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Initially planned to be a key multi-platform title, ''Haze'' suddenly narrowed to the UsefulNotes/PlayStation3 alone and was briefly built up as the [=PS3=]'s ''Franchise/{{Halo}}''-killer. Marketed as a hard-hitting {{Deconstruction}} of modern shooters, the game was initially quite hyped. Upon release, critics quickly declared it to be an average shooter with mediocre gameplay and graphics, combined with over-the-top voice acting and dialogue. The critical pummeling it got on release and its devastatingly low sales made it a [[CreatorKiller disaster for its creators]]. Free Radical went into financial administration within months of the game's release and was later acquired by [[VideoGame/{{Crysis}} Crytek]], thus becoming Crytek UK, before finally closing their doors in 2014.

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Initially planned to be a key multi-platform title, ''Haze'' suddenly narrowed to the UsefulNotes/PlayStation3 Platform/PlayStation3 alone and was briefly built up as the [=PS3=]'s ''Franchise/{{Halo}}''-killer. Marketed as a hard-hitting {{Deconstruction}} of modern shooters, the game was initially quite hyped. Upon release, critics quickly declared it to be an average shooter with mediocre gameplay and graphics, combined with over-the-top voice acting and dialogue. The critical pummeling it got on release and its devastatingly low sales made it a [[CreatorKiller disaster for its creators]]. Free Radical went into financial administration within months of the game's release and was later acquired by [[VideoGame/{{Crysis}} Crytek]], thus becoming Crytek UK, before finally closing their doors in 2014.
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General clarification on works content


* PsychopathicManchild: The Mantel troopers in general.
* PsychoSerum: Nectar.

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* PsychopathicManchild: The Mantel troopers in general.
general behave like a bunch of meat-headed jocks who treat their jobs of killing militants like a football game. It's justified by all of them being hopped up on Nectar, which actively warps their perception of reality.
* PsychoSerum: Nectar.Nectar in addition to giving its users enhanced speed and durability also has nasty effects on the psyche. The actual specific effects are left vague, but it at the very least does severely dampen the user's capacity for empathy [[PsychopathicManchild and maturity]].
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* UndeathlyPallor: Once you're taken off Nectar, you'll see unmasked Mantel troopers like Duvall have corpse-pale skin and tiny red sores around their face, in contrast to the healthy appearance Nectar makes you perceive them as. This emmphasizes that Nectar slowly kills its users, and makes the Mantel troopers more resemble soldiers of [[VideoGame/HalfLife2 the Combine]] or [[VideoGame/{{Killzone}} the Helghast]] rather than the U.S. Military.

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* UndeathlyPallor: Once you're taken off Nectar, you'll see unmasked Mantel troopers like Duvall have corpse-pale skin and tiny red sores around their face, in contrast to the healthy appearance Nectar makes you perceive them as. This emmphasizes emphasizes that Nectar slowly kills its users, and makes the Mantel troopers more resemble soldiers of [[VideoGame/HalfLife2 the Combine]] or [[VideoGame/{{Killzone}} the Helghast]] rather than the U.S. Military.
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* UnbrokenFirstPersonPerspective: All cutscenes take place from Shane's perspective, and the game also makes a point of not magically teleporting you to new locations between levels; when you're required to go to a new area of the country, you either get there by helicopter (and experience the whole ride), or actually have to drive or walk there in gameplay.

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* UnbrokenFirstPersonPerspective: All cutscenes take place from Shane's perspective, and the game also makes a point of not magically teleporting you to new locations between levels; when you're required to go to a new area of the country, you either get there by helicopter (and experience the whole ride), or actually have to drive or walk there in gameplay. Other than in the middle of the game where Shane loses consciousness a couple of times, the entire game's narrative is essentially an unbroken real-time experience.
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* HarderThanHard: Very Hard difficulty; enemies have about twice as much health or more, ''much'' better aim, and deal more damage. At long range the game is still manageable, but you die almost instantly if an enemy shoots you at close range or in the back. Ironically, on this difficulty the game feels more like the intended experience; as a Mantel trooper, you're reliant on your Nectar powers to overcome your enemies, and as a Rebel squirrelly survival tactics and assistance from your squad become mandatory as trying to just go toe-to-toe and trade damage with a bullet-spongy super-soldier just results in you getting mowed down and them using your corpse as an outhouse.

