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By 2002, The United Nations Pechorsk Special Committee (UNPSC) still administers the Pechorsk Security Zone around the Pechorsk Radius, and no one is allowed to enter aside from the UNPSC specialists. Inside, it has been almost completely abandoned and stands as an isolated and blighted territory. Rumors, conspiracies, and legends continue to emerge - alluding to wondrous artifacts, deadly anomalies, and bizarre entities that inhabit the once quiet mining region.

to:

By 2002, The the United Nations Pechorsk Special Committee (UNPSC) still administers the Pechorsk Security Zone around the Pechorsk Radius, and no one is allowed to enter aside from the UNPSC specialists. Inside, it has been almost completely abandoned and stands as an isolated and blighted territory. Rumors, conspiracies, and legends continue to emerge - alluding to wondrous artifacts, deadly anomalies, and bizarre entities that inhabit the once quiet mining region.



On April 11th, 2001, the game received its 2.0 update, which reworked the map, progression, enemies and graphics. As such, some of the information below may be out of date.


to:

On April 11th, 2001, 2021, the game received its 2.0 update, which reworked the map, progression, enemies and graphics. As such, some of the information below may be out of date.




* BayonetYa: The primary advantage of the SKS, as it comes with a retractable bayonet that doesn't break.
* BlatantLies: [[https://www.youtube.com/watch?v=mLJNxx2Q7ME The trailer for 2.0]] contains many, often justapoxed with reality. Examples include:

to:

* BayonetYa: The primary advantage of the SKS, SKS before 2.0, as it comes came with a retractable bayonet that doesn't didn't break.
* BlatantLies: [[https://www.youtube.com/watch?v=mLJNxx2Q7ME The trailer for 2.0]] contains many, often justapoxed juxtaposed with reality. Examples include:



** Latest technology. Explorer finding an old, rusty PM pistol, used in ''[=WW2=]''.
** Comfortable living enviroments. As long as one thinks rail cars and storage containers converted to living spaces count.
* BoringButPractical: The SKS rifle in 1.0. Despite being a [[UsefulNotes/WorldWarII WW 2]] era weapon, it was considered to be one of the best weapons in the game. This is due to using one of the strongest ammo types (7.62x39mm) and using AKM magazines, meaning 30 rounds in each magazine. Its main strength came from its attached bayonet, which made the rifle into a spear, allowing Explorer 61 to safely engage most melee enemies. This meant that the player could use SKS all the way to the end of the game. This was changed in 2.0, where the SKS lost its bayonet. It remains a viable weapon, but it can only take a scope as an attachment and no longer functions as a spear. The new security level system also means that when it unlocks, Explorer 61 can only buy short 10 round magazines, instead of full 30 round magazines. This means that once Explorer 61 upgrades their security level, they are likely to pick a new rifle with more attachment points.

to:

** Latest technology. technology, as the Explorer finding finds an old, rusty PM pistol, used in ''[=WW2=]''.
pistol from the 1950s.
** Comfortable living enviroments. environments. As long as one thinks old rail cars and storage containers converted to living spaces count.
* BoringButPractical: The SKS rifle in 1.0. Despite being a [[UsefulNotes/WorldWarII WW 2]] era weapon, it was considered to be one of the best weapons in the game. This is due to using one of the strongest ammo types (7.62x39mm) and using AKM magazines, meaning 30 rounds in each magazine. Its main strength came from its attached bayonet, which made the rifle into a spear, allowing Explorer 61 to safely engage most melee enemies. This meant that the player could use the SKS all the way to the end of the game. This was changed in 2.0, where the SKS lost its bayonet. It remains a viable weapon, but it can only take a scope as an attachment and no longer functions as a spear. The new security level system also means that when it unlocks, Explorer 61 can only buy short 10 round magazines, instead of full 30 round magazines. This means that once Explorer 61 upgrades their security level, they are likely to pick a new rifle with more attachment points.



