaysWorks: Cooper carries a knife, which he can throw for silent ranged kills, and something he expresses great pride of when equipping it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EasyLevelTrick: Casa [=DeVitt=], the penultimate mission, has our heroes infiltrate [=DeVitt=]'s heavily guarded villa during a gala full of people to try and kidnap him. The initial plan was for the group to cause a distraction, either using fireworks or a fancy contraption in the backyard to distract people away from the main plaza, leaving [=DeVitt=] alone with a few guards. This requires elaborate cooperation between the four characters to systematically elliminate [=DeVitt=]'s men stealthy until they are clear to proceed with the plan. [[spoiler:Or you can just elliminate a few guards on the balcony and get Isabelle up there then have her mind control [=DeVitt=] once he walks into range, before getting him out of the guards' views, knock him out, tie him up, and carry him to the wagon before bringing the rest of the group there, finishing the mission. Kate and Cooper don't even have to do anything at all besides reuniting with the others. In fact, there are even two medals that can be earned by not using any of Kate and Cooper's skills and have Isabelle mind-controlled [=DeVitt=].]]
Is there an issue? Send a MessageReason:
None


* TheGuardsMustBeCrazy: Enemy AI is extremely predictable and easy to manipulate. Administrivia/TropesAreTools and this is to the game's favor, as exploiting this is the cornerstone of the gameplay. That said, the guards actually avert the worst aspects of this trope -- they'll notice if their buddies have disappeared and spend some time looking for them, for instance.

to:

* TheGuardsMustBeCrazy: Enemy AI is extremely predictable and easy to manipulate. Administrivia/TropesAreTools and this is to the game's favor, as exploiting this is the cornerstone of the gameplay. That said, the guards actually avert the worst aspects of this trope -- they'll notice if their buddies have disappeared and spend some time looking for them, for instance. New players to the game or genre may also be surprised at just how far the guards can see and what they will react to.
Is there an issue? Send a MessageReason:
Merged per TRS


* UnwinnableByMistake: In Baton Rouge, [=McCoy=] is unconscious and needs to be carried to a boat at the end of the level. Hector can throw bodies he's carrying, with no requirement that he (or anyone else for that matter) be able to reach that location by any other means. The boat has an unreachable roof, but throwing [=McCoy=] on there doesn't count as bringing him to the boat, and the game only tells you this when you've completed all the other objectives in the level. Hope you didn't quicksave in the meantime.

to:

* UnwinnableByMistake: UnintentionallyUnwinnable: In Baton Rouge, [=McCoy=] is unconscious and needs to be carried to a boat at the end of the level. Hector can throw bodies he's carrying, with no requirement that he (or anyone else for that matter) be able to reach that location by any other means. The boat has an unreachable roof, but throwing [=McCoy=] on there doesn't count as bringing him to the boat, and the game only tells you this when you've completed all the other objectives in the level. Hope you didn't quicksave in the meantime.
Is there an issue? Send a MessageReason:
None


''Desperados III'' is a RealTimeStrategy StealthBasedGame, developed by Mimimi Games (of ''VideoGame/ShadowTacticsBladesOfTheShogun'' fame) and published by THQ Nordic, released on June 16th, 2020. It is the second NumberedSequel to ''VideoGame/{{Desperados}}'', and the fourth entry following ''Helldorado''.

to:

''Desperados III'' is a RealTimeStrategy StealthBasedGame, developed by Mimimi Games (of ''VideoGame/ShadowTacticsBladesOfTheShogun'' fame) and published by THQ Nordic, Creator/THQNordic, released on June 16th, 2020. It is the second NumberedSequel to ''VideoGame/{{Desperados}}'', and the fourth entry following ''Helldorado''.
Is there an issue? Send a MessageReason:
Copied one too many bullet points there chief.


* ''VideoGame/EmpireEarth'': The expansion adds some extremely powerful civ powers that are still available in the campaign menu if you play the original game's campaigns in the expansion. Unfortunately, this also makes several missions unplayable because you can no longer build the required unit.

Top