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removing critical reception from work descriptions


Shooter fans might recall that Creator/InterplayEntertainment's ''VideoGame/{{Descent}}'', [[DuelingGames a similar game, came out that same year.]] Unlike ''VideoGame/{{Descent}}'', where you typically faced a few powerful [[MechaMooks robots]] or a single, very powerful [[BossFight boss,]] ''Radix'' pitted the player against [[MultiMookMelee swarming hordes of weak bots]] that would [[DeathOfAThousandCuts quickly shred your ship]] to pieces if not dealt with swiftly. Unfortunately, due to "inferior" graphics (Radix used sprite-based entities, while Descent had full 3D models, albeit with ''very'' visible polygons) [[SugarWiki/NeedsMoreLove the game was largely ignored in favor of its competitor]].

[[NamesTheSame Not be confused with]] the [[TheContributors Troper named Radix.]]

to:

Shooter fans might recall that Creator/InterplayEntertainment's ''VideoGame/{{Descent}}'', [[DuelingGames a similar game, came out that same year.]] Unlike ''VideoGame/{{Descent}}'', where you typically faced a few powerful [[MechaMooks robots]] or a single, very powerful [[BossFight boss,]] ''Radix'' pitted the player against [[MultiMookMelee swarming hordes of weak bots]] that would [[DeathOfAThousandCuts quickly shred your ship]] to pieces if not dealt with swiftly. Unfortunately, due to "inferior" graphics (Radix used sprite-based entities, while Descent had full 3D models, albeit with ''very'' visible polygons) [[SugarWiki/NeedsMoreLove the game was largely ignored in favor of its competitor]].

[[NamesTheSame Not be confused with]] the [[TheContributors Troper named Radix.]]
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* SpreadShot: The [[EnergyWeapon Plasma]] [[ExactlyWhatItSaysOntheTin Spreader.]] [[UnpredictableResults Its shots zig-zag wildly along the horizontal plane they were fired from.]] On the upside, if they miss the first time, [[PinballProjectile they might hit your target on the rebound.]]

to:

* SpreadShot: The [[EnergyWeapon Plasma]] [[ExactlyWhatItSaysOntheTin Spreader.]] [[UnpredictableResults Its shots zig-zag wildly along the horizontal plane they were fired from.]] On the upside, if they miss the first time, [[PinballProjectile they might hit your target on the rebound.]]]]
----
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* MechaMooks: Most of which have [[GlowingMechanicalEyes glowing]] [[RedEyesTakeWarning red]] [[GlowingMechanicalEyes eyes.]]

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* %%* MechaMooks: Most of which have [[GlowingMechanicalEyes glowing]] [[RedEyesTakeWarning red]] [[GlowingMechanicalEyes eyes.]]

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Changed: 6

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%% Administrivia.ZeroContextExamples have been commented out. Please don't add them back without adding sufficient context.



* ElaborateUndergroundBase: Most of the game takes place in these.

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* %%* ElaborateUndergroundBase: Most of the game takes place in these.



* GatlingGood: A rather unique example. See the Trope page for details.

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* %%* GatlingGood: A rather unique example. See the Trope page for details.



* [[RealIsBrown Real Is Red And Gray]]

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* %%* [[RealIsBrown Real Is Red And Gray]]
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Renamed trope


* AntiGravity: Much like the [[CoolStarship Pyro]] in ''VideoGame/{{Descent}}'', your craft largely [[YouFailPhysicsForever ignores such silly concepts as gravity and inertia.]]