* EquipmentBasedProgression: Your starter Makarov will aid you for your first journey into the Security Zone, but you will need to buy new guns and ammo to increase your chances of survival. The money you make from completing missions (especially story missions) will give you more than enough to upgrade your arsenal to include semi-automatic shotguns, assault rifles, and explosive grenades.
** Further enforced in 2.0, where you have security clearances that need to be acquired to buy more powerful weapons.

to:

* EquipmentBasedProgression: Your starter Makarov will aid you for your first journey into the Security Zone, but you will need to buy new guns and ammo to increase your chances of survival. The money you make from completing missions (especially story missions) will give you more than enough to upgrade your arsenal to include semi-automatic shotguns, assault rifles, and explosive grenades. \n** Further enforced in 2.0, where you have security clearances that need to be acquired to buy more powerful weapons.



* HollywoodSilencer: Silencers reduce sound to level where enemies will not notice it, even if shot right next to. Alterantively, the player can use subsonic ammunition that has the same effect, but at the cost of power.

to:

* HollywoodSilencer: Silencers reduce sound to level where enemies will not notice it, even if shot right next to. Alterantively, Alternately, the player can use subsonic ammunition that has the same effect, but at the cost of power.



* MookMaker: Harvesters spawn Shades whenever they are under attack. There are also anomolies that spawn Fragments periodically.

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* MookMaker: MookMaker:
**
Harvesters spawn Shades whenever they are under attack. There are also anomolies anomalies that spawn Fragments periodically.



** In 1.0, the SKS spear was meant to be a back up tool to allow players to defend themselves in case they forgot to bring a knife, or to finish off wounded enemies. However, players more often than not used the weapon as a spear, as using the incorporated knife was often better than wasting bullets on enemies.

to:

** In 1.0, the SKS spear bayonet was meant to be a back up tool to allow players to defend themselves in case they forgot to bring a knife, or to finish off wounded enemies. However, players more often than not used the weapon as a spear, as using the incorporated knife was often better than wasting bullets on enemies.



* SentryGun: The UNPSC base hosts one, presumably to defend it from various creatures of the Radius. However, it never fires on the player if you refuse to comply with the instructions when you first reach it.

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* SentryGun: The UNPSC base hosts one, presumably to defend it from various creatures of the Radius. However, it never fires It tracks on the player if you refuse to comply with every time they enter the instructions when you base, implicitly threatening them to raise their hands as instructed during the first reach it.visit, but refusing to do so will never cause it to actually fire on them.



* WizardNeedsFoodBadly: Going without food for too long basically reduces the stamina meter, forcing the player to walk, as well as causes their stomach to rumble, making them easier to spot by enemies.

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* WizardNeedsFoodBadly: Going without food for too long basically reduces the stamina meter, forcing the player to walk, as well as causes their stomach to rumble, making them easier to spot by enemies.

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Added example(s)


* SuicidalSadisticChoice: [[spoiler: The Radius itself]] offers one to Explorer #61 at the end. They can either kill themselves, or [[spoiler: Katya. Whichever is left alive is allowed to become a real human and leave the Radius zone.]] Based on the end, [[spoiler:the Radius]] seems to actually uphold their end of the bargain.



* TakenForGranite: You can find various denizens of Pechorsk, USSR and NATO troops as UNPSC explorers, frozen as a black coal like substance that breaks the moment any force is applied to it. Chunks then stay floating in the air before disintigrating. Touching some of these statues allows Explorer #61 to hear peoples last thoughts before the Event.

to:

* TakenForGranite: You can find various denizens of Pechorsk, USSR and NATO troops as UNPSC explorers, frozen as a black coal like substance that breaks the moment any force is applied to it. Chunks then stay floating in the air before disintigrating.disintegrating. Touching some of these statues allows Explorer #61 to hear peoples last thoughts before the Event.


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* VisibleInvisibility: A variant of Shades are almost translucent, making the difficult to see. This is compensated by them taking less damage to dispatch.
Is there an issue? Send a MessageReason:
Trope was cut/disambiguated due to cleanup


* CoolGuns: The game has the standard AK and M16 available, but also comes with more uncommon weapons such as the AUG, Tokarev pistol and [=OTs=]-14 Groza.

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''Into the Radius'' is a 2020 VR survival game developed and published by CM Games. It has been described as {{VideoGame/STALKER}} in VR.

