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* IronicEcho: Realizing that his disparaging lectures aren't getting through to Bad Cop, Clone Cop doesn't hesitate to throw his words about their status as esteemed Combine units back at him.
-->'''Clone Cop''': You know, everything belongs to them.\\
'''Bad Cop''': Well, yeah. We gave everything for this privilege.\\
''(a short time later, as the two are talking face-to-face)''\\
'''Clone Cop''': I'm done trying to resolve your past. I'm done with my life.\\
'''Bad Cop''': It's ''our'' past!\\
'''Clone Cop''': No. You gave everything for this privilege, remember?
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** The developers counted on players trying to stay right on Mossman's tail during the chase leading to the Satellite Comms facility, and placed a [[https://youtu.be/yYR5oMbGH5E?t=20 teleportation effect]] to justify her sudden disappearance before the level change.
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** If you're quick enough to shoot the rebel who throws a Molotov to [[FieryCoverUp burn a pile of research materials]], the Molotov will explode in his hand and set him and his nearby friends on fire.


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* FieryCoverUp: Beneath Arbeit 2 you'll run into a group of rebels who are trying to destroy their research by burning it. Bad Cop is quick to remind them that "arson is illegal".


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** The aforementioned "acting busy" gag doubles as a reference to ''WebVideo/FreemansMind''.


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* TrashLanding: During "Venture Ghost", while up on a certain catwalk with no way down but to jump, you can aim for an open dumpster below to break your fall. The game even provides a tool tip encouraging you to "dumpster dive".

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* EleventhHourSuperpower: The [[SuperPrototype prototype [=AR2=]]] from the first game makes its return just after the boss battle in the Entropic Control facility. Its devastating stopping power makes it a useful weapon for the remaining fights.

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* EleventhHourSuperpower: The [[spoiler:The [[SuperPrototype prototype [=AR2=]]] from the first game makes its return just after the boss battle in the Entropic Control facility. Its devastating stopping power makes it a useful weapon for the remaining fights.]]


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* EarnYourHappyEnding: [[spoiler:You're guaranteed to land in a DownerEnding of some capacity unless you go to the trouble of taking Wilson all the way to the AI upload station. Carrying him around is less frustrating than doing the same with the Gnome in ''Episode Two'', as he can be attached to the roof of Bad Cop's APC (no such accomodation existed with the Gnome and the Muscle Car) and can unlock otherwise inaccessible supply caches all throughout the Arbeit complex, but an extra amount of effort is still required to lug him around and make sure you don't lose him or let him get destroyed. Even after getting Wilson to the upload station, you'll have to endure one last boss fight against the Advisor to get that good ending.]]
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* SpiritualAntithesis: The similarities to ''VideoGame/HuntDownTheFreeman'' haven't gone unnoticed by fans. Both games are about [[VillainProtagonist being in the shoes of one of the enemy soldiers]] [[BreakoutMookCharacter you gun down by the dozen]] in the ''VideoGame/HalfLife'' series, the plots of both involve hunting down a major character from the original game, and both plots run concurrently with the original games' plots. But whereas Mitchell is driven forward by a petty revenge quest [[spoiler:which ends with him getting double-crossed by the G-Man and killing one of his closest friends]], Bad Cop is instead motivated by the prospect of finding his [[MissingChild missing daughter]] [[spoiler:and can end up gaining a new friend and getting help from the G-Man]].