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* AntiGravity: Much like the [[CoolStarship Pyro]] in ''VideoGame/{{Descent}}'', your craft largely [[YouFailPhysicsForever [[ArtisticLicensePhysics ignores such silly concepts as gravity and inertia.]]
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''Radix: Beyond The Void'' is is a [[FirstPersonShooter First Person]] Corridor-based space shooter developed by Neural Storm Entertainment and published by EpicGames, then Epic Megagames, in 1995 for MS-DOS. Now {{Abandonware}}, you can obtain the full game [[https://www.myabandonware.com/game/radix-beyond-the-void-29l here.]]

to:

''Radix: Beyond The Void'' is is a [[FirstPersonShooter First Person]] Corridor-based space shooter developed by Neural Storm Entertainment and published by EpicGames, Creator/EpicGames, then Epic Megagames, ''Epic Megagames'', in 1995 for MS-DOS. Now {{Abandonware}}, you can obtain the full game [[https://www.myabandonware.com/game/radix-beyond-the-void-29l here.]]
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''Radix: Beyond The Void'' is is a [[FirstPersonShooter First Person]] Corridor-based space shooter developed by Neural Storm Entertainment and published by Prosoft in 1995 for MS-DOS. [[http://www.epicclassics.com/order.html A CD version remains available for $15 from Epic Classics.]]

to:

''Radix: Beyond The Void'' is is a [[FirstPersonShooter First Person]] Corridor-based space shooter developed by Neural Storm Entertainment and published by Prosoft EpicGames, then Epic Megagames, in 1995 for MS-DOS. [[http://www.epicclassics.com/order.html A CD version remains available for $15 from Epic Classics.Now {{Abandonware}}, you can obtain the full game [[https://www.myabandonware.com/game/radix-beyond-the-void-29l here.]]



* AbsurdlySpaciousSewer: One level in the first episode consists of a large water treatment plant and it's associated tunnel network.

to:

* AbsurdlySpaciousSewer: One level in the first episode consists of a large water treatment plant and it's its associated tunnel network.
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Potholes are not allowed in page quotes.


-> ''"[[LetsDance Let's kick some]] [[AliensAreBastards xenomorphic]] [[GoshDangItToHeck butt!]]"''

to:

-> ''"[[LetsDance Let's ''"Let's kick some]] [[AliensAreBastards xenomorphic]] [[GoshDangItToHeck butt!]]"''
some xenomorphic butt!"''
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* HumongousMecha: In the last level of the first episode, [[DualBoss you face a pair of massive]] [[TheTerminator Terminator-like]] robots with wrist missile launchers.

to:

* HumongousMecha: In the last level of the first episode, [[DualBoss you face a pair of massive]] [[TheTerminator [[Franchise/{{Terminator}} Terminator-like]] robots with wrist missile launchers.
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--> ''[[LetsDance Let's kick some]] [[AliensAreBastards xenomorphic]] [[GoshDangItToHeck butt!]]''

to:

--> ''[[LetsDance -> ''"[[LetsDance Let's kick some]] [[AliensAreBastards xenomorphic]] [[GoshDangItToHeck butt!]]''
butt!]]"''
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None


Shooter fans might recall that Creator/InterplayEntertainment's ''{{Descent}}'', [[DuelingGames a similar game, came out that same year.]] Unlike ''{{Descent}}'', where you typically faced a few powerful [[MechaMooks robots]] or a single, very powerful [[BossFight boss,]] ''Radix'' pitted the player against [[MultiMookMelee swarming hordes of weak bots]] that would [[DeathOfAThousandCuts quickly shred your ship]] to pieces if not dealt with swiftly. Unfortunately, due to "inferior" graphics (Radix used sprite-based entities, while Descent had full 3D models, albeit with ''very'' visible polygons) [[SugarWiki/NeedsMoreLove the game was largely ignored in favor of its competitor]].

to:

Shooter fans might recall that Creator/InterplayEntertainment's ''{{Descent}}'', ''VideoGame/{{Descent}}'', [[DuelingGames a similar game, came out that same year.]] Unlike ''{{Descent}}'', ''VideoGame/{{Descent}}'', where you typically faced a few powerful [[MechaMooks robots]] or a single, very powerful [[BossFight boss,]] ''Radix'' pitted the player against [[MultiMookMelee swarming hordes of weak bots]] that would [[DeathOfAThousandCuts quickly shred your ship]] to pieces if not dealt with swiftly. Unfortunately, due to "inferior" graphics (Radix used sprite-based entities, while Descent had full 3D models, albeit with ''very'' visible polygons) [[SugarWiki/NeedsMoreLove the game was largely ignored in favor of its competitor]].