The game takes place in an alternate reality where in 1987 the 'Pechorsk Event' changed everything for the quiet Soviet mining town. Locals described the event as a short earthquake, which caused clouds of dust to rise into the sky, reducing visibility to almost nothing. After the dust settled, they stated seeing a huge dark-red orb in the sky, with black ash floating around the area.

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''Into the Radius'' is a 2020 VR survival SurvivalHorror game developed and published by CM Games.Games for PC VR, Meta Quest 2, and Meta Quest 3 headsets. It has been described as {{VideoGame/STALKER}} in VR.

The game takes place in an alternate reality where where, in 1987 1987, the 'Pechorsk Event' "Pechorsk Event" changed everything for the a quiet Soviet mining town. Locals described the event as a short earthquake, which caused clouds of dust to rise into the sky, reducing visibility to almost nothing. After the dust settled, they stated seeing a huge dark-red orb in the sky, with black ash floating around the area.



The player, known only as Explorer #61, awakens in the Pechorsk Radius, with no memory of who they are or how they got there. They make contact with a disembodied voice who calls herself Katya, who is happy that ''Someone'' is able to hear them finally. Together, Explorer #61 and Katya embark on quest to regain player characters memories as well as find Katya and free her from whatever prison she has been stuck to.

In 4.11.2021 the game received 2.0 update which reworked the map, progression, enemies and graphics. As such, some of the information below may be out of date.


to:

The player, known only as Explorer #61, awakens in the Pechorsk Radius, with no memory of who they are or how they got there. They make contact with a disembodied voice who calls herself Katya, who is happy that ''Someone'' ''someone'' is able to hear them finally. Together, Explorer #61 and Katya embark on quest to regain player characters memories the player's memories, as well as find Katya and free her from whatever prison she has been stuck to.

In 4.11.2021
in.

On April 11th, 2001,
the game received its 2.0 update update, which reworked the map, progression, enemies and graphics. As such, some of the information below may be out of date.




* AmbiguousSituation: Setup for the story. Nobody really understand what the Radius is, why it happened, or what it even does. On a smaller scope, Explorer #61 and Katyana are not sure what has happened to either of them. Katyana says she is trapped, but does not know where or why and the player character has no memory of what happened to them.
* AntiFrustrationFeatures: The game has three autosave slots that activate ''very'' frequently (usually every five minutes). This is very useful when the physics engine decides to eject players gun to stratosphere or inside a wall.

to:

* AmbiguousSituation: Setup The setup for the story. Nobody really understand understands what the Radius is, why how it happened, came to be, or what it even does. On a smaller scope, Explorer #61 and Katyana are not sure what has happened to either of them. Katyana says she is trapped, but does not know where or why and the player character has no memory of what happened to them.
* AntiFrustrationFeatures: The game has three autosave slots that activate ''very'' frequently (usually every five minutes). This is very useful when the physics engine decides to eject players the player's gun to into the stratosphere or inside a wall.



* BayonetYa: The primary advantage of SKS, as it comes with a retractable bayonet that doesn't break.
* BlatantLies: [[https://www.youtube.com/watch?v=mLJNxx2Q7ME Trailer for 2.0]] contains many, often justapoxed with reality. Examples include:
** Balanced diet. Shown as canned food.
** Latest technology. Explorer finding old rust PM pistol, used in [=WW2=]

to:

* BayonetYa: The primary advantage of the SKS, as it comes with a retractable bayonet that doesn't break.
* BlatantLies: [[https://www.youtube.com/watch?v=mLJNxx2Q7ME Trailer The trailer for 2.0]] contains many, often justapoxed with reality. Examples include:
** Balanced diet. Shown A balanced diet, shown as old canned food.
food rations.
** Latest technology. Explorer finding old rust an old, rusty PM pistol, used in [=WW2=]''[=WW2=]''.



