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* McNinja: The Ninja character class is an Australian guy whose starting gear include Japanese sandals[[note]]ninja shoes are a special class of footwear which helps to dodge better, but can only be worn after taking the relevant skill[[/note]] and caltrops (and a small handgun). There's an Asian-looking character portrait available, though. Note that each character can be played like this, but the Ninja class is the only one to start with the relevant skills and gear.

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* McNinja: The Ninja character class is an Australian guy whose class' starting gear include includes Japanese sandals[[note]]ninja shoes are a special class of footwear which helps to dodge better, but can only be worn after taking the relevant skill[[/note]] and caltrops (and a small handgun). There's Each player character is supposed to b Australian, though there's an Asian-looking character portrait available, though.available. Note that each character can be played like this, but the Ninja class is the only one to start with the relevant skills and gear.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hellsign.jpg]]
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* {{Wormsign}}: The Skolex boss can be tracked using the dirt thrown up as it moves around, giving you a window to attack when it briefly leaps out.
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* InterfaceScrew: One of the hazards you can encounter during contracts is the explosion of lightbulbs inside a room. If you're caught in the blast and aren't wearing Protective Earwear, the screen will be blurred and the audio replaced with tinnitus for several seconds. Depending on whether it happens during a fight or not, it can result in either a minor annoyance, or a critical handicap which can even kill you.

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* InterfaceScrew: One of the hazards you can encounter during contracts is the explosion of lightbulbs inside a room. If you're caught in the blast and aren't wearing Protective Earwear, the screen will be blurred and the audio replaced with tinnitus for several seconds. Depending on whether it happens during a fight or not, it can result in either a minor annoyance, or a critical handicap which can even kill you.will cripple you enough to be unable to flee or defend yourself.
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* InterfaceScrew: One of the hazards you can encounter during contracts is the explosion of lightbulbs inside a room. If you're caught in the blast and aren't wearing Protective Earwear, the screen will be blurred and the audio replaced with tinnitus for several seconds.

to:

* InterfaceScrew: One of the hazards you can encounter during contracts is the explosion of lightbulbs inside a room. If you're caught in the blast and aren't wearing Protective Earwear, the screen will be blurred and the audio replaced with tinnitus for several seconds. Depending on whether it happens during a fight or not, it can result in either a minor annoyance, or a critical handicap which can even kill you.
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Since May 2020's update, signs and reward are not longer lost when the player character dies


* {{Roguelike}}: Missions have some elements of this: levels are randomly generated, saving is impossible, and dying results in losing most of the current mission's gain (and most of the reward you would have gained if you fled the site alive). On the other hand, there's no permadeath, and dying during a mission doesn't steal anything you gained ''before'' starting the current mission.

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* InterfaceScrew: One of the hazards you can encounter during contracts is the explosion of lightbulbs inside a room. If you're caught in the blast and aren't wearing earing protection gear, the screen will be blurred and the audio replaced with tinnitus for several seconds.

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* InterfaceScrew: One of the hazards you can encounter during contracts is the explosion of lightbulbs inside a room. If you're caught in the blast and aren't wearing earing protection gear, Protective Earwear, the screen will be blurred and the audio replaced with tinnitus for several seconds.



* RevolversAreJustBetter: Revolvers are one kind of sidearm, the other being pistols. Revolvers are more powerful, more accurate, and have a longer range.



* YouAllMeetInAnInn: The story mostly progresses by speaking with various [=NPCs=] in a bar named "The Shaggy Jackal".

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* YouAllMeetInAnInn: The story mostly progresses by speaking with various [=NPCs=] in a bar named "The Shaggy Jackal".Jackal".
* YouHaveResearchedBreathing: You need to take a specific skill to be able to wear Protective Earwear and Hazmat Boots.
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* InterfaceScrew: One of the hazards you can encounter during contracts is the explosion of lightbulbs inside a room. If you're caught in the blast and aren't wearing earing protection gear, the screen will be blurred and the audio replaced with tinnitus for several seconds.
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* CountryMatters: "Cunt" occasionally appears in dialogs, in its Australian meaning. The ingame includes a lexicon, which translates the term as "good sir".