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* HarderThanHard: Very Hard difficulty; enemies have about twice as much health or more, ''much'' better aim, and deal more damage. The game also removes your crosshair except for the Mantel zoom function. At long range the game is still manageable, but you die almost instantly if an enemy shoots you at close range or in the back. Ironically, on this difficulty the game feels more like the intended experience; as a Mantel trooper, you're reliant on your Nectar powers to overcome your enemies, and as a Rebel squirrelly survival tactics and assistance from your squad become mandatory as trying to just go toe-to-toe and trade damage with a bullet-spongy super-soldier just results in you getting mowed down and them using your corpse as an outhouse.
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* OneSteveLimit: Averted; if you turn on subtitles, the name "George Miller" pops up ''repeatedly'' throughout the game; as your first helicopter pilot, the only non-Black Ops soldier hunting you in the swamp, a Mantel soldier who taunts you in the ship after starting to sink it, and a Mantel soldier who commits suicide after you destroy the central Nectar controller. Unlike most plot-unimportant names in the game, "George Miller" is not randomly generated and shows up in every playthrough. Though, it is possible it's all the same guy, which would make him something of an UnknownRival.
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* ASpaceMarineIsYou: But only in the first half. Afterwards, you're a SpaceMarine with much less health and a slightly less silly costume.

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* ASpaceMarineIsYou: But only in the first half. Afterwards, you're a SpaceMarine with much less health and a slightly less silly costume.costume (unless you play on the highest difficulty, in which case you really are a flimsy freedom fighter going up against roided-up super-soldiers).



* AwesomeButImpractical: Nectar knives and the overdose mechanic. You can make soldiers overdose and attack each other, but it's rather less convoluted to just shoot them.

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* AwesomeButImpractical: Nectar knives and the overdose mechanic. You can make soldiers overdose and attack each other, but it's rather less convoluted to just shoot them. Especially as an overdosed soldier still has a 50[=/=]50 chance of going after you instead of his squadmates.



* EasilyForgiven: Despite the fact that he mows down scores of Promise Hand soldiers during the game's first half, Shane is still welcomed with open arms when he defects to their side.
* EliteMooks: Mantel Black Ops, professional soldiers covertly used by Mantel to cover up their dirty deeds by eliminating any standard RedShirt stormtroopers who get out of line (such as yourself). They've got twice the durability of standard troops, don't have the immature frat boy comm chatter the regular troops do, and are immune to Nectar overdose mechanics. They're introduced by having a group fastrope down onto a cablecar you're riding, followed by, in all likelihood, at least half of them walking off the sides and falling to their deaths. Boosh?

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* EasilyForgiven: Despite the fact that he mows down scores of Promise Hand soldiers during the game's first half, Shane is still welcomed with open arms when he defects to their side.
side. The first Promised Hand soldier assigned to work with him ''is'' rather cold towards Shane given he was a jackbooted Mantel thug just a couple hours ago, but once his Mantel bodycount equals his Rebel one the Rebels are all buddy-buddy with him.
* EliteMooks: Mantel Black Ops[=/=]Spec Ops, professional soldiers covertly used by Mantel to cover up their dirty deeds by eliminating any standard RedShirt stormtroopers who get out of line (such as yourself). They've got almost twice the durability of standard troops, better aim, don't have the immature frat boy comm chatter the regular troops do, and are immune to Nectar overdose mechanics. They're introduced by having a group fastrope down onto a cablecar you're riding, followed by, in all likelihood, at least half of them walking off the sides and falling to their deaths. Boosh?



* HandCannon: The Mantel pistol is about the same in terms of power as the sniper rifle, and Shane handles the recoil so badly it's like he's ''trying'' to get a stovepipe jam.
* HandWave: The game never really establishes any ground rules for what Nectar can and can't do, leading to gaping {{plot hole}}s and inconsistencies.
* HarderThanHard: Very Hard difficulty; enemies have about twice as much health and deal more damage. At long range the game is still manageable, but you die almost instantly if an enemy shoots you at close range or in the back. Ironically, on this difficulty the game feels more like the intended experience; as a Mantel trooper, you're reliant on your Nectar powers to overcome your enemies, and as a Rebel squirrelly survival tactics become mandatory as trying to just go toe-to-toe and trade damage with a bullet-spongy super-soldier just results in you getting mowed down and them using your corpse as an outhouse.

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* HandCannon: The Mantel pistol is about the same in terms of power almost as powerful as the sniper rifle, and Shane handles the recoil so badly it's like he's ''trying'' to get a stovepipe jam.
* HandWave: The game never really establishes any ground rules for what Nectar can and can't do, leading to gaping {{plot hole}}s and inconsistencies. \n One character even refers to it as "performance enhancer, anti-depressant, whatever."
* HarderThanHard: Very Hard difficulty; enemies have about twice as much health or more, ''much'' better aim, and deal more damage. At long range the game is still manageable, but you die almost instantly if an enemy shoots you at close range or in the back. Ironically, on this difficulty the game feels more like the intended experience; as a Mantel trooper, you're reliant on your Nectar powers to overcome your enemies, and as a Rebel squirrelly survival tactics and assistance from your squad become mandatory as trying to just go toe-to-toe and trade damage with a bullet-spongy super-soldier just results in you getting mowed down and them using your corpse as an outhouse.