* BoringButPractical: The SKS rifle in 1.0. Despite being [[UsefulNotes/WorldWarII WW 2]] era weapon, it was considered to be one of the best weapons in the game. This is due to using one of the strongest ammo types (7.62x39mm) and using AKM magazines, meaning 30 rounds in magazine. Its main strength came from its attached bayonet, which made the rifle into a spear, allowing Explorer 61 to safely engage most melee enemies. This mean that player could use SKS all the way to the end of the game.
** This was changed in 2.0, where SKS lost its bayonet. It remains viable weapon, but it can only take scope as attachment and no longer function as a spear. New security level system also means that when it unlocks, Explorer 61 can only buy short 10 round magazines, instead of full 30 round magazines. This means that once Explorer 61 upgrades their security level, they are likely to pick a new rifle with more attachment points.

to:

* BoringButPractical: The SKS rifle in 1.0. Despite being a [[UsefulNotes/WorldWarII WW 2]] era weapon, it was considered to be one of the best weapons in the game. This is due to using one of the strongest ammo types (7.62x39mm) and using AKM magazines, meaning 30 rounds in each magazine. Its main strength came from its attached bayonet, which made the rifle into a spear, allowing Explorer 61 to safely engage most melee enemies. This mean meant that the player could use SKS all the way to the end of the game.
**
game. This was changed in 2.0, where the SKS lost its bayonet. It remains a viable weapon, but it can only take a scope as an attachment and no longer function functions as a spear. New The new security level system also means that when it unlocks, Explorer 61 can only buy short 10 round magazines, instead of full 30 round magazines. This means that once Explorer 61 upgrades their security level, they are likely to pick a new rifle with more attachment points.



* ClosedCircle: Outsiders can not go too deep into the Zone without falling ill, and those that were caught inside the Radius can not leave it without dying for unknown causes.

to:

* ClosedCircle: Outsiders can not go too deep into the Zone without falling ill, and those that were caught inside the Radius can not leave it without dying for from unknown causes.



* ConcealmentEqualsCover: Averted. Bullets, whenever it's from player or from Mimics, can pierce through thin materials.
* CoolGuns: The game has the standard AK and M16 available, but also comes with more uncommon weapons such as AUG, Tokarev pistol and [=OTs=]-14 Groza.

to:

* ConcealmentEqualsCover: Averted. Bullets, whenever it's whether they be from the player or from Mimics, can pierce through thin materials.
* CoolGuns: The game has the standard AK and M16 available, but also comes with more uncommon weapons such as the AUG, Tokarev pistol and [=OTs=]-14 Groza.



* DeathIsCheap: While many have simply died, it is noted in-universe that some explorers who die in the Radius return a few days later, with no memory how they got there.
* DiegeticInterface: The players stats are shown on the wristwatch they carry, depicting their current health. stamina, fatigue, current time, and a compass that always points toward the Radius (North). The Player can also bring up tooltips for any item they carry, but otherwise the game does not have tooltips available.

to:

* DeathIsCheap: While many have simply died, it is noted in-universe that some explorers who die in the Radius return a few days later, with no memory of how they got there.
* DiegeticInterface: The players player's stats are shown on the wristwatch they carry, depicting their current health. stamina, fatigue, current time, and a compass that always points toward the Radius (North). The Player can also bring up tooltips for any item they carry, but otherwise the game does not have tooltips available.



* EquipmentBasedProgression: Your starter Makarov will aid you for your first journey into the Security Zone, but you will need to buy new guns and ammo to increase your chances of survival. The money you make from completing missions(especially story missions) will give you more than enough to upgrade your arsenal to include semi-automatic shotguns, assault rifles, and explosive grenades.

to:

* EquipmentBasedProgression: Your starter Makarov will aid you for your first journey into the Security Zone, but you will need to buy new guns and ammo to increase your chances of survival. The money you make from completing missions(especially missions (especially story missions) will give you more than enough to upgrade your arsenal to include semi-automatic shotguns, assault rifles, and explosive grenades.



* EverythingTryingToKillYou: From anomalies to monsters, it would look the Radius is out to get the player.

to:

* EverythingTryingToKillYou: From anomalies to monsters, it would look almost everything in the Radius is out to get the player.