* AntiGravity: Much like the [[CoolStarship Pyro]] in ''{{Descent}}'', your craft largely [[YouFailPhysicsForever ignores such silly concepts as gravity and inertia.]]

to:

* AntiGravity: Much like the [[CoolStarship Pyro]] in ''{{Descent}}'', ''VideoGame/{{Descent}}'', your craft largely [[YouFailPhysicsForever ignores such silly concepts as gravity and inertia.]]



* TheMaze: While not ''nearly'' as difficult to navigate as ''{{Descent}}'s'' levels and lacking the [[OutrunTheFireball mad rush to escape the exploding mine,]] the levels are sufficiently complex to annoy the casual player, at least tempoarily. Navigation troubles are are also compounded by the fact that you are unable to totally stop moving (without a specific PowerUp), not to mention the swarms of enemies.

to:

* TheMaze: While not ''nearly'' as difficult to navigate as ''{{Descent}}'s'' ''VideoGame/{{Descent}}'s'' levels and lacking the [[OutrunTheFireball mad rush to escape the exploding mine,]] the levels are sufficiently complex to annoy the casual player, at least tempoarily. Navigation troubles are are also compounded by the fact that you are unable to totally stop moving (without a specific PowerUp), not to mention the swarms of enemies.
Is there an issue? Send a MessageReason:
None


Shooter fans might recall that Creator/InterplayEntertainment's ''{{Descent}}'', [[DuelingGames a similar game, came out that same year.]] Unlike ''{{Descent}}'', where you typically faced a few powerful [[MechaMooks robots]] or a single, very powerful [[BossFight boss,]] ''Radix'' pitted the player against [[MultiMookMelee swarming hordes of weak bots]] that would [[DeathOfAThousandCuts quickly shred your ship]] to pieces if not dealt with swiftly. Unfortunately, due to "inferior" graphics (Radix used sprite-based entities while Descent had full 3D models, albeit with ''very'' visible polygons) [[NeedsMoreLove the game was largely ignored in favor of it's competitor.]]

to:

Shooter fans might recall that Creator/InterplayEntertainment's ''{{Descent}}'', [[DuelingGames a similar game, came out that same year.]] Unlike ''{{Descent}}'', where you typically faced a few powerful [[MechaMooks robots]] or a single, very powerful [[BossFight boss,]] ''Radix'' pitted the player against [[MultiMookMelee swarming hordes of weak bots]] that would [[DeathOfAThousandCuts quickly shred your ship]] to pieces if not dealt with swiftly. Unfortunately, due to "inferior" graphics (Radix used sprite-based entities entities, while Descent had full 3D models, albeit with ''very'' visible polygons) [[NeedsMoreLove [[SugarWiki/NeedsMoreLove the game was largely ignored in favor of it's competitor.]]
its competitor]].
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Oops! Didn\'t notice that bit over there saying \"The page quote represents Very Hard\".


** Hardest - ''[[LetsDance Let's go kick some xenomorphic butt!]]''
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Added DiffLines:

** Hardest - ''[[LetsDance Let's go kick some xenomorphic butt!]]''
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None

Added DiffLines:

* RegeneratingShieldsStaticHealth: Aside from being refilled if you grabbed the right powerup, your fighter's shields would slowly recover when you were not being shot. The only way to repair your armor, however, was to grab the corresponding powerup.
Is there an issue? Send a MessageReason:
None


