History VideoGame / Odium

20th Jan '16 8:43:30 PM nombretomado
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Now available on GOG and {{Steam}}.

to:

Now available on GOG and {{Steam}}.
UsefulNotes/{{Steam}}.
24th Aug '15 9:06:25 PM PaulA
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* TranslationConvention: When the team encounters a little girl who is seemingly in shock Owicz offers to talk to her as (obviously) he is the only one capable of speaking the girl's native language. It works fine in the English version; however, in the Polish dubbing Owicz pretty much repeats to the girl what McFadden tried to tell her seconds before, which can lead to some confusion.

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* TranslationConvention: When the team encounters a little girl who is seemingly in shock Owicz offers to talk to her as (obviously) he is the only one capable of speaking the girl's native language. It works fine in the English version; however, in the Polish dubbing Owicz pretty much repeats to the girl what McFadden [=McFadden=] tried to tell her seconds before, which can lead to some confusion.
8th Jun '15 11:47:44 AM TheRoguePenguin
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* ResourceManagementGameplay: You only have so much ammo, so many health packs, etc. This makes choosing when to shoot something as opposed to using melee fairly important.

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* ResourceManagementGameplay: ResourcesManagementGameplay: You only have so much ammo, so many health packs, etc. This makes choosing when to shoot something as opposed to using melee fairly important.
8th Jun '15 11:47:06 AM TheRoguePenguin
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* NoSell: All the more exotic forms of damage (fire, energy, electrical, stun, etc.) can be blocked by certain enemies. The InvisibleMonsters are notable for being outright immune to everything but the basic damage types.



* ProtectionMission: Pops up five times. Protecting the console is arguably the worst of them.
* RedshirtReporter: Anne Hutchens, who joins you as a team member (and is useless).

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* ProtectionMission: Pops up five times. Protecting the console in the museum is arguably the worst of them.
* RedshirtReporter: Anne Hutchens, who joins you as a team member (and is useless). Her only benefit is an abnormally high critical rate, which isn't really helpful since she doesn't last long enough to get much use out of it and you can easily buff your own characters to that point by the time you've reached her.



* ShockAndAwe:
** The gorilla-like enemies electrocute whoever they attack, though it's not particularly damaging.
** Medusa's primary attack is an electrical discharge generate between his horns with a T-shaped area of effect.
** The Lightning item strikes down anything in its range with lightning, assuming they don't have an electrical immunity.



** The napalm and rocket launchers have even less ammo,

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** The napalm and rocket launchers have even less ammo, though they have area of effect to compensate.
7th Jun '15 12:53:46 AM TheRoguePenguin
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* FrickinLaserBeams: The Ion Rifle, found after the museum segment. It fires a laser beam in front of and behind the shooter, doing up to 100 damage depending on how much use you've gotten out of it (this is three times greater than any weapon in the game save the TooAwesomeToUse ones). To compensate, a fair number of enemies are immune to energy damage, which is how it's categorized.

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* FrickinLaserBeams: The Ion Rifle, found after the museum segment. It fires a laser beam in front of and behind the shooter, doing up to 100 damage depending on how much use you've gotten out of it (this is three times greater than any weapon in the game save the TooAwesomeToUse ones). To compensate, a fair number of enemies are immune to energy damage, which is how it's categorized.categorized, and it takes four turns to cool down.



* RedshirtReporter: Anne Hutchens, who joins you as a team member (and is useless).

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* RedshirtReporter: Anne Hutchens, who joins you as a team member (and is useless). useless).
* ResourceManagementGameplay: You only have so much ammo, so many health packs, etc. This makes choosing when to shoot something as opposed to using melee fairly important.



* SkippableBoss:
** The Stinger on the museum roof doesn't need to be approached.
** Likewise for the Puppet, which is tucked away in an alley which the player might not even realize can be entered.
** The Incubuses can be avoided by not triggering the active teleporter in the final level.