* GunAccessories: Weapons can be equipped with various attachments, such as sights, flashlights, silencers or grenade launchers. They can be purchased at the UNSPC base or found in supply crates hidden in the Radius. 2.0 upped this by allowing almost every weapon to be upgraded with rails, letting player use any attachement they want and where they want.

to:

* GunAccessories: Weapons can be equipped with various attachments, such as sights, flashlights, silencers or grenade launchers. They can be purchased at the UNSPC base or found in supply crates hidden in the Radius. 2.0 upped this by allowing almost every weapon to be upgraded with rails, letting the player use any attachement attachment they want and where wherever they want.



* HellIsThatNoise: Each entity and anomaly in the Radius make distinct noises to alert you of their presence If you hear it, it is likely a Radius entity that has spotted you or an anomaly your just about to walk into.
* HollywoodSilencer: Silencers reduce sound to level where enemies will not notice it, even if shot right next to. Alterantively, the player can use subsonic ammunition that has same effect at the cost of power.
* HyperspaceArsenal: Averted. Everything the player carries must be either in the backpack, on their vest or in their hand, and there is a carrying limit of 50 kilograms. Furthermore, there is no grid system for the backpack so player needs to organize their gear themselves, if they want easy access to it.
* JustifiedExtraLives: In-universe it is noted that those that "die" within Pechorsk Radius eventually return. Only way to permanently die is to leave the Radius, at which point person become deadly sick.
* LimitedLoadout: Zig-zagged. The Player can carry on their body one pistol and one large weapon, and another larger weapon on the side of the backpack. However, they can have as many pistols, grenades and other weapons inside their backpack as they can cram in there.

to:

* HellIsThatNoise: Each entity and anomaly in the Radius make distinct noises to alert you of their presence If you hear it, it is it's likely a Radius entity that has that's spotted you or an anomaly your just you're about to walk into.
* HollywoodSilencer: Silencers reduce sound to level where enemies will not notice it, even if shot right next to. Alterantively, the player can use subsonic ammunition that has the same effect effect, but at the cost of power.
* HyperspaceArsenal: Averted. Everything the player carries must be either in the backpack, on their vest or in their hand, and there is a carrying limit of 50 kilograms. Furthermore, there is no grid system for the backpack so player needs to organize their gear themselves, themselves if they want easy access to it.
* JustifiedExtraLives: In-universe In-universe, it is noted that those that "die" within the Pechorsk Radius eventually return. Only The only way to permanently die is to leave the Radius, at which point a person become becomes deadly sick.
* LimitedLoadout: Zig-zagged. The Player can carry on their body one pistol and one large weapon, and another larger weapon on the side of the backpack. However, they can have as many pistols, grenades and other weapons inside their backpack as long as they can cram them in there.



** 2.0 update introduced new Rift anomalies that will continue to spawn new enemies until destroyed by the player.

to:

** 2.0 update introduced new Rift anomalies that will continue to spawn new enemies until destroyed by the player.



* NeverBringAKnifeToAGunFight: Knifes aren't the most useful weapons against the most Radius creatures. Aside from mimics, Sliders, Fragments and Hunters are though creatures that require player to quickly go for a stab and then retreat to avoid retaliation. Spawns are more or less only creatures that can be easily killed with knifes.

to:

* NeverBringAKnifeToAGunFight: Knifes Knives aren't the most useful weapons against the most Radius creatures. Aside from mimics, Mimics, Sliders, Fragments and Hunters are though tough creatures that require player to quickly go for a stab and then retreat to avoid retaliation. Spawns are more or less only creatures that can be easily killed with knifes.



** In 1.0, SKS spear was meant to be back up tool to allow players to defend themselves in case they forgot to bring a knife, or to finish off wounded enemies. However, players more often than not used the weapon as a spear, as using the incorporated knife was often better than wasting bullets on enemies.
** Physics engine as some interesting quirks. Items that have not been touched by player for certain time are frozen in place until picked up again by the player. This has lead players to creating their own furniture, such as chairs, shelves and tables, from stuff like notes and empty ammo boxes.

to:

** In 1.0, the SKS spear was meant to be a back up tool to allow players to defend themselves in case they forgot to bring a knife, or to finish off wounded enemies. However, players more often than not used the weapon as a spear, as using the incorporated knife was often better than wasting bullets on enemies.
** Physics The physics engine as has some interesting quirks. Items that have not been touched by the player for a certain time are frozen in place until picked up again by the player. This has lead players to creating their own furniture, such as chairs, shelves and tables, from stuff like notes and empty ammo boxes.