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* CountryMatters: "Cunt" occasionally appears in dialogs, in its Australian meaning. The ingame help includes a lexicon, which translates the term as "good sir".
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* ShoutOut: One of the graffitis that can be seen on buildings' outside walls looks like ''[[Creator/EdvardMunch The Scream]]''.
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* CountryMatters: "Cunt" occasionally appears in dialogs, in its Australian meaning. The ingame includes a lexicon, which translates the term as "good sir".

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* ArtShift: During cutscenes, the art style shifts from the usual realistic-looking graphics of the game to ''very'' visually different comic book-style sequences.



* {{Jerkass}}: Lucky is the kind of guy who would rip the arm from a homeless man because there was a 50% chance they 'may' have been infected with a soul-eating demon from hell.

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* {{Jerkass}}: Lucky Kenny is the kind of guy who would rip the arm from a homeless man because there was a 50% chance they 'may' have been infected with a soul-eating demon from hell.



* WithThisHerring: At character's creation, the Drifter class is the most blatant example of this (you only start with the tier-1 flashlight, a nailgun, the tier-1 EMF meter, and a syringe filled with some street drug), but several of the others start with guns described as rusty, and the player character in general is described as being not rich.

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* WithThisHerring: At character's creation, the Drifter class is the most blatant example of this (you only start with the tier-1 flashlight, a nailgun, the tier-1 EMF meter, and a syringe filled with some street drug), but several of the others start with guns described as rusty, and the player character in general is described as being not rich.rich.
* YouAllMeetInAnInn: The story mostly progresses by speaking with various [=NPCs=] in a bar named "The Shaggy Jackal".
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* CreepyCentipedes: The Tasmanian Megaplede monster is a giant centipede.

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* CreepyCentipedes: The Blood Crawlers are 2-meters long centipedes. The Tasmanian Megaplede monster is a Megapledes are another sort of giant centipede.centipedes, and are ''much'' longer and larger.
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* {{Roguelike}}: Missions have some elements of this: levels are randomly generated, saving is impossible, and dying results in losing most of the current mission's gain. On the other hand, there's no permadeath, and dying during a mission doesn't steal anything you gained ''before'' starting the current mission.

to:

* {{Roguelike}}: Missions have some elements of this: levels are randomly generated, saving is impossible, and dying results in losing most of the current mission's gain.gain (and most of the reward you would have gained if you fled the site alive). On the other hand, there's no permadeath, and dying during a mission doesn't steal anything you gained ''before'' starting the current mission.
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* EyepatchOfPower: You can craft and wear a pirate eyepatch. It reduces accuracy but increase rate of experience gain.
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''[=HellSign=]'' is unrelated with ''Manga/{{Hellsing}}'' beside both being horror-themed works.

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* McNinja: The Ninja character class is an Australian guy whose starting gear include Japanese sandals and caltrops (and a small handgun). There's an Asian-looking character portrait available, though.

to:

* McNinja: The Ninja character class is an Australian guy whose starting gear include Japanese sandals sandals[[note]]ninja shoes are a special class of footwear which helps to dodge better, but can only be worn after taking the relevant skill[[/note]] and caltrops (and a small handgun). There's an Asian-looking character portrait available, though. Note that each character can be played like this, but the Ninja class is the only one to start with the relevant skills and gear.


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* {{Roguelike}}: Missions have some elements of this: levels are randomly generated, saving is impossible, and dying results in losing most of the current mission's gain. On the other hand, there's no permadeath, and dying during a mission doesn't steal anything you gained ''before'' starting the current mission.
Is there an issue? Send a MessageReason:
None

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* CreepyCentipedes: The Tasmanian Megaplede monster is a giant centipede.