** Most guns can fall into this, as there's limited ammo to go around. They usually get saved for those encounters where you can't tranq and melee something to death.
** Missile, Lightning Strike, Energy Beam. All of them are similar, in that they deal tons of damage in a big radius, and can only be used once. (It's fun to use the Energy Beam only to find out that the enemy happens to be immune to energy attacks...) There are certain points, however, where it's obvious you are intended to use it to get out of a tough situation. Missile, for example, comes in real handy at the end of the first section, when you're accosted by a group of six enemies and just lost our fourth party member. If you aim it right, four can be killed in one shot.

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** Most guns Guns can fall into this, as there's limited ammo to go around. They usually get saved for those encounters where you can't tranq and melee something to death.
death, by which point you probably have a lot more ammo than you need.
** The napalm and rocket launchers have even less ammo,
** Missile, Lightning Strike, Energy Beam. All of them are similar, in that they deal tons of damage in a big radius, and can only be used once. (It's fun to use Doubly so for the Energy Beam only to find out that the enemy happens to be latter two, as there are several enemies immune to energy attacks...) their effects by the time you get them. There are certain points, however, where it's obvious you are intended to use it to get out of a tough situation. Missile, for example, comes in real handy at the end of the first section, when you're accosted by a group of six enemies and just lost our fourth party member. If you aim it right, four can be killed in one shot.
6th Jun '15 10:31:03 PM TheRoguePenguin
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* MutuallyExclusivePartyMembers: Slavsky and Medusa.

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* MutuallyExclusivePartyMembers: Slavsky Medusa and Medusa. Slavsky.



* OptionalPartyMember: Slavsky. You can get him, but you have to pay by [[spoiler:losing Medusa]] and wasting a [[GiveMeYourInventoryItem stun grenade]].

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* OptionalPartyMember: Slavsky. You can get him, but you have to pay by [[spoiler:losing Medusa]] losing Medusa and wasting a [[GiveMeYourInventoryItem stun grenade]]. grenade]], the only other benefit being a box with some minor loot. All things considered, hardly worth the trade.



* ProtectionMission: Pops up five times.

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* ProtectionMission: Pops up five times. Protecting the console is arguably the worst of them.
6th Jun '15 3:15:44 PM TheRoguePenguin
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* AIBreaker: The AI will not use an attack if that attack would harm another enemy or itself, even if it means not attacking at all. Most enemies have a backup melee attack to account for this weakness, but some don't. If you corner them, they're harmless.



* TooAwesomeToUse: Missile, Lightning Strike, Energy Beam. All of them are similar, in that they deal tons of damage in a big radius, and can only be used once. (It's fun to use the Energy Beam only to find out that the enemy happens to be immune to energy attacks...) There are certain points, however, where it's obvious you are intended to use it to get out of a tough situation. Missile, for example, comes in real handy at the end of the first section, when you're accosted by a group of six enemies and just lost our fourth party member. If you aim it right, four can be killed in one shot.

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* TooAwesomeToUse: TooAwesomeToUse:
** Most guns can fall into this, as there's limited ammo to go around. They usually get saved for those encounters where you can't tranq and melee something to death.
**
Missile, Lightning Strike, Energy Beam. All of them are similar, in that they deal tons of damage in a big radius, and can only be used once. (It's fun to use the Energy Beam only to find out that the enemy happens to be immune to energy attacks...) There are certain points, however, where it's obvious you are intended to use it to get out of a tough situation. Missile, for example, comes in real handy at the end of the first section, when you're accosted by a group of six enemies and just lost our fourth party member. If you aim it right, four can be killed in one shot.
6th Jun '15 3:10:33 PM TheRoguePenguin
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* TalkativeLoon: [[spoiler:Medusa, once he goes insane and right before he attacks you]].

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* TalkativeLoon: [[spoiler:Medusa, once he goes insane and right before he attacks you]]. you]].
* TimeLimitBoss: The battle for the red keycard places you in a situation where you have to defeat several enemies before a time bomb in the center goes off. It's doable, but you have to throw caution to the wind.