* ImperialStormtrooperMarksmanshipAcademy: While the normal soldiers you fight have respectable aim, Mantel snipers are amazingly bad shots, usually only hitting the player in one out of every ten shots or so, while the player is ''standing still.'' Subverted in that they tend to have REALLY good aim when throwing grenades.

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* ImperialStormtrooperMarksmanshipAcademy: While the normal soldiers you fight have respectable aim, Mantel snipers are amazingly bad shots, usually only hitting the player in one out of every ten shots or so, while the player is ''standing still.'' Subverted in that they tend to have REALLY good aim when throwing grenades. This is most likely a side-effect of balance scaling, since on the highest difficulty snipers have better aim ''and'' kill you in 1 shot.



* MadeOfIron: Sgt. Duvall can withstand a little over two full mags of assault rifle fire, simply because he's the final boss. By comparison, the basic Mantel trooper goes down after only 4 bullets and even the EliteMooks only take 7 or 8 bullets to kill.

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* MadeOfIron: Sgt. Duvall can withstand a little over two full mags of assault rifle fire, simply because he's the final boss. By comparison, the basic Mantel trooper goes down after only 4 4-5 bullets and even the EliteMooks only take 7 or 8 6-8 bullets to kill.
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* SniperPistol: All your weapons have a scope zoom function, presumably built into your suit, while playing as a Mantel trooper. This combined with the {{Handcannon}} nature of the Mantel pistol makes it essentially a sniper rifle.

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* SniperPistol: All your weapons have a scope zoom function, presumably built into your suit, while playing as a Mantel trooper. This combined with the {{Handcannon}} nature of the Mantel pistol makes it essentially a sniper rifle. Though this becomes much less viable on the HarderThanHard difficulty as enemies' increased health means it takes at minimum 2 shots to put them down.

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* ArmCannon: In multiplayer, the rocket launcher is wielded as a ''huge'' wrist-mounted device. In single-player, the armored troopers that specialize in the rocket launcher use it as a more typical shoulder-fired weapon.

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* ArmCannon: In multiplayer, the The rocket launcher is wielded as a ''huge'' wrist-mounted device. In single-player, the armored troopers device that specialize in the rocket launcher use it as a more typical shoulder-fired weapon.enemies fire one-handed.


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* HarderThanHard: Very Hard difficulty; enemies have about twice as much health and deal more damage. At long range the game is still manageable, but you die almost instantly if an enemy shoots you at close range or in the back. Ironically, on this difficulty the game feels more like the intended experience; as a Mantel trooper, you're reliant on your Nectar powers to overcome your enemies, and as a Rebel squirrelly survival tactics become mandatory as trying to just go toe-to-toe and trade damage with a bullet-spongy super-soldier just results in you getting mowed down and them using your corpse as an outhouse.
* HeavilyArmoredMook: Besides the EliteMooks, Mantel shotgun troopers and rocket troopers have extra armor that lets them survive close to double damage. On Normal difficulty this just means they take a few more bullets to put down, but on Very Hard difficulty they become frustrating bullet-sponges that require a couple dozen rounds to put down if you don't manage a headshot.
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* AllThereInTheManual: The multiplayer mode features a number of ''VideoGame/GrandTheftAuto'' style radio broadcasts that provide much more backstory about the game's world than the game itself.
* ArmCannon: In multiplayer, the rocket launcher is wielded as a ''huge'' wrist-mounted device. In single-player, the armored troopers that specialize in the rocket launcher use it as a more typical shoulder-fired weapon.
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* TheEnemyWeaponsAreBetter: Since enemies only drop ammo for their own guns, you're best off using the guns of the opposing faction rather than your own if you want to stay stocked up on ammo. While playing as Mantel your ammo does mysteriously replenish itself to full when using your alternate weapon, though this may not be reliable, and as a rebel you can scavenge ammo for whatever gun you're carrying by looting enemy bodies, but this is tedious and time consuming while grabbing ammo from dropped weapons is fast and automatic.