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* SpiritualAntithesis: The similarities to ''VideoGame/HuntDownTheFreeman'' haven't gone unnoticed by fans. Both games are about [[VillainProtagonist being in the shoes of one of the enemy soldiers]] [[BreakoutMookCharacter you gun down by the dozen]] in the ''VideoGame/HalfLife'' series, the plots of both involve hunting down a major character from the original game, and both plots run concurrently with the original games' plots. But whereas Mitchell is driven forward by a petty revenge quest [[spoiler:which ends with him getting double-crossed by the G-Man and killing one of his closest friends]], Bad Cop is instead motivated by the prospect of finding his [[MissingChild missing daughter]] [[spoiler:and can end up gaining a new friend and getting help from the G-Man]]. Mitchell's mission to hunt down Gordon Freeman [[spoiler:is ultimately a farce, as it was his acquaintance Adam who really beat him into unconsciousness at Black Mesa and never actually confronts the real Gordon Freeman]] but Bad Cop [[spoiler:succeeds in capturing Judith Mossman]].
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* AwesomePersonnelCarrier: Bad Cop is given his own Combine [=APC=] by Overwatch at the beginning of ''Venture Ghost.'' While it can't carry other squadmates within it, Wilson can be mounted in the back to make carting him around the wastes much easier.
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* SpiritualAntithesis: The similarities to ''VideoGame/HuntDownTheFreeman'' haven't gone unnoticed by fans. Both games are about [[VillainProtagonist being in the shoes of one of the enemy soldiers]] [[BreakoutMookCharacter you gun down by the dozen]] in the ''VideoGame/HalfLife'' series, the plots of both involve hunting down a major character from the original game, and both plots run concurrently with the original games' plots.
* SquadControls: Much like Gordon and the rebels under his command, Bad Cop can order around a squad of Combine Overwatch soldiers. The main differences here are that the spot which you order the soldiers to move to is marked with a crosshair, soldiers can be added to or removed from your squad with the Use key, and the ArbitraryHeadcountLimit of four squad members from ''Half-Life 2'' is removed.

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* SpiritualAntithesis: The similarities to ''VideoGame/HuntDownTheFreeman'' haven't gone unnoticed by fans. Both games are about [[VillainProtagonist being in the shoes of one of the enemy soldiers]] [[BreakoutMookCharacter you gun down by the dozen]] in the ''VideoGame/HalfLife'' series, the plots of both involve hunting down a major character from the original game, and both plots run concurrently with the original games' plots.
plots. But whereas Mitchell is driven forward by a petty revenge quest [[spoiler:which ends with him getting double-crossed by the G-Man and killing one of his closest friends]], Bad Cop is instead motivated by the prospect of finding his [[MissingChild missing daughter]] [[spoiler:and can end up gaining a new friend and getting help from the G-Man]].
* SquadControls: Much like Gordon and the rebels under his command, Bad Cop can order around a squad of Combine Overwatch soldiers. The main differences here are that the spot which you order the soldiers will wait wherever they're told to move indefinitely instead of returning to is marked with you after a crosshair, short while, soldiers can be added to or removed from your squad with the Use key, and the ArbitraryHeadcountLimit of four squad members from ''Half-Life 2'' is removed.
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* HoldTheLine: One against a rebel platoon that assaults Bad Cop and his team at the Arbeit executive lodge, and another one while waiting for a cargo mover that will take Bad Cop to the project's location, with an army of rebels making one last desperate attempt to stop him.

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* HoldTheLine: One against a rebel platoon that assaults Bad Cop and his team at the Arbeit executive lodge, a second in the warehouse at the Satellite Comms facility while waiting for a Combine cutter device to breach the warehouse doors, and another a final one while waiting for a cargo mover that will take Bad Cop to the project's location, with an army of rebels making one last desperate attempt to stop him.



* PreviousPlayerCharacterCameo: [[spoiler:Not of the original Bad Cop from ''Entropy : Zero'', but after chosing the "There Will Be Darkness" ending, the now-personalityless Bad Cop ends up getting cornered and killed by Gordon Freeman and Dog after they spring an ambush on the Borealis. While Gordon Freeman is never seen directly, the effects of his [[IconicItem Gravity Gun]] are [[MookHorrorShow clear as day]].]]