* TooAwesomeToUse: Missile, Lightning Strike, Energy Beam. All of them are similar, in that they deal tons of damage in a big radius, and can only be used once. (It's fun to use the Energy Beam only to find out that the enemy happens to be immune to energy attacks...)

to:

* TooAwesomeToUse: Missile, Lightning Strike, Energy Beam. All of them are similar, in that they deal tons of damage in a big radius, and can only be used once. (It's fun to use the Energy Beam only to find out that the enemy happens to be immune to energy attacks...)) There are certain points, however, where it's obvious you are intended to use it to get out of a tough situation. Missile, for example, comes in real handy at the end of the first section, when you're accosted by a group of six enemies and just lost our fourth party member. If you aim it right, four can be killed in one shot.
5th Jun '15 12:25:44 PM TheRoguePenguin
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* AnAxeToGrind: The best melee weapon.
* BatterUp: Another melee weapon.
* BayonetYa: The standard melee weapon.
* BilingualBonus: While encountering Slavsky hidden in a shed on the museum's roof he screams that he's going to blow up the place... in Polish. While in fact it barely sounds like the actual language, its speakers should nevertheless understand what's going down.

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* AnAxeToGrind: The best melee weapon.
weapon, and found fairly early on. It can chop for as much damage as a rifle.
* ArtificialBrilliance: The AI is fairly simplistic but still relatively intelligent. While melee enemies can be lured into suicidal charges, any enemy with a ranged attack will only get as close as is necessary to use it. This makes the humans with rifles especially dangerous, as they have a diagonal attack and far superior range to the monsters.
* ArtificialStupidity: Melee enemies, or those which have an attack measured only one square ahead, will charge you to get in range. This allows you to position your fighters in a 'U' formation (numbers permitting) and lure the attacker into range for a powerful first strike.
* BatterUp: Another melee weapon.
weapon. There's only one, but it's as good as a crowbar.
* BayonetYa: The standard melee weapon.
weapon, though more like a knife in practice.
* BilingualBonus: While encountering When you encounter Slavsky hidden in a shed on the museum's roof roof, he screams that he's going to blow up the place... in Polish. While in fact it barely sounds like the actual language, its speakers should nevertheless understand what's going down.



* ButNotTooForeign: For a game that takes place entirely in a Polish town, we sure don't encounter that many Poles along the way: just two of them (Owicz excluded), one of which is optional. On the other hand we meet dozens of Russians and Americans. Partly justified in that the town's crawling with mutants and thus is of special interest to both Russia and US-led NATO.
* CheeseEatingSurrenderMonkeys: Thiery Trantigne has the annoying tendency to declare how they're all going to die when facing even the scrawniest bunch of enemies.
* ContractualBossImmunity: Many bosses are immune to stun attacks like the tranquilizer. However, many bosses ''including the the final boss'' are not. This renders the final battle a ridiculously one-sided curbstomp if you realize this.

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* ButNotTooForeign: For a game that takes place entirely in a Polish town, we sure don't encounter that many Poles along the way: just two of them (Owicz excluded), one of which is optional. On the other hand we meet dozens of Russians and Americans. Partly justified in that the town's crawling with mutants and thus is of special interest to both Russia and the US-led NATO.
* CheeseEatingSurrenderMonkeys: Thiery Trantigne has the annoying tendency to declare how they're all going to die when facing even the scrawniest bunch of enemies.
enemies.
* TheComputerIsACheatingBastard: The AI knows your loadout and acts accordingly. This is especially obvious when you have a character with the deadly ion rifle. Watch your foes file just out of range to avoid being cut down.
* ContractualBossImmunity: Many About half of the bosses are immune to stun attacks like the tranquilizer. However, many bosses that means the other half -- ''including the the final boss'' -- are not. This renders the final battle a ridiculously one-sided curbstomp if you realize this.curbstomp.



* CrowbarCombatant: One step up from the bayonet.

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* CrowbarCombatant: One step up from the bayonet.bayonet, and the only other melee weapon with multiple copies.



* DefendCommand
* DenialOfDiagonalAttack: All melee attack and some ranged weapons can inexplicably be used to attack only along the vertical and horizontal axis.