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''[=HellSign=]'' is a thriller top-down shooter RPG made by Ballistic Interactive, about an amnesiac hunter of the supernatural cursed with the Hellsign, a demonic brand that grants its bearer ResurrectiveImmortality at the cost of endless nightmares and a soul-eating demon strapped to their back.

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''[=HellSign=]'' is a thriller top-down shooter RPG made by Ballistic Interactive, about an amnesiac hunter of the supernatural cursed with the Hellsign, [=HellSign=], a demonic brand that grants its bearer ResurrectiveImmortality at the cost of endless nightmares and a soul-eating demon strapped to their back.



* AmnesiacHero: The opening cutscene. After "dreaming" of being very messily killed by a demon, the player character awakens amnesiac and with a weird tattoo on the back.



* PowerTattoo: The [=HellSign=] is a tattoo of demonic origin which allows the player character to reappear, alive, at his safehouse if killed during a contract.
* ScrewThisImOuttaHere: Appears as a gameplay mechanics. Each contract grants a money reward at completion. Leaving before completing the mission results in the player character forfeiting the cash, but leaving ''alive'' at any time allows to keep the signs[[note]]occult items, which can be sold to gain cash or serve as crafting ingredients[[/note]] which have already been found; while dying teleports you back to your safehouse but you lose some of the signs you were carrying.



* WithThisHerring: At character's creation, the Drifter class is the most blatant example of this (you only start with a flashlight, a nailgun, an EMF meter, and a syringe), but several of the others start with guns described as rusty, and the player character in general is described as being not rich.

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* TitleDrop: The "[[PowerTattoo HellSign]]" is occasionally refered by name in some conversation.
* WithThisHerring: At character's creation, the Drifter class is the most blatant example of this (you only start with a the tier-1 flashlight, a nailgun, an the tier-1 EMF meter, and a syringe), syringe filled with some street drug), but several of the others start with guns described as rusty, and the player character in general is described as being not rich.

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* NothingIsScarier: "Wait for it..." variant. Levels consists in scouting dark, abandoned buildings only lit with your flashlight, not knowing when a monster will appear.



* ParanormalInvestigation: The premise of the game is basically a mix of paranormal investigation and ActionRPG gameplay, where you must carefully prepare your missions, take the right gear onsite, explore places with an EMF meter, and fight monsters.

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* ParanormalInvestigation: The premise of the game is basically a mix of paranormal investigation and ActionRPG gameplay, where you must carefully prepare your missions, take the right gear onsite, explore places with an various tools (an EMF meter, a blacklight, a micro...), and fight monsters.
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* NailEm: A nailgun is the starting weapon of the Drifter class (it functionally counts as a one-handed gun).

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* NailEm: A nailgun is the starting weapon of the Drifter class (it functionally counts as a one-handed gun).sidearm). The nailgun itself and its ammo can be acquired for free at the store, regardless of the character class.
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* LimitedLoadout: There's exactly two weapon slots: one for long guns, and one for one-handed guns.

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* LimitedLoadout: There's exactly two weapon slots: one for long guns, primary guns (assault rifles, [=SMGs=], shotguns), and one for one-handed guns.sidearms (pistols and revolvers).
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* AntiFrustrationFeatures: When you leave the current mission, the game allows for a few seconds to cancel the action and remain onsite.
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* ParanormalInvestigation: The premise of the game is basically a mix of paranormal investigation and ActionRPG gameplay, where you must carefully prepare your missions, take the right gear onsite, explore places with an occult detecting device, and fight monsters.

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* ParanormalInvestigation: The premise of the game is basically a mix of paranormal investigation and ActionRPG gameplay, where you must carefully prepare your missions, take the right gear onsite, explore places with an occult detecting device, EMF meter, and fight monsters.
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* HunterOfMonsters: You are a monster hunter working in Australia to battle infestations of various supernatural beings from the Afterlife and elsewhere. While combat is king, investigation and information gathering is a major aspect.
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* LimitedLoadout: There's exactly two weapon slots: one for long guns, and one for one-handed guns.