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* PreviousPlayerCharacterCameo: [[spoiler:Not of An easily missable temporal overlay in the original Bad Cop from ''Entropy : Zero'', but after chosing Arbeit monitoring station features none other than Gordon Freeman. [[spoiler:He also shows up in the "There Will Be Darkness" ending, the now-personalityless Bad Cop ends up getting cornered and killed by Gordon Freeman where he and Dog after they spring an ambush on the Borealis. Borealis and kill Bad Cop. While Gordon Freeman is never seen directly, directly here, the effects of his [[IconicItem Gravity Gun]] are [[MookHorrorShow clear as day]].]]

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* FaustianRebellion: If you so choose. [[spoiler:In the final stage of the game, the advisor instructs you to surrender your consciousness, submit to a total memory wipe, and become the template for a clone army of Overwatch soldiers. The game prompts you to comply. You can refuse this and shoot the advisor in the face, thus initiating a boss battle and the "There Will Be Darkness" ending.]]

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* FaustianRebellion: If you so choose. [[spoiler:In the final stage of the game, the advisor instructs you to surrender your consciousness, submit to a total memory wipe, and become the template for a clone army of Overwatch soldiers. The game prompts you to comply. You can refuse this and shoot the advisor in the face, thus initiating a boss battle and the "There Will Be Darkness" Pain" ending.]]



* SquadControls: Much like Gordon and the rebels under his command, Bad Cop can order around a squad of Combine Overwatch soldiers. The main differences here are that the spot which you order the soldiers to move to is marked with a crosshair, soldiers can be added or removed to your squad with the Use key, and the ArbitraryHeadcountLimit of four squad members from ''Half-Life 2'' is removed.

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* SquadControls: Much like Gordon and the rebels under his command, Bad Cop can order around a squad of Combine Overwatch soldiers. The main differences here are that the spot which you order the soldiers to move to is marked with a crosshair, soldiers can be added to or removed to from your squad with the Use key, and the ArbitraryHeadcountLimit of four squad members from ''Half-Life 2'' is removed.



* UnusableEnemyEquipment: The USP Match pistol is only useable in the prologue. It's used by the Resistance as a sidearm in subsequent chapters, but can only be picked up as ammo for your [=MP5K=]. Similarly, some rebels can use a Crowbar as a melee weapon after you kick their primary weapon out of their hands. Should you attempt to grab it, Bad Cop will refuse and say that it's "worthless".

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* UnusableEnemyEquipment: UnusableEnemyEquipment:
**
The USP Match pistol is only useable in the prologue. It's used by the Resistance as a sidearm in subsequent chapters, but can only be picked up as ammo for your [=MP5K=]. Similarly, some rebels can use a Crowbar crowbar as a melee weapon after you kick their primary weapon out of their hands. Should you attempt to grab it, Bad Cop will refuse and say that it's "worthless".[[note]]However, if you start a new game from "Contact Aberration" and manage to avoid picking up the Gauss pistol, you can pick up either the USP or crowbar from a disarmed rebel and keep it until you lose your arsenal in the next chapter.[[/note]]
** Some rebels use the ''[[VideoGame/CounterStrike Counter-Strike: Source]]'' Glock pistol as a sidearm. Unlike the USP or crowbar, you can't pick it up no matter what.
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* SpiritualAntithesis: The similarities to ''VideoGame/HuntDownTheFreeman'' haven't gone unnoticed by fans. Both games are about [[VillainProtagonist being in the shoes of one of the enemy soldiers]] [[BreakoutMookCharacter you gun down by the dozen]] in the ''VideoGame/HalfLife'' series, the plots of both involve hunting down a major character from the original game, and both plots run concurrently with the original games' plots. The major difference is that ''Entropy : Zero 2'' was far better received than ''Hunt Down The Freeman'', both in gameplay and story.