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* TheEnemyWeaponsAreBetter: Since enemies only drop ammo for their own guns, you're best off using the guns of the opposing faction rather than your own if you want to stay stocked up on ammo. While playing as Mantel your ammo does mysteriously replenish itself to full when using your alternate weapon, though this may not be reliable, and as a rebel you can scavenge ammo for whatever gun you're carrying by looting enemy bodies, guns manually, but this is tedious and time consuming while grabbing ammo from dropped weapons that match your own is fast and automatic.
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* VagueHitPoints: As a Mantel trooper, you have a health bar in your helmet [=HUD=] that tells you exactly how much health you have. Once you lose your helmet and switch sides, this disappears and the game relies on the usual ''VideoGame/CallOfDuty'' style [[DutyCalls bloody screen, so real]] to let you know you're injured.

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* VagueHitPoints: As a Mantel trooper, you have a health bar in your helmet [=HUD=] that tells you exactly how much health you have. Once you lose your helmet and switch sides, this disappears and the game relies on the usual ''VideoGame/CallOfDuty'' style [[DutyCalls [[VideoGame/DutyCalls bloody screen, so real]] to let you know you're injured.
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* GunsDoNotWorkThatWay: When you mount a red-dot reflex sight on a weapon you're generally supposed to turn it on. Oddly, this exact error was also in ''Haze's'' cousin ''Blacksite''. The guns in ''Haze'' in general are deliberately made "incorrectly" and not based on existing firearms; the 3D modeler in charge of making them found the increasing realism with which firearms were being depicted in games at the time to be disturbing and distasteful, stating he didn't want a 12-year old to learn how to operate an AK-47 from playing his game.

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* GunsDoNotWorkThatWay: When you mount a red-dot reflex sight on a weapon you're generally supposed to turn it on.on; instead Shane uses the reflex window as a sort of rear sight to align the front iron sights. Oddly, this exact error was also in ''Haze's'' cousin ''Blacksite''. The guns in ''Haze'' in general are deliberately made "incorrectly" and not based on existing firearms; the 3D modeler in charge of making them found the increasing realism with which firearms were being depicted in games at the time to be disturbing and distasteful, stating he didn't want a 12-year old to learn how to operate an AK-47 from playing his game.
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* EliteMooks: Mantel Black Ops, professional soldiers covertly used by Mantel to cover up their dirty deeds by eliminating any standard RedShirt stormtroopers who get out of line (such as yourself). They're introduced by having a group fastrope down onto a cablecar you're riding, followed by, in all likelihood, at least half of them walking off the sides and falling to their deaths. Boosh?

to:

* EliteMooks: Mantel Black Ops, professional soldiers covertly used by Mantel to cover up their dirty deeds by eliminating any standard RedShirt stormtroopers who get out of line (such as yourself). They've got twice the durability of standard troops, don't have the immature frat boy comm chatter the regular troops do, and are immune to Nectar overdose mechanics. They're introduced by having a group fastrope down onto a cablecar you're riding, followed by, in all likelihood, at least half of them walking off the sides and falling to their deaths. Boosh?



* GunsDoNotWorkThatWay: When you mount a red-dot reflex sight on a weapon you're generally supposed to turn it on. Oddly, this exact error was also in ''Haze's'' cousin ''Blacksite''.

to:

* GunsDoNotWorkThatWay: When you mount a red-dot reflex sight on a weapon you're generally supposed to turn it on. Oddly, this exact error was also in ''Haze's'' cousin ''Blacksite''. The guns in ''Haze'' in general are deliberately made "incorrectly" and not based on existing firearms; the 3D modeler in charge of making them found the increasing realism with which firearms were being depicted in games at the time to be disturbing and distasteful, stating he didn't want a 12-year old to learn how to operate an AK-47 from playing his game.
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* UnnecessaryCombatRoll: Rebels can roll around as one of their special abilities. It really doesn't help them much. You can do this yourself once you join the Rebels as a dodge move.
* VagueHitPoints: As a Mantel trooper, you have a health bar in your helmet [=HUD=] that tells you exactly how much health you have. Once you lose your helmet and switch sides, this disappears and the game relies on the usual ''VideoGame/CallOfDuty'' style [[DutyCalls bloody screen, so real]] to let you know you're injured.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* UnbrokenFirstPersonPerspective: All cutscenes take place from Shane's perspective, and the game also makes a point of not magically teleporting you to new locations between levels; when you're required to go to a new area of the country, you either get there by helicopter (and experience the whole ride), or actually have to drive or walk there in gameplay.
Is there an issue? Send a MessageReason:
None


* VideogameFlamethrowersSuck: ''Haze'' has an absolutely ''terrible'' flamethrower; the range is woeful, it's hideous to look at, the fire effect is comically 2D, ammo is fairly rare, and all told you might as well just pack a shotgun. Also, the flamethrower is disproportionally more dangerous to you than the enemies, since being caught on fire requires you to extinguish yourself with the sixaxis, whose detection is rather finicky in this game.