** In 1.0 the fog is far less ominous. When entered, leads players to UNPSC base. In fact, UNPSC emergency guide ''recommends'' walking into the fog.
** In 2.0, fog will simply lead people back into area they left, just from random direction. UNPSC has series of ropelines going in and out of radius to guide people to different areas through the fog.
* OneBulletClips: Averted. Not only do magazines retain their cartridges, player also need to manually fill them rather have them automatically filled.
* RealityIsOutToLunch: The Pechorsk Radius is a localized version. Objects float in the air, ground has been twisted, there are various anomalies everywhere, people have been turned into black charcoal-like statues and there is a giant glowing object in the sky. However, outside the Pechorsk Radius the world seems to continue normally.

to:

** In 1.0 0, the fog is far less ominous. When entered, it leads players to the UNPSC base. In fact, the UNPSC emergency guide ''recommends'' walking into the fog.
** In 2.0, the fog will simply lead people back into the area they left, just from random direction. UNPSC has series of ropelines going in and out of radius the Radius to guide people to different areas through the fog.
* OneBulletClips: Averted. Not only do magazines retain their cartridges, the player also need needs to manually fill them rather than have them automatically filled.
* RealityIsOutToLunch: The Pechorsk Radius is a localized version. Objects float in the air, the ground has been twisted, there are various anomalies everywhere, people have been turned into black charcoal-like statues and there is a giant glowing object in the sky. However, outside the Pechorsk Radius the world seems to continue normally.



* ResurrectiveImmortality: All people that survived the Event received this. As long as they die within the Zone, they are eventually resurrected within the fog. Only way for survivors to die permanently, is to leave the Zone, at which point they will die due to unknown causes, permanently.
* ResourcesManagementGameplay: Several ways. Not only does player need to carry their ammo, they need to carry magazines, food, medical supply and any other equipment. Problem comes with that there is no easy to navigate grid system with the backpack, so player needs to arrange their stuff in such a way they can easily access it when needed.
* RuinsOfTheModernAge: Pechorsk Radius has more than its share of destroyed architecture.
* SceneryGorn: Very little of the natural beauty has been left, with everything in various levels of disrepair, or suspended in some strange way mid-collapse.

to:

* ResurrectiveImmortality: All people that survived the Event received this. As long as they die within the Zone, they are eventually resurrected within the fog. Only The only way for survivors to die permanently, permanently is to leave the Zone, at which point they will die due to unknown causes, permanently.
* ResourcesManagementGameplay: Several ways. Not only does the player need to carry their ammo, they need to carry magazines, food, medical supply and any other equipment. Problem The problem comes with the fact that there is no easy to navigate grid system with the backpack, so the player needs to arrange their stuff in such a way they can easily access it when needed.
* RuinsOfTheModernAge: The Pechorsk Radius has more than its fair share of destroyed architecture.
* SceneryGorn: Very little of the natural beauty has been left, left untouched, with everything in various levels of disrepair, disrepair or suspended in some strange way mid-collapse.



* SprintMeter: Stamina meter works like this.

to:

* SprintMeter: Stamina The stamina meter works like this.



* TakenForGranite: You can find various denizen of Pechorsk, USSR and NATO troops as UNPSC explorers, frozen as black coal like substance that breaks moment any force is applied to it. Chunks then stay floating in the air before disintigrating. Touching some of these statues allows Explorer #61 to hear peoples last thoughts before the Event.
* TeleportSpam: Signature move of the Sliders. Their only weakness is that it takes them a moment to wind up an attack after teleporting to the player, giving them time to back up.
* TimedMission: 2.0 introduced new Tide mechanic, where zone resets and enemies respawn, alongside moving around items and loot. This in turn has made every mission into timed mission, as you need to complete them before tide hits. Thankfully, tide comes in slowly, often many in-game days/hours in, giving player plenty of time to get in and get out.