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* SpiritualAntithesis: The similarities to ''VideoGame/HuntDownTheFreeman'' haven't gone unnoticed by fans. Both games are about [[VillainProtagonist being in the shoes of one of the enemy soldiers]] [[BreakoutMookCharacter you gun down by the dozen]] in the ''VideoGame/HalfLife'' series, the plots of both involve hunting down a major character from the original game, and both plots run concurrently with the original games' plots. The major difference is that ''Entropy : Zero 2'' was far better received than ''Hunt Down The Freeman'', both in gameplay and story.
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* SpiritualAntithesis: The similarities to ''VideoGame/HuntDownTheFreeman'' haven't gone unnoticed by fans. Both games are about [[VillainProtagonist being in the shoes of one of the enemy soldiers]] [[BreakoutMookCharacter you gun down by the dozen]] in the ''VideoGame/HalfLife'' series, the plots of both involve hunting down a major character from the original game, and both plots run concurrently with the original games' plots. The major difference is that ''Entropy : Zero 2'' was far better received than ''Hunt Down The Freeman'', both in gameplay and story.
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* FaustianRebellion: If you so choose.[[spoiler: In the final stage of the game, the advisor instructs you to surrender your consciousness, submit to a total memory wipe, and become the template for a clone army of Overwatch soldiers. The game prompts you to comply. You can refuse this and shoot the advisor in the face, thus initiating a boss battle and the "There Will Be Darkness" ending.]]

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* FaustianRebellion: If you so choose.[[spoiler: In [[spoiler:In the final stage of the game, the advisor instructs you to surrender your consciousness, submit to a total memory wipe, and become the template for a clone army of Overwatch soldiers. The game prompts you to comply. You can refuse this and shoot the advisor in the face, thus initiating a boss battle and the "There Will Be Darkness" ending.]]
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* FaustianRebellion: If you so choose.[[spoiler: In the final stage of the game, the advisor instructs you to surrender your consciousness, submit to a total memory wipe, and become the template for a clone army of Overwatch soldiers. The game prompts you to comply. You can refuse this and shoot the advisor in the face, thus initiating a boss battle and the "There Will Be Darkness" ending.]]

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** Bad Cop frequently references pop culture in his quips, exclaiming [[Franchise/SonicTheHedgehog "You're too slow!"]] when killing Fast Zombies or [[Film/Scarface1983 "Say hello to my little friend!"]] as he racks up a kill with the APC's rocket launcher, to name just a few.

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** Bad Cop frequently references pop culture in his quips, exclaiming quips.
*** When killing Fast Zombies:
[[Franchise/SonicTheHedgehog "You're too slow!"]] when killing Fast Zombies or slow!"]]
*** As he racks up a kill with the APC's rocket launcher:
[[Film/Scarface1983 "Say hello to my little friend!"]] as friend!"]]
*** If
he racks up a kill kills an enemy with explosives: [[VideoGame/TeamFortress2 "They'll be burying what's left of you in a soup can!"]]
*** If facing off against a lot of enemies: [[WesternAnimation/RickAndMorty "Oh boy, here I go killing again!"]]
*** If a grenade lands near him while his health is low: [[WesternAnimation/FamilyGuy "Heh heh heh...]] [[WesternAnimation/TheSimpsons I'm in danger!"]]
*** When getting shot: [[WesternAnimation/TheSimpsons "Argh! You made me bleed my own blood!"]]
*** If he takes fall damage: [[WesternAnimation/SpongeBobSquarePants "Argh! My leg!"]]
*** If he sets an enemy on fire: [[https://youtu.be/u5lSeYd_riw "Burn baby burn!"]]
*** When crawing through an AirVentPassageway in
the APC's rocket launcher, prologue: [[Film/DieHard "Ugh, I feel like a TV dinner."]]
*** When he finds a Magnum in Clone Cop's hideout: [[Series/TheITCrowd "Wow, a gun! Hell's horses! I wonder if it's loaded." *click* *click* *click*]]
*** If he tries
to name just a few.get into Clone Cop's supply stash without the equipment needed to ShootOutTheLock: [[Series/TheEricAndreShow "Let me in! LET ME IIIIIIIIIIN!"]]
*** If Wilson gets destroyed while his relationship with Bad Cop isn't strong: [[Series/TopGearUK "Oh no! Anyway..."]]
*** If Wilson and Bad Cop's relationship is stronger when the former is destroyed: [[VideoGame/MetalGear "Wilson? Wilson!]] [[Film/CastAway WILSOOOOOON!"]]
*** When Wilson refuses to tell him classified information: [[Film/TheLordOfTheRingsTheFellowshipOfTheRing "Fine. Keep your secrets."]]
*** When killing enemies coming from the Xen Grenades: [[Film/IndependenceDay "Welcome to Earth!"]]