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* NailEm: A nailgun is the starting weapon of the Drifter class (it functionally counts as a one-handed gun).

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* ParanormalInvestigation: The premise of the game is basically a mix of paranormal investigation and ActionRPG gameplay.
* StarterEquipment: Each character class starts with a gun (except the Mercenary, who starts with two), ammo, a flashlight, an EMF meter, and a syringe of drugs. The exact item in those slots, and the content of other slots (chest armor, footwear, headgear, various accessories, etc.) depends on the character class. The Drifter is the one with the least starting items.

to:

* ParanormalInvestigation: The premise of the game is basically a mix of paranormal investigation and ActionRPG gameplay.
gameplay, where you must carefully prepare your missions, take the right gear onsite, explore places with an occult detecting device, and fight monsters.
* StarterEquipment: Each character class starts with a gun (except the Mercenary, who starts with two), ammo, a flashlight, an EMF meter, and a syringe of drugs. The exact item in those slots, and the content of other slots (chest armor, footwear, headgear, various accessories, etc.) depends on the character class. The Drifter is the one with the least starting items.items.
* WithThisHerring: At character's creation, the Drifter class is the most blatant example of this (you only start with a flashlight, a nailgun, an EMF meter, and a syringe), but several of the others start with guns described as rusty, and the player character in general is described as being not rich.

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Hellsign is a thriller top-down shooter RPG made by Ballistic Interactive, about an amnesiac hunter of the supernatural cursed with the Hellsign, a demonic brand that grants its bearer ResurrectiveImmortality at the cost of endless nightmares and a soul-eating demon strapped to their back.

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Hellsign ''[=HellSign=]'' is a thriller top-down shooter RPG made by Ballistic Interactive, about an amnesiac hunter of the supernatural cursed with the Hellsign, a demonic brand that grants its bearer ResurrectiveImmortality at the cost of endless nightmares and a soul-eating demon strapped to their back.






!!The game provide examples of:
* TwentyBearAsses: Most of your money comes from selling the evidence of supernatural attacks to a fixer, who then resells them to the case managers with an analysis.



* CharacterClassSystem: Several character classes are available at character creation (Ninja, Merceneray, Archeologist, etc.). They have an effect on the starting gear, the starting skills, and the starting experience level (each classes start at level 3, except the mercenary who starts at level 2, and the drifter who starts at level 1).



* CombatPragmatist: You get to use a wide variety of traps against monsters, many of which are downright brutal[[note]]spiders are easily set on fire, centipedes don't do well against caltrops, ghouls typically get their feet stuck in bear claws, swarms are easily distracted by meat, shadow beasts instantly die the instant they meet an ultraviolet light, Banshees are weak to Silver rounds and can be damaged with EMP mines, Kelpies are weak to Incindiary rounds and explosions, and Shadows are weak to ultraviolet rounds and floodlights. You can also install ''guillotines'' and EMP tripmines on doors[[/note]].

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* CombatPragmatist: You get to use a wide variety of traps against monsters, many of which are downright brutal[[note]]spiders are easily set on fire, centipedes don't do well against caltrops, ghouls typically get their feet stuck in bear claws, swarms are easily distracted by meat, shadow beasts instantly die the instant they meet an ultraviolet light, Banshees are weak to Silver rounds and can be damaged with EMP mines, Kelpies are weak to Incindiary Incendiary rounds and explosions, and Shadows are weak to ultraviolet rounds and floodlights. You can also install ''guillotines'' and EMP tripmines on doors[[/note]].



* McNinja: The Ninja character class is an Australian guy whose starting gear include Japanese sandals and caltrops (and a small handgun). There's an Asian-looking character portrait available, though.



* TwentyBearAsses: Most of your money comes from selling the evidence of supernatural attacks to a fixer, who then resells them to the case managers with an analysis.