to:

* TakenForGranite: You can find various denizen denizens of Pechorsk, USSR and NATO troops as UNPSC explorers, frozen as a black coal like substance that breaks the moment any force is applied to it. Chunks then stay floating in the air before disintigrating. Touching some of these statues allows Explorer #61 to hear peoples last thoughts before the Event.
* TeleportSpam: Signature The signature move of the Sliders. Their only weakness is that it takes them a moment to wind up an attack after teleporting to the player, giving them time to back up.
* TimedMission: 2.0 introduced the new Tide mechanic, where the zone resets and enemies respawn, alongside moving around items and loot. This in turn has made every mission into a timed mission, as you need to complete them before tide the Tide hits. Thankfully, tide Tide comes in slowly, often many in-game days/hours in, giving the player plenty of time to get in and get out.



* TomatoInTheMirror: [[spoiler: Neither you or Katya are real humans. Both of you were created by the Radius in attempt to create a perfect replica of human. Radius has become good enough to fool UNPSC computers.]]
* TwentyBearAsses: 1.0 sidequests often request player to get artifacts that can only be gained by killing specific enemies. 2.0 averts this by removing artefact drops from enemies.

to:

* TomatoInTheMirror: [[spoiler: Neither you or nor Katya are real humans. Both of you were created by the Radius in an attempt to create a perfect replica of human. The Radius has become good enough to fool UNPSC computers.]]
* TwentyBearAsses: 1.0 sidequests often request player to get artifacts that can only be gained by killing specific enemies. 2.0 averts this by removing artefact drops from enemies.
]]



* UnfriendlyFire: Once a bullet leaves the barrel, it cares not who it hits. The Player can accidentally kill themselves from ricochet, or even shoot themselves with their own weapons.
* WizardNeedsFoodBadly: Going without food for too long basically reduces stamina meter, forcing player to walk, as well as causes their stomach to rumble, making them easier to spot for the enemies.

to:

* UnfriendlyFire: Once a bullet leaves the barrel, it cares not who it hits. The Player can accidentally kill themselves from a ricochet, or even shoot themselves with their own weapons.
* WizardNeedsFoodBadly: Going without food for too long basically reduces the stamina meter, forcing the player to walk, as well as causes their stomach to rumble, making them easier to spot for the by enemies.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TwentyBearAsses: In 1.0, it was common for missions to require Explorer #61 to return various artefacts that were dropped by killing enemies. It wasn't uncommon for players to stock up and then complete a series of quests. This was removed from 2.0, where all artefacts are found in anomaly fields.


Added DiffLines:

* ClosedCircle: Outsiders can not go too deep into the Zone without falling ill, and those that were caught inside the Radius can not leave it without dying for unknown causes.


Added DiffLines:

* NeverBringAKnifeToAGunFight: Knifes aren't the most useful weapons against the most Radius creatures. Aside from mimics, Sliders, Fragments and Hunters are though creatures that require player to quickly go for a stab and then retreat to avoid retaliation. Spawns are more or less only creatures that can be easily killed with knifes.
* NotTheIntendedUse: Several examples.
** In 1.0, SKS spear was meant to be back up tool to allow players to defend themselves in case they forgot to bring a knife, or to finish off wounded enemies. However, players more often than not used the weapon as a spear, as using the incorporated knife was often better than wasting bullets on enemies.
** Physics engine as some interesting quirks. Items that have not been touched by player for certain time are frozen in place until picked up again by the player. This has lead players to creating their own furniture, such as chairs, shelves and tables, from stuff like notes and empty ammo boxes.


Added DiffLines:

* ResurrectiveImmortality: All people that survived the Event received this. As long as they die within the Zone, they are eventually resurrected within the fog. Only way for survivors to die permanently, is to leave the Zone, at which point they will die due to unknown causes, permanently.