** [[Series/TheITCrowd "Wow, a gun! Hell's horses! I wonder if it's loaded." *click* *click* *click*]]
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** The names of the achievements granted for the two different endings reference the Advisor's parting words to Bad Cop from the first game: "'''There will be pain''', and then '''there will be darkness'''. We will see you up ahead."


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* CowardlyMooks: Rebel enemies may drop their weapons and try to flee if their "willpower" level is sufficiently low, giving you an opening to rush in and detain them.


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* EarlyBirdCameo: The image of a mysterious Combine Elite can be seen flashing briefly on the monitors around the Arbeit 1 warehouse. Said Elite is Clone Cop, who gets introduced in the very next level.


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* SquadControls: Much like Gordon and the rebels under his command, Bad Cop can order around a squad of Combine Overwatch soldiers. The main differences here are that the spot which you order the soldiers to move to is marked with a crosshair, soldiers can be added or removed to your squad with the Use key, and the ArbitraryHeadcountLimit of four squad members from ''Half-Life 2'' is removed.

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* UnusableEnemyEquipment: The USP Match pistol is only useable in the prologue. It's used by the Resistance as a sidearm in subsequent chapters, but can only be picked up as ammo for your [=MP5K=]. Similarly, some rebels can use a Crowbar as a melee weapon after you kick their primary weapon out of their hands. Should you attempt to grab it, Bad Cop will refuse and say that it's "useless."

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* UniqueEnemy: There are only two rebel snipers in the entire game, both of whom show up in the Arbeit 1 warehouse.
* UnusableEnemyEquipment: The USP Match pistol is only useable in the prologue. It's used by the Resistance as a sidearm in subsequent chapters, but can only be picked up as ammo for your [=MP5K=]. Similarly, some rebels can use a Crowbar as a melee weapon after you kick their primary weapon out of their hands. Should you attempt to grab it, Bad Cop will refuse and say that it's "useless.""worthless".
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** Unrelated to Wilson; rebels can now throw grenades. To ensure that you don't mistake them for your allies' grenades in the heat of combat, the trailing light on rebel grenades is [[ColorCodedForYourConvenience colored yellow]]. The same goes for whenever rebel snipers appear; their laser sight is colored yellow as well.

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** Unrelated to Wilson; rebels can now throw grenades. To ensure that you don't mistake them for your allies' grenades in the heat of combat, the trailing light on rebel grenades is [[ColorCodedForYourConvenience colored yellow]].yellow. The same goes for whenever rebel snipers appear; their laser sight is colored yellow as well.
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** Unrelated to Wilson; rebels can now throw grenades. To ensure that you don't mistake them for your allies' grenades, the trailing light on rebel grenades is [[ColorCodedForYourConvenience colored yellow]]. The same goes for whenever rebel snipers appear; their laser sight is colored yellow as well.

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** Unrelated to Wilson; rebels can now throw grenades. To ensure that you don't mistake them for your allies' grenades, grenades in the heat of combat, the trailing light on rebel grenades is [[ColorCodedForYourConvenience colored yellow]]. The same goes for whenever rebel snipers appear; their laser sight is colored yellow as well.
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** Unrelated to Wilson; rebels can now throw grenades. To ensure that you don't mistake them for your allies' grenades, the trailing light on rebel grenades is [[ColorCodedForYourConvenience colored yellow]]. The same goes for whenever rebel snipers appear; their laser sight is colored yellow as well.