Shooter fans might recall that {{Interplay}}'s ''{{Descent}}'', [[DuelingGames a similar game, came out that same year.]] Unlike ''{{Descent}}'', where you typically faced a few powerful [[MechaMooks robots]] or a single, very powerful [[BossFight boss,]] ''Radix'' pitted the player against [[MultiMookMelee swarming hordes of weak bots]] that would [[DeathOfAThousandCuts quickly shred your ship]] to pieces if not dealt with swiftly. Unfortunately, due to "inferior" graphics (Radix used sprite-based entities while Descent had full 3D models, albeit with ''very'' visible polygons) [[NeedsMoreLove the game was largely ignored in favor of it's competitor.]]

to:

Shooter fans might recall that {{Interplay}}'s Creator/InterplayEntertainment's ''{{Descent}}'', [[DuelingGames a similar game, came out that same year.]] Unlike ''{{Descent}}'', where you typically faced a few powerful [[MechaMooks robots]] or a single, very powerful [[BossFight boss,]] ''Radix'' pitted the player against [[MultiMookMelee swarming hordes of weak bots]] that would [[DeathOfAThousandCuts quickly shred your ship]] to pieces if not dealt with swiftly. Unfortunately, due to "inferior" graphics (Radix used sprite-based entities while Descent had full 3D models, albeit with ''very'' visible polygons) [[NeedsMoreLove the game was largely ignored in favor of it's competitor.]]
Is there an issue? Send a MessageReason:
None


** Hard - ''[[BadassBoast Another glorious]] [[{{Alien}} day in the corps!]]''

to:

** Hard - ''[[BadassBoast Another glorious]] [[{{Alien}} [[Film/{{Aliens}} day in the corps!]]''
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Added DiffLines:

[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/radix_title_big_872.jpg]]

--> ''[[LetsDance Let's kick some]] [[AliensAreBastards xenomorphic]] [[GoshDangItToHeck butt!]]''

''Radix: Beyond The Void'' is is a [[FirstPersonShooter First Person]] Corridor-based space shooter developed by Neural Storm Entertainment and published by Prosoft in 1995 for MS-DOS. [[http://www.epicclassics.com/order.html A CD version remains available for $15 from Epic Classics.]]

ExcusePlot: It's TheFuture. You are a SpaceFighter pilot in the service of [[OneWorldOrder Earth's military.]] Humanity has come under attack by [[AlienInvasion invading aliens]] and their [[MechaMooks mechanized armies,]] via a PortalNetwork. [[OneManArmy Unfortunately for them]], your objective is to use their network to travel to and destroy key alien instillations, thus crippling their war machine.

Shooter fans might recall that {{Interplay}}'s ''{{Descent}}'', [[DuelingGames a similar game, came out that same year.]] Unlike ''{{Descent}}'', where you typically faced a few powerful [[MechaMooks robots]] or a single, very powerful [[BossFight boss,]] ''Radix'' pitted the player against [[MultiMookMelee swarming hordes of weak bots]] that would [[DeathOfAThousandCuts quickly shred your ship]] to pieces if not dealt with swiftly. Unfortunately, due to "inferior" graphics (Radix used sprite-based entities while Descent had full 3D models, albeit with ''very'' visible polygons) [[NeedsMoreLove the game was largely ignored in favor of it's competitor.]]

[[NamesTheSame Not be confused with]] the [[TheContributors Troper named Radix.]]

----
!!''Radix'' provides examples of:

* AbsurdlySpaciousSewer: One level in the first episode consists of a large water treatment plant and it's associated tunnel network.
* ActionBomb: A particular spherical enemy with an [[CyberCyclops oscilating red eye]]. [[AllThereInTheManual Mentioned in a briefing]] to be [[{{Cyborg}} at least partially composed of]] [[{{Squick}} human brain tissue.]]
* AntiGravity: Much like the [[CoolStarship Pyro]] in ''{{Descent}}'', your craft largely [[YouFailPhysicsForever ignores such silly concepts as gravity and inertia.]]
* DeflectorShields: Which regenerate, unlike [[HitPoint your hull integrity.]]
* ElaborateUndergroundBase: Most of the game takes place in these.
* EnergyWeapon: With the obvious exception of the [[MoreDakka vulcan gun,]] all of your primary weapons are these.
* EvolvingWeapon: Your weapons increase in [[MoreDakka power and fire-rate]] when you pick up duplicates of the same weapon.
* GatlingGood: A rather unique example. See the Trope page for details.
* GuideDangIt: [[AvertedTrope Mostly averted.]] Each mission briefing tells you exactly what to do and where to go, even pointing out the level exit. ''How'' you get to each objective, though, can be another matter. See TheMaze below.
* HumongousMecha: In the last level of the first episode, [[DualBoss you face a pair of massive]] [[TheTerminator Terminator-like]] robots with wrist missile launchers.
* IdiosyncraticDifficultyLevels: Each is an entire phrase rather then a one-word descriptor. The page quote represents "[[HarderThanHard Very Hard.]]" Others include:
** Easy - ''[[DespairEventHorizon I can't do this!]] [[EasyModeMockery I just can't do this!]]''
** Medium - ''[[ResignedToTheCall I'm as ready as I'll ever be.]]''
** Hard - ''[[BadassBoast Another glorious]] [[{{Alien}} day in the corps!]]''
** A hidden, even ''[[HarderThanHard harder]]'' difficulty can be accessed by typing "[[SchmuckBait NSDEATH]]" in-game.
* MacrossMissileMassacre: You are capable of this via your secondary weapons. Also, there is an enemy that takes the form of an entire ''bank'' of seeking missile launchers built into parts of the level architecture. They're easy to spot and destroy, but the first time you hear [[MissileLockOn that lock-on noise]] [[HellIsThatNoise it will probably launch you out of your seat.]]
* ManaMeter: Your primary weapons (excluding [[KineticWeaponsAreJustBetter the vulcan]]) are tied to a regenerating energy meter.
* TheMaze: While not ''nearly'' as difficult to navigate as ''{{Descent}}'s'' levels and lacking the [[OutrunTheFireball mad rush to escape the exploding mine,]] the levels are sufficiently complex to annoy the casual player, at least tempoarily. Navigation troubles are are also compounded by the fact that you are unable to totally stop moving (without a specific PowerUp), not to mention the swarms of enemies.
* MechaMooks: Most of which have [[GlowingMechanicalEyes glowing]] [[RedEyesTakeWarning red]] [[GlowingMechanicalEyes eyes.]]
* MultiMookMelee: This is this game's specialty. Many rooms are absolutely ''jammed'' full of enemies, all with rapid-firing weapons.
* NitroBoost: Your craft comes equipped with a regenerating, high-velocity afterburner. Watch your speed though, it's quite easy to go pinballing into walls.
* OneManArmy: Explicit, down to the design of your craft: All of its weaponry has either an ''[[SpamAttack obscene]]'' fire rate or the ability to hit multiple enemies at once, possibly ''[[DeathInAllDirections all of them.]]''
* PowerUp: Pickups include ammo, duplicate weapons [[EvolvingWeapon that upgrade your on-board ones,]] [[HealThySelf Armor, Shield]] [[ManaMeter and Energy pickups,]] and things like [[GodMode temporary invulnerability]], [[BottomlessMagazines temporary infinite energy]] and [[YouHaveResearchedBreathing the ability to halt your craft and hover in given location.]]
* [[RealIsBrown Real Is Red And Gray]]
* {{Shareware}} The first episode, [[ElaborateUndergroundBase Theta 2]], was distributed in this manner. The retail version included the episodes [[RoaringRampageOfRevenge Vengeance]] and [[EldritchLocation The Void.]]
* SpreadShot: The [[EnergyWeapon Plasma]] [[ExactlyWhatItSaysOntheTin Spreader.]] [[UnpredictableResults Its shots zig-zag wildly along the horizontal plane they were fired from.]] On the upside, if they miss the first time, [[PinballProjectile they might hit your target on the rebound.]]

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