Added DiffLines:

* TomatoInTheMirror: [[spoiler: Neither you or Katya are real humans. Both of you were created by the Radius in attempt to create a perfect replica of human. Radius has become good enough to fool UNPSC computers.]]
Is there an issue? Send a MessageReason:
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* JustifiedExtraLives: In-universe it is noted that those that "die" within Pechorsk Radius eventually return. Only way to permanently die is to leave the Radius, at which point person become deadly sick.

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Updated entry for 2.0 related information


* BoringButPractical: The SKS rifle. Compared to more advanced and modern weapons such as AUG, M16, Groza or AK-74, the SKS is considered the most viable rifle despite being a [[UsefulNotes/WorldWarII WW 2]] era rifle. Not only can it take 10 and 30 round magazines (same as AKM), it can also mount a scope and comes with an attached bayonet that turns the rifle into a spear, all while being semi-automatic and firing one of the more powerful rounds (7.62x39mm), it can easily carry the player to the end of the game. The only downside to it is that it can not be suppressed or mount a grenade launcher.

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* BoringButPractical: The SKS rifle. Compared to more advanced and modern weapons such as AUG, M16, Groza or AK-74, the SKS is considered the most viable rifle despite in 1.0. Despite being a [[UsefulNotes/WorldWarII WW 2]] era rifle. Not only can weapon, it take 10 was considered to be one of the best weapons in the game. This is due to using one of the strongest ammo types (7.62x39mm) and using AKM magazines, meaning 30 round magazines (same as AKM), it can also mount a scope and comes with an rounds in magazine. Its main strength came from its attached bayonet that turns bayonet, which made the rifle into a spear, all while being semi-automatic and firing one of the more powerful rounds (7.62x39mm), it can easily carry the allowing Explorer 61 to safely engage most melee enemies. This mean that player could use SKS all the way to the end of the game. The only downside to it is that game.
** This was changed in 2.0, where SKS lost its bayonet. It remains viable weapon, but
it can not be suppressed or mount only take scope as attachment and no longer function as a grenade launcher.spear. New security level system also means that when it unlocks, Explorer 61 can only buy short 10 round magazines, instead of full 30 round magazines. This means that once Explorer 61 upgrades their security level, they are likely to pick a new rifle with more attachment points.
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* HyperspaceArsenal: Averted ''hard''. Everything the player carries must be either in the backpack, on their vest or in their hand, and there is a carrying limit of 50 kilograms. Furthermore, there is no grid system for the backpack so player needs to organize their gear themselves, if they want easy access to it.

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* HyperspaceArsenal: Averted ''hard''.Averted. Everything the player carries must be either in the backpack, on their vest or in their hand, and there is a carrying limit of 50 kilograms. Furthermore, there is no grid system for the backpack so player needs to organize their gear themselves, if they want easy access to it.
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YMMV trope


* SpiritualSuccessor: To {{VideoGame/STALKER}}, being essentially STALKER but in VR.
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* BreakableWeapons: Weapons slowly deteriorate from use, requiring Explorer #61 to either pay to repair their gear or maintain it themselves. This also applies to the ''magazines'' that the weapons use.

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* BreakableWeapons: Weapons as well as detachable magazines for firearms slowly deteriorate from use, requiring Explorer #61 to either pay to repair their gear or maintain it themselves. This also applies to the ''magazines'' that the weapons use.themselves.



* CoolGuns: The game has the standard AK and M16 avaible, but also comes with more uncommon weapons such as AUG, Tokarev pistol and [=OTs=]-14 Groza.

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* CoolGuns: The game has the standard AK and M16 avaible, available, but also comes with more uncommon weapons such as AUG, Tokarev pistol and [=OTs=]-14 Groza.
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''Into The Radius'' is a 2020 VR survival game developed and published by CM Games. It has been described as {{VideoGame/STALKER}} in VR.

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''Into The the Radius'' is a 2020 VR survival game developed and published by CM Games. It has been described as {{VideoGame/STALKER}} in VR.
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** In 1.0 the fog is far more being. When entered, leads players to UNPSC base. In fact, UNPSC emergency guide ''recommends'' walking into the fog.

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** In 1.0 the fog is far more being.less ominous. When entered, leads players to UNPSC base. In fact, UNPSC emergency guide ''recommends'' walking into the fog.

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