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* CanonImmigrant: One of the enemies that can pop up from the Xen Grenades are ''VideoGame/BlackMesa'''s HEV Zombies.

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* CanonImmigrant: One of the enemies that can pop up from the Xen Grenades are ''VideoGame/BlackMesa'''s HEV Zombies. Similarly, the Stukabats, cut-enemies from the ''Half-Life 1'' beta, can also pop up from the Xen Grenades in certain areas of the game.



* EliteMooks: Along with the standard Resistance fighters there are Brutes, who wield shotguns and can take more damage than their companions, and Jumpers, who can jump long distances and are generally extremely mobile.

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* EliteMooks: EliteMooks:
**
Along with the standard Resistance fighters there are Brutes, who wield shotguns and can take more damage than their companions, and Jumpers, who can jump long distances and are generally extremely mobile.mobile.
** The [[EliteZombie Gonomes]] from ''VideoGame/HalfLifeOpposingForce'' make a return in the game. As usual, they're stronger, faster and far more tanky than your average Headcrab Zombie. One of them even serves as the ArcVillain for the chapter "Chamber Catacomb."
** Also joining the lines of the Headcrab Zombies is the "Zombiegaunt," the game's response to ''Episode One'''s Zombines. They're capable of doing what a regular Vort can, with the addition of being passive to the Zombie faction and keeping their smarter pathfinding in contrast with their peers.

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* CovertGroupWithMundaneFront: Through a partnership with Aperture Science formed some time before the Black Mesa incident, Arbeit Communications would go on to become a front for Aperture's research in the Arctic.



* LeaningOnTheFourthWall: After passing through a makeshift research station underneath Arbeit 2, it's possible to backtrack and meet with a Combine squad who come onto the scene to investigate the area. Interacting with them will cause Bad Cop to accuse them of "just acting busy" and not doing actual work. Sure enough, a glance at the level in the Hammer editor reveals their evidence-gathering routines are controlled by the [[https://developer.valvesoftware.com/wiki/Actbusy Actbusy system]].

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* {{Interquel}}: The majority of the action is set between the ending of ''Half-Life 2'' and the beginning of ''Episode One''.
* LeaningOnTheFourthWall: After passing through a makeshift research station underneath Arbeit 2, it's possible to backtrack and meet with a Combine squad who come onto the scene to investigate the area. Interacting with them will cause Bad Cop to accuse them of "just [[ArtificialAtmosphericActions acting busy" busy]]" and not doing actual work. Sure enough, a glance at the level in the Hammer editor reveals their evidence-gathering routines are controlled by the [[https://developer.valvesoftware.com/wiki/Actbusy Actbusy system]].



* PreviousPlayerCharacterCameo: [[spoiler:Not of the original Bad Cop from ''Entropy : Zero'', but after chosing the "There Will Be Darkness" ending, the now-personalityless Bad Cop ends up getting cornered and killed by Gordon Freeman and Dog after they spring an ambush on the Borealis. While Gordon Freeman is never seen directly, the effects of his [[IconicItem Gravity Gun]] are [[MookHorrorShow clear as day]].]]



* PreviousPlayerCharacterCameo: [[spoiler: Not of the original Bad-Cop from Entropy: Zero, but after chosing the "There Will Be Darkness" ending, the now-personalityless Bad Cop ends up getting cornered and killed by Gordon Freeman and Dog after they spring an ambush on the Borealis. While Gordon Freeman is never seen directly, the effects of his [[IconicItem Gravity Gun]] is [[MookHorrorShow clear as day]].]]
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* PreviousPlayerCharacterCameo: [[spoiler: Not of the original Bad-Cop from Entropy: Zero, but after chosing the "There Will Be Darkness" ending, the now-personalityless Bad Cop ends up getting cornered and killed by Gordon Freeman and Dog after they spring an ambush on the Borealis. While Gordon Freeman is never seen directly, the effects of his [[IconicItem Gravity Gun]] is [[MookHorrorShow clear as day]].]]
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* QuickMelee: In lieu of any proper melee weapons (outside of the Stunstick in the first chapter), there’s now a dedicated "kick" button. It works on enemies, supply crates, and [[OpenSaysMe doors]] alike.