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* VideogameFlamethrowersSuck: ''Haze'' has an absolutely ''terrible'' flamethrower; the range is woeful, it's hideous to look at, the fire effect is comically 2D, ammo is fairly rare, and all told you might as well just pack a shotgun. Also, the flamethrower is disproportionally more dangerous to you than the enemies, since being caught on fire requires you to extinguish yourself with the Playstation sixaxis, whose detection is rather finicky in this game.

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* UniversalAmmunition: With a button press, you can take ammo from any gun on the ground to replenish your current gun's supply, even if you're using an assault rifle and the gun on the ground is a shotgun.
* VideogameFlamethrowersSuck: ''Haze'' has an absolutely ''terrible'' flamethrower; the range is woeful, it's hideous to look at, the fire effect is comically 2D, ammo is fairly rare, and all told you might as well just pack a shotgun.

to:

* UndeathlyPallor: Once you're taken off Nectar, you'll see unmasked Mantel troopers like Duvall have corpse-pale skin and tiny red sores around their face, in contrast to the healthy appearance Nectar makes you perceive them as. This emmphasizes that Nectar slowly kills its users, and makes the Mantel troopers more resemble soldiers of [[VideoGame/HalfLife2 the Combine]] or [[VideoGame/{{Killzone}} the Helghast]] rather than the U.S. Military.
* UniversalAmmunition: With As a Rebel, with a button press, you can take ammo from any gun on the ground to replenish your current gun's supply, even if you're using an assault rifle and the gun on the ground is a shotgun.
* VideogameFlamethrowersSuck: ''Haze'' has an absolutely ''terrible'' flamethrower; the range is woeful, it's hideous to look at, the fire effect is comically 2D, ammo is fairly rare, and all told you might as well just pack a shotgun. Also, the flamethrower is disproportionally more dangerous to you than the enemies, since being caught on fire requires you to extinguish yourself with the sixaxis, whose detection is rather finicky in this game.

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* BaseOnWheels: The Land Carrier is a mobile helicopter carrier.
* BananaRepublic: The goal Of Mantel is to secure the region and make the natives grow Nectar plants for the consumption of the people back home.

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* BaseOnWheels: The Land Carrier is a mobile helicopter carrier.
essentially an aircraft carrier on wheels.
* BananaRepublic: The goal Of Mantel is to secure the region and make destroy the natives grow local Nectar plants for to keep their monopoly on the consumption of the people back home.drug.


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* TheEnemyWeaponsAreBetter: Since enemies only drop ammo for their own guns, you're best off using the guns of the opposing faction rather than your own if you want to stay stocked up on ammo. While playing as Mantel your ammo does mysteriously replenish itself to full when using your alternate weapon, though this may not be reliable, and as a rebel you can scavenge ammo for whatever gun you're carrying by looting enemy bodies, but this is tedious and time consuming while grabbing ammo from dropped weapons is fast and automatic.


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* HelmetsAreHardlyHeroic: The main Mantel troopers in Shane's squad, Duvall, Peshy, and Watchstrap, don't wear helmets while every other Mantel trooper does. Shane presumably wears a helmet as a Mantel trooper since it features heavily in his [=HUD=], but he loses it and all its functionality (including a built-in scope zoom) once he switches sides.


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* SniperPistol: All your weapons have a scope zoom function, presumably built into your suit, while playing as a Mantel trooper. This combined with the {{Handcannon}} nature of the Mantel pistol makes it essentially a sniper rifle.
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* {{Foreshadowing}}: About as thick as one can lay it on. From the opening it's clear that something's just a little off with your comrades, and the first mission establishes things are ''not'' right with the Mantel occupation. Despite the advertising trying to hide it, the fact that the HeelFaceTurn the player undergoes halfway through isn't even given spoiler tags should tell you how blatantly obvious the game signals Mantel being evil.
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[[quoteright:259:https://static.tvtropes.org/pmwiki/pub/images/70267_games_review_haze_ps3_image2_lwjk0nkd6e.jpg]]
[[caption-width-right:259:He already looks pretty bad but he's even worse!]]

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[[quoteright:259:https://static.[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/70267_games_review_haze_ps3_image2_lwjk0nkd6e.jpg]]
[[caption-width-right:259:He [[caption-width-right:300:He already looks pretty bad but he's even worse!]]

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