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* TwentyBearAsses: Most ParanormalInvestigation: The premise of your money comes from selling the evidence game is basically a mix of supernatural attacks to a fixer, who then resells them to the case managers paranormal investigation and ActionRPG gameplay.
* StarterEquipment: Each character class starts
with a gun (except the Mercenary, who starts with two), ammo, a flashlight, an analysis.EMF meter, and a syringe of drugs. The exact item in those slots, and the content of other slots (chest armor, footwear, headgear, various accessories, etc.) depends on the character class. The Drifter is the one with the least starting items.
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* ChestMonster: Two kinds of mimics have been revealed so far:
** The door mimic will try to grab the hunter with its tongue and then chew on them a few times before spitting them out. Luckily, it disappears whether it successfully grabs a meal or not.
** The painting mimic is hard to hit, has high DPS, and bursts into a mess of black tentacles that quickly cover the entire room.


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* EverythingTryingToKillYou: Rule of thumb: If it moves (and isn't a tree), it's going to kill you.
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-->"All of us are cursed. Haunted, by things you can't see, can't escape, and can't kill...
-->But what if you '''could'''?"

Hellsign is a thriller top-down shooter RPG made by Ballistic Interactive, about an amnesiac hunter of the supernatural cursed with the Hellsign, a demonic brand that grants its bearer ResurrectiveImmortality at the cost of endless nightmares and a soul-eating demon strapped to their back.

Taking place in the late 20th century of Australia, the most supernaturally dangerous country on Earth, your job is simple: go to a murder scene, scan the house like a ghost hunter, shoot the hell out of anything that moves, and if you're ready for the big prize, summon a dangerous, soul-devouring beast haunting the house so you can ''kill'' it.
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* BadassBookworm: Any hunter worth his salt learns to hit the books; not only does this reveal the weaknesses (and species) of the boss monster, it also earns you more cash if you can deduce what you're dealing with.
* CombatPragmatist: You get to use a wide variety of traps against monsters, many of which are downright brutal[[note]]spiders are easily set on fire, centipedes don't do well against caltrops, ghouls typically get their feet stuck in bear claws, swarms are easily distracted by meat, shadow beasts instantly die the instant they meet an ultraviolet light, Banshees are weak to Silver rounds and can be damaged with EMP mines, Kelpies are weak to Incindiary rounds and explosions, and Shadows are weak to ultraviolet rounds and floodlights. You can also install ''guillotines'' and EMP tripmines on doors[[/note]].
* CursedWithAwesome: Sure, you're stuck with "the equivalent of a living nuclear bomb strapped to your back", but hey, this job is killing you, and you still come back with a third of the paycheck!
* HellishHorse: Kelpies are spirit horses made from the victims of animal cruelty, with one obsession: to maul you to death. They also wet the floor with cold oil, making it harder to dodge.
* {{Jerkass}}: Lucky is the kind of guy who would rip the arm from a homeless man because there was a 50% chance they 'may' have been infected with a soul-eating demon from hell.
* KillItWithFire: You have incendiary ammo and propane canisters. They work best on DemonicSpiders and Kelpies.
* KnowWhenToFoldThem: You always need to consider if you want to stay and earn more money and experience with the risk of losing 2/3rds of what you earned so far, or keep going up to fighting the big game worth tens of thousands.
* LivingShadow: Shadow Poltergeists are giant shadow spiders.
* OurBansheesAreLouder: Banshees can scream loud enough to deal brain damage, summon tendrils of ectoplasm, or summon cute little ghosts that eat away at your health and are hard to hit.
* OurGhostsAreDifferent: Poltergeists have a wide variety of powers from simple telekinesis and teleportation to creating giant tendrils of ectoplasm and manifesting as an unkillable shadow beast. They also eat souls and can be killed by summoning them into the real world.
* OurGhoulsAreDifferent: Standard ghouls are tall, angry humanoids that will attempt to tackle your character and then run away to jump and latch on the wall for a few seconds before trying again. The best way to kill them is to use your bear traps, which clamp on just long enough to take a clip of lead.
* TwentyBearAsses: Most of your money comes from selling the evidence of supernatural attacks to a fixer, who then resells them to the case managers with an analysis.

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