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* QuickMelee: In lieu of any proper melee weapons (outside of the Stunstick in the first chapter), prologue), there’s now a dedicated "kick" button. It works on enemies, supply crates, and [[OpenSaysMe doors]] alike.

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moving Bad Cop's quote to his character folder


->''"I only had one thing to give up for this job: my humanity. Some would say... I never had it anyway."''
-->--'''Bad Cop'''

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->''"I only had one thing ->[[AC:Unit 3650, you are tasked with directives:\\
Intercept malignant agent Judith Mossman. Code: clamp, contain.\\
Investigate and report non-patrol region.\\
Failure
to give up for this job: my humanity. Some would say... I never had it anyway."''
-->--'''Bad Cop'''
comply will result in perk termination.]]

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* NonStandardGameover: As per Half-Life tradition, letting important people die will lead to an early game over. Examples include letting Wilson die before you leave the Arbeit facilities (which leads Overwatch to remark on Bad Cop's Host Body rotting due to lack of sustainment), [[FriendlyFire killing too many friendly combine soldiers]] (leading Overwatch to remark on Bad Cop being too unstable and [[DeaderThanDead disposing of all]] [[BodyBackupDrive his clones]]), and [[spoiler: letting Mossman die (leading Bad Cop to gloat about her death before [[OhCrap realizing he screwed over his entire mission]], and leading Overwatch to [[AllForNothing retract his Family Cohesion Perk.)]]]]
*** Lastly, Bad Cop can also [[spoiler: refuse G-Man's offer by kicking him at any point during the "There Will Be Pain" ending, leading G-Man to drop you in a cave with an [[HopelessBossFight angry Gonome]] and letting you die.]]

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* NonStandardGameover: As per Half-Life ''Half-Life'' tradition, letting important people die will lead to an early game over. Examples include letting include:
** Letting
Wilson die before you leave the Arbeit facilities (which facilities, which leads Overwatch to remark on Bad Cop's Host Body rotting due to lack of sustainment), sustainment.
**
[[FriendlyFire killing Killing too many friendly combine soldiers]] (leading Combine soldiers]], leading Overwatch to remark on Bad Cop being too unstable and [[DeaderThanDead disposing of all]] [[BodyBackupDrive his clones]]), and [[spoiler: letting clones]].
** [[spoiler:Letting
Mossman die (leading die, leading Bad Cop to gloat about her death before [[OhCrap realizing he screwed over his entire mission]], and leading Overwatch to [[AllForNothing retract his Family Cohesion Perk.)]]]]
***
perk]].]]
**
Lastly, Bad Cop can also [[spoiler: refuse G-Man's offer by kicking him at any point during the "There Will Be Pain" ending, leading G-Man to drop you in a cave with an [[HopelessBossFight angry Gonome]] and letting you die.]]


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* TechnicolorToxin: Biotic cohesion gel, a glowing blue goo made of modified phytoplankton.

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* BrickJoke: In the prologue, one of Bad Cop's colleagues screws up the targeting mechanisms of a Manhack, causing it to fly into a nearby vent. When Bad Cop is crawling through the vents some time later to exterminate the headcrabs nesting inside, the same Manhack pops out from a nearby shaft and attacks him.

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* BrickJoke: BrickJoke:
**
In the prologue, one of Bad Cop's colleagues screws up the targeting mechanisms of a Manhack, causing it to fly into a nearby vent. When Bad Cop is crawling through the vents some time later to exterminate the headcrabs nesting inside, the same Manhack pops out from a nearby shaft and attacks him.him.
** In a conversation with Wilson, Bad Cop will mention that he can't feel anything from his waist down. Later in the game, once Bad Cop enters in contact with a Xen Healing Pool, he will gleefully exclaim that he can feel his legs again.