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* DefendCommand
DefendCommand: There's a Guard option which halves incoming damage for that turn. Useful if you're trying to lure in foes with a ranged attack.
* DenialOfDiagonalAttack: All melee attack attacks and some ranged weapons can inexplicably be used to attack only along the vertical and horizontal axis. axis.



* ExplodingBarrels: Deal 40 damage to anyone caught in the blast.

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* ExplodingBarrels: Deal They deal 40 damage to anyone caught in next to or at the blast.immediate diagonal of them when they explode.



* FrickinLaserBeams: The Ion Rifle, found after the museum segment. It fires a laser beam in front of and behind the shooter, doing up to 100 damage depending on how much use you've gotten out of it (this is three times greater than any weapon in the game save the TooAwesomeToUse ones). To compensate, a fair number of enemies are immune to energy damage, which is how it's categorized.



* SoLongAndThanksForAllTheGear: Every party member except your starters, sooner or later.

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* SoLongAndThanksForAllTheGear: Every All the guest party member except your starters, sooner or later. members will run off with whatever you've equipped them with. This makes it a good idea to learn when this will happen and loot them accordingly.



* WithThisHerring: You lead a team of three NATO officers sent to investigate a secret in a Polish town harbouring a former Russian secret base, in which disappeared an other NATO team. Each squadmember starts the game with a couple of medical supplies, a pistol, an assault rifle, and a knife. And only enough ammunition to fill ''exactly one magazine'' of both weapons.

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* WithThisHerring: You lead a team of three NATO officers sent to investigate a secret in a Polish town harbouring a former Russian secret base, in which disappeared an other another NATO team.team disappeared. Each squadmember starts the game with a couple of medical supplies, a pistol, an assault rifle, and a knife. And only enough ammunition to fill ''exactly one magazine'' of both weapons.
5th Jun '15 1:12:59 AM TheRoguePenguin
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* AnAxeToGrind
* Anti-ClimaxBoss: Just about every single one of them in the latter half of the game. The trick is to keep them stunned; with any luck at least two characters should be capable of doing that, which means the boss will never get a chance to fight back ''at all''. What you need to look out for are the encounters with your stadard beasts that may not be just as tough as your regular bosses but are numerous as hell.
* BatterUp

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* AnAxeToGrind
* Anti-ClimaxBoss: Just about every single one of them in the latter half of the game.
AnAxeToGrind: The trick is to keep them stunned; with any luck at least two characters should be capable of doing that, which means the boss will never get a chance to fight back ''at all''. What you need to look out for are the encounters with your stadard beasts that may not be just as tough as your regular bosses but are numerous as hell.
best melee weapon.
* BatterUpBatterUp: Another melee weapon.
* BayonetYa: The standard melee weapon.



* CrowbarCombatant

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* CrowbarCombatantCrowbarCombatant: One step up from the bayonet.



* FaceHeelTurn: [[spoiler:Medusa]], though it's optional.

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* FaceHeelTurn: [[spoiler:Medusa]], though it's optional. optional if you avoid the trigger. If you don't, you'll find a replacement party member (assuming he doesn't blow himself up).



* GameplayAndStorySegregation: Happens any time that combat events happen outside of combat

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* GameplayAndStorySegregation: Happens any time that combat events happen outside of combatcombat.



* RPGElements: Your characters gain experience during combat (after every single succesful attack) and level up also during combat. They have stats governing their health, their likelihood of counterattacking, their likelihood of making a critical hit, and how many hits they can take before becoming [[UnstoppableRage Enraged]].

to:

* RPGElements: Your characters gain experience during combat (after every single succesful successful attack) and level up also during combat. They have stats governing their health, their likelihood of counterattacking, their likelihood of making a critical hit, and how many hits they can take before becoming [[UnstoppableRage Enraged]].



* SetAMookToKillAMook: {{Averted}}. Enemies will not attack if their attack would harm an ally (or themselves). This can be exploited for tactic value.

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* SetAMookToKillAMook: {{Averted}}. Enemies will not attack if their attack would harm an ally (or themselves). This can be exploited for tactic value. There's an exception with the Incubus spheres, which are time-delay so the mooks may walk into them.
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