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* CanonImmigrant: One of the enemies that can pop up from the Xen Grenades are ''VideoGame/BlackMesa'''s HEV Zombies.


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* ContinuityCavalcade: The introduction of the Xen Grenades is this, with Hazardous Enviroments (arguably the most recognizable ''Half-Life 1'' song) playing as you see iconic elements, such as enemies and HEV batteries, from the first ''Half-Life'' pop out from the Xen portals created by the grenade.
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* NonStandardGameover: As per Half-Life tradition, letting important people die will lead to an early game over. Examples include letting Wilson die before you leave the Arbeit facilities (which leads Overwatch to remark on Bad Cop's Host Body rotting due to lack of sustainment), [[FriendlyFire killing too many friendly combine soldiers]] (leading Overwatch to remark on Bad Cop being too unstable and [[DeaderThanDead disposing of all]] [[BodyBackupDrive his clones]]), and [[spoiler: letting Mossman die (leading Bad Cop to gloat about her death before [[OhCrap realizing he screwed over his entire mission]], and leading Overwatch to [[AllForNothing retract his Family Cohesion Perk.]]]]

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* NonStandardGameover: As per Half-Life tradition, letting important people die will lead to an early game over. Examples include letting Wilson die before you leave the Arbeit facilities (which leads Overwatch to remark on Bad Cop's Host Body rotting due to lack of sustainment), [[FriendlyFire killing too many friendly combine soldiers]] (leading Overwatch to remark on Bad Cop being too unstable and [[DeaderThanDead disposing of all]] [[BodyBackupDrive his clones]]), and [[spoiler: letting Mossman die (leading Bad Cop to gloat about her death before [[OhCrap realizing he screwed over his entire mission]], and leading Overwatch to [[AllForNothing retract his Family Cohesion Perk.]]]])]]]]
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added non-standard game over list

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* NonStandardGameover: As per Half-Life tradition, letting important people die will lead to an early game over. Examples include letting Wilson die before you leave the Arbeit facilities (which leads Overwatch to remark on Bad Cop's Host Body rotting due to lack of sustainment), [[FriendlyFire killing too many friendly combine soldiers]] (leading Overwatch to remark on Bad Cop being too unstable and [[DeaderThanDead disposing of all]] [[BodyBackupDrive his clones]]), and [[spoiler: letting Mossman die (leading Bad Cop to gloat about her death before [[OhCrap realizing he screwed over his entire mission]], and leading Overwatch to [[AllForNothing retract his Family Cohesion Perk.]]]]
*** Lastly, Bad Cop can also [[spoiler: refuse G-Man's offer by kicking him at any point during the "There Will Be Pain" ending, leading G-Man to drop you in a cave with an [[HopelessBossFight angry Gonome]] and letting you die.]]

Added: 362

Removed: 365

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* DemotedToExtra: The Vortigaunts were elite enemies in the first game, not to mention a powerful antagonist group who were a key factor in the Resistance’s control of City 10. Here, they’re little more than cannon fodder found among the ranks of the rebels defending the Arbeit facilities (as well as the occasional victim teleported to Earth by the Xen Grenades).


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* VillainDecay: The Vortigaunts were elite enemies in the first game, not to mention a powerful antagonist group who were a key factor in the Resistance’s control of City 10. Here, they’re little more than cannon fodder found among the ranks of the rebels defending the Arbeit facilities, as well as the occasional victim teleported to Earth by the Xen Grenades.
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* LeaningOnTheFourthWall: After passing through a makeshift research station underneath Arbeit 2, it's possible to backtrack and meet with a Combine squad who come onto the scene to investigate the area. Interacting with them will cause Bad Cop to accuse them of "just acting busy" and not doing actual work. Sure enough, a glance at the level in the Hammer editor reveals their evidence-gathering routines are controlled by the [[https://developer.valvesoftware.com/wiki/Actbusy Actbusy system]].

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